
Tactical Soccer The New Season
Turn-based football with direct control over all 11 players per turn - a genuinely rare concept that rewards positional thinking over reflexes, but carries a decade of rough edges with it.
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About Tactical Soccer The New Season
My first instinct when I sat down with this one was to check whether anything like it existed elsewhere in the genre - and the honest answer is almost nothing does. Solo developer EGCL shipped the original Tactical Soccer back in 2002, and this 2015 overhaul keeps the core premise intact: every match is played as a turn-based puzzle on a free-movement 3D pitch, not a tile grid. Each turn you order all eleven of your players - choosing whether to move, pass, dribble, shoot, or set up a header - then hit end turn and watch the full sequence resolve. The opposing AI does the same. It is slower than anything in the sports aisle, and that is entirely the point. For the strategy crowd, the decision space is genuinely interesting. Player attributes cover speed, dribbling, tackling, passing, shooting, and stamina, so building a coherent attack means threading passes through gaps opened by your wingers' runs, tracking opposing player fatigue to exploit tired defenders late in a half, and maintaining defensive shape rather than ball-chasing. The offside rule is enforced, fouls and penalties are modeled, and different formations can be swapped to change how pressure is applied. The league mode adds player development, contracts, and transfers across as many seasons as you care to play - which is where the sim loop kicks in and where strategy-minded players will find most of their time going. The weaknesses are real and worth naming plainly. Steam reviews sit at a mixed 52% from a very small sample, and the criticism that surfaces most often is about AI quality and the game's overall level of polish. The character models and animations are basic to a fault - they communicate information adequately but nothing more. There is no online multiplayer at all; you can play against a second human only via hot-seat on the same machine. The community is small and effectively inactive, so mod support and community-generated content are non-factors. There is also a known gap in the move rules around volleys and some positioning edge cases that the rules engine handles inconsistently. That said, comparisons to Football Manager are a different category of argument. FM gives you the dugout; this game gives you the pitch itself, turn by turn. The mid-match save feature matters here too - matches can run long, and being able to pause and return later is a meaningful quality-of-life inclusion for a title where a single attacking sequence can require careful planning. For newcomers to the concept, the input loop is simple enough to grasp in one match: select a player, assign an action, end turn. The depth comes from spatial reasoning and attribute exploitation, not memorizing a control scheme. If you want slick presentation, licensed clubs, or a thriving multiplayer scene, this is the wrong shelf entirely. If the idea of treating a football pitch like a chess board with stamina stats sounds like your kind of evening, the core concept holds up better than the low review count suggests. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows Vista/7/8 and 10
- Memory
- 4 GB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- Dedicated DX9 graphics card (shader model 2.0) capabilities with 512 MB
- Processor
- Intel ® Core2Duo or comparable dual core processor min. 2.4 GHz
- Sound Card
- DirectX 9 compatible sound card
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Game Info
- Developer
- EGCL
- Publisher
- KISS ltd
- Release Date
- Nov 20, 2015