Canonical pitch · V1.2 Part I
The case for PlayCluiche
Coach the team. Live with the club. Watch every choice arrive on the pitch.
01
The game
Each week the coach works with incomplete information and bounded authority: availability, injuries, weather, selector opinions, club resources. The player plans training, manages people through conversations, names the side, and makes tactical calls during a stylised 3D match. Afterward, the game explains what happened and why — and the club remembers.
Between matches it is a society simulation. Players study, work, emigrate and return. Selectors hold loyalties. Officers control budgets the coach cannot touch. Supporters form opinions. The coach persuades and negotiates; the coach does not click other people’s jobs into compliance.
It is a forever career: there is no end-credits wall. Seasons keep coming, with random season events, a holiday mode that auto-sims until something needs you, and every county running its own competition structures.
02
Why it is different
- The player is the coach, not an all-powerful club god. Bounded authority is the core tension.
- Everyone else is a simulated person with roles, memories, motives and their own goals.
- Irishness is machinery, not decoration. Volunteer scarcity, parish structures, county layers, weather and migration drive the simulation.
- The 3D match is the proof surface. Weather and crowds are systems, and the match shows why the week mattered.
- A complete fictional world — original studio-owned IP, enjoyable with no licences and no mods.
03
Audience and market
Primary: PC management and simulation players who value long saves, emergent stories and shaping a club over time.
Secondary: Gaelic games followers in Ireland, the Irish diaspora and overseas Gaelic communities, and players drawn to society and sports-management simulations.
The first release is a deep single-player PC game. Community evidence ranks competitive multiplayer well below the features this design leads with, so it is deliberately out of the early plan.
04
Scope
In scope · first release path
- single-player PC
- a complete fictional all-Ireland world
- club career from underage pathway to senior competition
- deterministic simulation with replayable matches
- stylised 3D matches with systemic weather and crowds
- men's and women's pathways represented as data
- local data-only mod support
Explicit non-goals
- official licences
- photorealism
- player-career mode
- competitive online or live service
- console and mobile parity
- arbitrary code mods
- a studio-hosted portal for third-party identity packs
Depth means multi-season club development, persistent people and relationships, explainable weekly decisions and replayable matches inside a deliberately bounded world. Scope bends before the product laws do.
05
The vertical slice
The first fundable proof is a compact, complete coaching loop — one fictional club, a small persistent cast, four to six in-game weeks ending in a consequential match, and a weather-aware 3D match that can be replayed and explained. It exists to prove the differentiators, not to sample every feature: bounded coach authority, people with memory and motive, and the coaching-to-match causal link.
06
Route to market
- 01
Proof
Build and test the vertical slice; measure comprehension and the coaching-to-match link.
- 02
Public signal
A short playable build, a focused trailer and a Steam Coming Soon page; source-tagged wishlists and a mailing list.
- 03
Funded production
Slice, testing evidence and community signal into Irish funding applications and publisher conversations.
- 04
Launch
One complete premium PC game; expansions, localisation and other platforms only after the PC product is proven.
A premium PC game, planned for Steam Early Access. The base purchase is a complete game — no energy timers, gacha or live-ops dependency. No date or price is announced.
Next step
Guided run of the slice
A ten-minute guided run of the slice (briefing, plan, people, selection, match, debrief) once the current build gates pass, plus the full research dossiers and production plan in a follow-up meeting. The detailed design bible, architecture and production backlog are deliberately not on this site; they are shared in discussion as the relationship develops.
Contact: hello@playcluiche.com