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A person can find enjoyment in either one, both having strengths and weaknesses.
Anyway, personally, I would tell you to *wait* on any purchase right now.
The new edition of PSF is coming out next month, which will undoubtedly be better than current (Axis not releasing this year and now dropping the annual release to go to a two year development cycle (yay!)
There is also Maximum Football that may interest you as well if you want 3D real-time football (picked up and re-vamped and reconstructed on a brand new Unreal engine by a AA company - but will be college football to start (adding pro later)). It is releasing within the next 5 weeks too (check steam store).
BTW, discord is the place to be for both Axis and Maximum (where main user base and developers frequent), and Steam forums for PSF (which is where you'll find Kerry and the main user base right here).
PSF 2025 is set to release in September, and it's worth waiting for. This version will bring significant improvements, including the highly anticipated League Expansion feature. Unlike Madden, PSF offers meaningful updates each year, and this upcoming release is expected to be exceptional.
I haven't extensively played Axis Football, but from my experience, PSF offers a much deeper sandbox experience. The outcomes in PSF are simulated before the play and then presented in a retro graphic style, which adds a unique charm to the game.
PSF shines in terms of customization. Whether you prefer fictional leagues, historical simulations, or modern-day rosters, PSF lets you tailor the game to your preferences. And to answer your question—yes, you can edit player stats, uniforms, and other elements even after starting a franchise/career. This flexibility is one of the game's strong points.
PSF gives you the freedom to engage with the game as you like. Whether you want to focus on managing a single team or jump between different teams and take on a broader "god mode" role, PSF accommodates your playstyle.
Right now, all player movement is from a free agent system - randomly selected as a league based on optional numbers settings with the ability to protect one player selected per team (consider it a franchise tag). Free agent players go into a draft system where teams take turns selecting them. There are no financials or contracts in this game.
There is also player movement from the waiver wire (players cut due to roster limits after the rookie draft). They also go into a draft selection process as above.
The free agent system is optional and can be turned off completely if desired.
It's very basic, but accomplishes player movement between teams in a career.
Then say i think the rookie is rated incorrectly, how do I change his ratings once I get him, if desired?
The way the post season works is fairly straight forward and linear. After the season ends, you have:
1 - a retirement phase, which is new this year in that you will be shown a list of players planning to retire and you can select any or all of them to not, they will hang around another year. It's only a user mode right now, no AI logic behind it yet for AI controlled teams.
2 - Then you look at your roster and see who the free agents are, and you can select 1 to apply a franchise tag.
3 - Now comes the free agent draft where for a couple rounds the league drafts from the available free agents pool.
4 - The 7 round rookie draft.
5 - Next you cut down rosters
6 - The waiver draft of the pool of players who were cut
7 - Next finalize rosters(final cuts)
8 - Team Drills(try to improve overall team areas like "Red Zone Offense" "Ball Control" etc
9 - Mini Camp(use a number of points to try and improve selected players)
10 - At this point you can edit your league and players
11 - Start new season
I did it by editing individual players. Not sure if you can still do this but I don't know of any reason why you couldn't. I did it before the season began.