About My Hoop Legacy
I wanted a basketball game where you don't just play the games — you live the life. So I built one.
Most basketball games are about the 48 minutes on the floor. The parts I always loved most were the parts around it: getting recruited, hearing your name on draft night, the locker-room politics, a rival you can't stand, a coach learning to trust you. So My Hoop Legacy leans all the way into that. You can still hoop — there's a full 3D game on the court — but the story is the point.
Three games in one
- Career — be the player, from a high-school gym to a legacy people argue about.
- GM — run the front office: trades, the draft, the cap, and an owner grading every move.
- Coach — recruit, work the portal, and turn a nobody program into a giant.
All three share one simulation engine I've spent a long time calibrating so the numbers feel earned — not a slot machine, not a spreadsheet, somewhere honest in between.
What makes it different
- Choices that actually matter. The texts and conversations bend your career; two identical players can end up worlds apart.
- Play it or manage it. Take the court in 3D or simulate — season to season, whatever you feel like.
- Free, and fair. No paywalled modes, no energy timers. Ads and optional purchases keep it running; the game itself is all there.
- Everywhere. It's in your browser right now, installs to your home screen, and syncs with a free account.
Why the simulation is the hard part
The easy version of a game like this rolls dice and shows you a number. The hard version tries to make the number mean something, and that is most of what I have spent my time on.
Under all three modes there is one engine that has to hold up in a lot of directions at once. A season has to produce a believable spread of records rather than everybody landing near .500. Individual stat lines have to look like a real box score, including the bad ones. Players have to age unevenly, so that a player built on explosiveness declines differently from one built on craft. Draft classes have to be genuinely uncertain, which means teams see scouting bands rather than true ratings and can be wrong for honest reasons. Trades have to be refused when they are bad.
None of that is visible as a feature. You only notice it when it is missing - when a 60-win team appears out of nowhere, or a bust never happens, or the computer takes a trade no real front office would touch. Getting those things quietly right is the difference between a game you play for an hour and one you play for a season.
What it is not
It is not a licensed game, and it is not trying to be a photorealistic one. The world has its own leagues, its own franchises, and its own history that builds as you play - your retired players end up in the record book, and later saves run into them as legends and mentors. I would rather have a world that remembers what you did than a roster that is accurate for one season and stale the next.
It is also not a game that respects your time by wasting it. There are no energy meters, no daily login gates on content, and no mode behind a paywall.
Made by one person
This is a solo project — built mostly on nights and weekends and actively developed with regular gameplay improvements and new content. When you send feedback, it reaches an actual human who cares, not a ticket queue. Found a bug or have an idea? The support page comes straight to me.
That also means the roadmap moves with what people actually ask for. A surprising amount of what is in the game now started as one message from one player pointing out that something felt wrong.