Blooming Winter
A old-school top-down dungeon crawler where you explore and fight through the gardens of an old, abandoned castle. The game starts off simple, with new mechanics and more complicated room layouts being added as you go.
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You own a baseball club. Your front office runs it day to day, and every big call lands on your desk. Every rating you see is your scouts' guess. Run out of money, or lose the board, and the club is sold out from under you. One save, no undo. Every season ends as a card you can post.
Released
October 12, 2026
Price
Platforms
Windows
Developer
Publisher
Last sync
October 13, 2026
PENNANT hands you a baseball club and makes you the owner. The GM works for you.
It is a text-based baseball management sim with 30 generated franchises. You buy one, big market or small, with your own money or the bank's. Then you hire the twelve people who run it, from the general manager and the CFO down to the head trainer. They do the daily work with whatever judgment they actually have. The big calls come up to your desk: the budgets, the hires, the trades, the free agents, the draft.
You never see a player's true ability. You see your scouting department's estimate of it, with a confidence tag. Hire a sharp staff and the estimates tighten. Hire a confident staff that happens to be wrong and you will pay ace money for a Triple-A arm.
The other 29 clubs price players through their own scouts, too. Every trade is two sets of mistakes meeting in the middle. Busts and steals come out of that gap, and nobody writes them.
A full business runs under the baseball: the gate, media deals, sponsors, payroll, the luxury tax, stadium projects and debt service. Every season's profit or loss lands in your wallet. Fall below -$150M and the league forces a sale.
You also answer to a board. It sets a mandate every season and counts the years you miss it. Miss it long enough and your partners vote to sell the club out from under you. In Classic they also claw back the money you saved running a cheap payroll while you were missing it.
The game saves after every move. There is no undo button. The trade your GM talked you into stays made.
When a club is gone, your career goes on. The Hall of Owners keeps every run, the dynasties and the wrecks, and your owner card follows you to the next franchise.
Classic runs your club on rules the AI owners do not face. Each one shows its price on screen before it costs you.
Classic. Buy any club and run it for as long as you can keep it. No clock and no brief.
Situations. Six jobs, each one a club you would not have picked on terms you would not have taken. Every job has a clock and a tier from I to III, and the brief says what wins it. Pay off a $200M note in six seasons. Reach October on a payroll of $120M or less in a town three owners gave up on. Finish one and the badge goes on your career with the job's name beside it.
The Challenge: The Pariah. The worst club in the league, a hostile small-market town, $200M of debt, and a league that prices you worse for asking, from trades and free agents to coaches and credit. The prices come down as you win. Win a pennant in your fifth season or later. The first owner who does it names the League Championship trophy, in every save, for every player. The game tells the winner how to claim it the day it happens.
When October ends, the game writes your season up from your own books: the record, what you did, what went right and wrong, and what next year already owes. Save it as an image or copy it, and post it. Your whole run fits on one more card, the franchise history.
No licenses and no real rosters. Every franchise and every player is generated, so every story is yours.