Two months ago I asked why cricket never had its Football Manager. I've been building it and here's a real look at the squad management side of Cricket Club Owner.
The feedback on that post was clear: transfers and squad building first, deep stats second, realism over flashy presentation. That's where the last two months went. The video is the squad side as it stands today, real UI with no trailer editing. You're seeing selection with the full stat table, squad shape (first choice, depth, and who you could sell), match analytics, and the dressing room with hierarchy and cliques.
There's a lot the video doesn't show. The transfer market has proper valuations, so a player's actual interest in your club drives the fee, the wages, and whether he walks away. Scouting gives you rating estimates that sharpen the more you watch a player. And every ball of every match is simulated off individual player attributes, not dice rolls.
Structure wise it's four divisions of ten teams, promotion and relegation, cups, and multi season careers. I've also kept out all the stuff I hate in mobile games. No ads, no energy timers, no wait 4 hours or pay. Free to download with a real trial, then one unlock for the full career.
It's iOS first and launching very soon. What would you want on those squad screens that isn't there? I'll answer everything
If you want to follow development, the game's account is u/CricketClubOwner. The teaser trailer is already up there and that's where I'll post dev updates as launch gets closer.