Press room

Everything you need to write about Simulation Baseball.

Facts, assets and quotable material, all free to use. If you need something that is not here, ask and you will get it the same day.

Developer
Simulation Baseball
Platform
Browser. Desktop and mobile at parity. Nothing to install.
Status
Invite-only beta, open since 2 August 2026
Multiplayer
Online leagues, up to 30 human general managers
Price
Beta is free. Pricing to be announced.
Press contact
team@simulationbaseball.com

The short version

Numbers you can check

Every figure below is traced to the code that produces it, and the two explainers underneath show the work.

33
separate inputs decide a single pitch
12
pitch types, each with its own velocity band and break
13
location zones, the same ones Statcast uses
66
named ratings per player, before his arsenal
8
personality traits that move real outcomes
9
fielders at real coordinates with range, arm and error
1.1M
real batted balls behind the contact model
155
seasons of Major League history, 1871 to 2025
30
human general managers in one online league
0
things to install

Descriptions, ready to lift

Three lengths. Use whichever fits, verbatim, no attribution needed.

One line

A browser-based baseball franchise simulator where you run the entire front office and the engine plays out every pitch.

Short, about 50 words

Simulation Baseball is a browser-based baseball management game. You handle scouting, the draft, trades, free agency and the farm system, and a purpose-built engine resolves every game one pitch at a time to a full box score. Play solo against AI front offices or in a league of up to 30 human general managers.

Long, about 150 words

Simulation Baseball is a browser-based baseball franchise simulator built for people who have played this genre for decades and want it to move again. You run an entire front office: scouting, the draft, trades, free agency, player development and the farm system. Every game resolves one pitch at a time on an engine where thirty-three separate inputs decide a single pitch, twelve pitch types carry their own velocity and break across the thirteen zones Statcast uses, and every ball in play gets an exit velocity, launch angle and spray angle calibrated against roughly 1.1 million real batted balls. Players carry sixty-six named ratings including eight personality traits, morale runs off seven drivers, scouting is fogged so nobody sees true ratings, and each ballpark carries its own dimensions and twelve months of real climate. It runs in a browser, on desktop and phone, with nothing to install.

Logos and assets

Transparent backgrounds, light and dark, raster and vector. Please do not recolour the mark or set the wordmark in a different typeface.

Brand colours: navy #1C2C4F, field green #00724A, grass green #00A04B.

Quotable

Attributable to Drew Chapin, founder. Pre-cleared, use verbatim, no interview required.

On why it exists

Twenty years is a long time to love something that stopped changing.

I have spent more hours playing simulation baseball than doing any other single thing in my life. Somewhere in the last decade the genre quietly agreed it was finished. Each year brought a roster update and a redesigned panel and nothing that changed how you actually play. We got tired of describing the game we wanted to each other and started building it.

On the engine

Most sims roll a number against a rating. This one plays out the confrontation.

Thirty-three separate things decide one pitch. Eighteen of them choose which pitch gets thrown, thirteen decide what it physically does, and then the catcher can steal a strike and the ballpark has an opinion. That is not a marketing number, it is the actual call path, and we publish where every one of them lives in the code.

On trust

If you are going to spend a thousand hours inside a simulation, you deserve to know what it thinks a slider is.

The loudest complaint in this entire category is that players cannot trust what they cannot inspect. So we publish the method. Not a whitepaper nobody reads, a plain-language explanation of what actually decides an outcome, with the file it lives in.

On the design choice

We are not optimizing for one exciting afternoon. We are optimizing for season sixty.

This is a career game first. That decision is why everything else looks the way it does. If the state of your league at the end of a season is not coherent, nothing else we build matters, so that is the bar we hold ourselves to before anything ships.

Questions we get asked

Who makes this?
A small team, not a studio. Founder Drew Chapin is a SABR-certified analytics nerd who has played this genre for more than twenty years.
Can I play it right now?
The invite-only beta has been open since 2 August 2026. Request a seat on the homepage and we will send one.
What does it cost?
The beta is free. Pricing has not been announced.
How is it different from the established franchise sims?
Three ways that matter. It runs in a browser with nothing to install. It is built as a career game, so the long arc is the product rather than a single season. And the method is published, because the biggest complaint in this category is that players cannot inspect what decides an outcome.
Are these real players and real rosters?
Yes, and the historical data goes back to 1871. You can also bring your own rosters.
How do you know the simulation is accurate?
A dedicated realism check refuses the build if the league that comes out does not look like the league that went in. The batted-ball model is calibrated against roughly 1.1 million real batted balls from 2015 to 2024.
Who do I contact for an interview or a review seat?
team@simulationbaseball.com, read by an actual person.

Press contact

Review seats, interviews, custom screenshots, a specific stat pulled out of the engine. Ask and it comes back the same day.

Goes straight to team@simulationbaseball.com.