The rise and fall of Charazay Basketball Manager

For more than a decade, Charazay Basketball Manager was where thousands of basketball fans spent their evenings: setting lineups for the twice-weekly league game, tuning training plans, bidding on the transfer market and arguing on the forums about whether speed mattered more than shooting. Then, on 6 September 2017, the site simply stopped working, and it never came back. This is the full story of Charazay: what it was, how big it got, why it declined and how it died. It is also the story of a whole generation of browser manager games, and of why the way these games are designed has changed so much since.

The short version

DateWhat happened
12 January 2003The charazay.com domain is registered
c. 2004Charazay Basketball Manager launches in the browser
2009Present in around 70 countries, with about 2,000 transfer offers a day
2011Interface available in 41 languages; U21 and U18 national teams already in place
7 December 2012Season 26 begins
2012–2014Voted basketball game of the year on the OnlineSportManagers portal
21 September 2015The game is listed for sale: about 36,500 visitors and 5.3 million page views a month. No bids
7 August 2016A petition asks the owner to refund the CBMoney bought by supporters
6–7 September 2017The site goes offline. The database cannot be recovered
Nov 2017 – 2018Former players try to bring the game back; only a static page ever returns
2019 onwardsThe revival is abandoned. Charazay is gone for good

What was Charazay Basketball Manager?

Charazay was an online basketball manager game: you did not control players on the court, you ran a club. When you signed up you received a team, usually in the lowest division of your country, and from that moment everything was your responsibility: who started, who came off the bench, how each player trained, how much to pay for tickets, which prospects to promote from the academy and which veterans to sell. The game was free and ran entirely in the browser, with no download.

Like the other great manager games of its era, it was persistent and multiplayer. All managers lived in the same world, with the same leagues, the same market and the same national teams. The team you faced on Tuesday was run by a real person somewhere else in the world, and they were studying your team just as you were studying theirs.

Players built on ten skills

Every player in Charazay was generated by the game and described by ten skills: defense, two-point shooting, three-point shooting, free throws, dribbling, speed, rebounding, passing, footwork and experience. It was a compact model compared with modern games, but it left a lot of room for interpretation, and the community spent years trying to understand how the engine weighed each skill. A frequent complaint, repeated on the BuzzerBeater forums as late as 2013, was that a player with high speed, defense and footwork could score thirty points without being a particularly good shooter.

What made Charazay stand out in the late 2000s was the individual configuration of each player. In a 2009 comparison on the German forum Schönen Dunk, users praised the ability to set shooting, passing and defensive roles player by player, and ranked Charazay as the deepest basketball browser manager of the moment. The same thread also listed its weak points: no zone defense and an interface one user described as "sterile hospital looks".

Leagues, cups and the calendar

Leagues were organized as a pyramid of groups of 16 teams in each country, with promotions and relegations between levels. League games were played twice a week, on fixed days, and the rest of the week was filled with friendlies and private cups created by the managers themselves. On top of the league there was a national cup and an international cup between national champions.

The pace was that of the real sporting calendar. By 7 December 2012, when an announcement celebrated the start of season 26, the league had been running for years. With seasons of a few months each, that number is consistent with a launch in the mid-2000s.

Training and the academy

Training worked in weekly cycles: you chose which skills each player would work on, and progress arrived slowly. Very slowly, according to many. On the Italian BuzzerBeater forum in 2015, players comparing the two games complained about how long it took to raise a single skill. That slowness was also the point: a well-managed youngster was a project of several seasons, and the academy, whose level determined how likely you were to find a good rookie, was a long-term investment.

The club could also hire staff, from doctors to personal trainers and youth coaches, each with a salary to pay.

An auction market and a real economy

The transfer market worked as an auction, and it was one of the busiest parts of the game: in 2009 users counted around 2,000 player offers a day. It had detailed search filters and, with that much volume, it became a game within the game, with managers specializing in buying undervalued players and reselling them.

The economy was a classic manager's economy: sponsors, ticket sales, player and staff salaries, arena maintenance. Expanding the arena, balancing the payroll and deciding when to sell were decisions with consequences that played out over entire seasons.

National teams and the World Cup

One of Charazay's most loved features was the national teams. Each country had a senior team and, from season 11, also U21 and U18 teams, coached by managers from that country's own community. They played in a World Cup: by 2012 the senior tournament was approaching its tenth edition. Polish community blogs of the time interviewed national team coaches, celebrated Lithuania for winning the U21 World Cup without losing a game and followed Hungary's senior gold medal. For many players, being called up as the coach of their country's national team was the peak of their Charazay career.

Supporters and CBMoney: paying without winning

Charazay was free, with an optional supporter status and an in-game currency called CBMoney. Supporters got detailed statistics, custom jerseys and logos, a customizable arena and a guestbook. New managers received three weeks of free supporter status. The key point, repeated by players in several reviews, was that paying did not bring a consistent competitive advantage: it bought comfort and cosmetics, not stronger players. It is the model of the golden age of browser managers, and it is also part of why the game struggled to pay its bills.

The rise: a world community (2004–2012)

Charazay grew in the years when broadband was spreading and browser games were at their peak. There were no app stores and no social networks to drive players to games: people found Charazay by word of mouth, through forums and game directories. And they stayed, because the game gave them something rare, a sense of ownership. "It felt like owning a team," one longtime player told OnlineSportManagers years later. "Every small decision, from signing a youth player to choosing a training regime, mattered."

The community became genuinely international. According to Serbian Wikipedia, at one point Charazay had more than 11,000 registered managers from over 75 countries, with Spain as the largest community at around 1,600 managers and Serbia with about 450. By 2011 the interface was available in 41 languages, many of them translated by volunteers. National communities organized themselves around forums, blogs and federations: there were Polish, Italian, Lithuanian, Hungarian, Spanish and American groups, each with its own rivalries and heroes.

The game also had a reputation for being serious about fair play. New registrations were checked manually, and a 2011 review noted that approval took around 32 hours and that registrations from an IP in a different country could be rejected, a crude but effective defense against multi-accounts. Between 2012 and 2014 Charazay was voted basketball game of the year on the OnlineSportManagers portal, and its own presentation spoke of more than 20,000 users worldwide.

How many people played Charazay?

There is no official, audited figure, and the numbers that circulate come from different years and measure different things. Put together, they tell a consistent story: a niche game, but a big one for its niche.

FigureSourceWhat it measures
Over 20,000 usersThe game's own descriptionSelf-declared users, probably all-time registrations
Over 11,000 managers, 75+ countriesSerbian WikipediaRegistered managers at the time of writing
Over 9,000 usersSpanish WikipediaUsers worldwide
About 70 countries, ~2,000 offers a daySchönen Dunk forum, 2009Countries on the homepage and market activity
~36,500 visitors and 5.3 million page views a monthDigitalPoint sale listing, 2015Web traffic when the game was put up for sale
~500 playersMMOFacts estimate, late periodEstimated active players at the end

The most revealing figure is the 2015 traffic: 5.3 million page views a month from about 36,500 visitors means well over a hundred pages per visitor. That is the profile of a small but extremely engaged community, people who opened the site several times a day to check the market, the training report and the forum. It is also the profile of a game that was no longer growing.

The first cracks: engine, interface and onboarding

Long before it went offline, Charazay showed the problems that would eventually bring down many games of its generation.

The fall: for sale, unpaid bills and a dead hard drive (2015–2017)

The decline became visible in 2015. On 21 September 2015 Charazay was listed for sale on the DigitalPoint marketplace, with about 36,500 visitors and 5.3 million page views a month. The listing did not disclose revenue, and the auction closed without a single bid. A game with a loyal community but no growth, an old codebase and hosting costs to pay was not an attractive business.

On 7 August 2016 a petition on Change.org asked the owner of Charazay to refund the CBMoney supporters had bought, or at least to hand the site over to someone willing to run it. It collected only 56 signatures, but its existence says a lot: paying players no longer trusted the game to have a future.

In its last period the game belonged to Excology Ltd, a company based in Cyprus, and its servers ran on Amazon Web Services. Maintenance was essentially in the hands of one developer, known in the community as Lewy. On 6–7 September 2017 the site went down. On 8 September, answering worried players on the My Basket Coach forum, Lewy explained the situation in a few lines: "I cannot connect with database. Sadly I don't have any backups… I had, but my hard drive died few weeks ago."

More than a decade of seasons, players, records and national team histories disappeared with that database.

The failed resurrection (2017–2019)

What happened next shows how much the game meant to its players. A group of former managers and moderators, the "CBM crew", tried to bring Charazay back. They discovered that the owner had effectively abandoned the AWS account, and that Amazon could delete inactive resources after 90 days. For months they negotiated with AWS to obtain control of the abandoned assets, researched Cypriot and Greek copyright law, and debated whether it was legitimate to relaunch the game on a non-commercial basis.

The only backup they could find was an old local copy of code and database from 2013, held by a former developer. The community discussed restarting "from year zero" with a rebalanced game. In January 2018 the team managed to stop the charazay.com domain, registered on 12 January 2003 and due to expire in January 2019, from being deleted. Deadlines came and went: the game was promised "within a month" in November 2017, AWS failed to deliver the assets it had promised in December, and between May and July 2018 the only thing that came back online was a static page.

By 2019 the forum shoutbox had turned bitter. "Coming soon: Charazay back online! LMAO," wrote one user in July 2019. A month later someone asked whether Charazay was "officially dead". The answer, it turned out, was yes.

Is Charazay coming back?

No. Charazay is permanently closed. There has been no official announcement and no working version of the game since September 2017, the community revival never got past a static page, and the original domain has lapsed. If you find a directory saying the game "closed at the end of August 2018", that date is wrong: every source written at the time, and the Spanish Wikipedia article, place the shutdown in September 2017. Pages that still use the Charazay name today are not the original game.

Why the old browser managers declined

Charazay did not die only because of a broken hard drive. The hard drive was the last blow to a model that had been struggling for years, and the same forces hit almost every manager game of its generation. Understanding them helps explain what manager games look like today.

1. Time: the slowness that was a feature became a barrier

In Charazay a league game came twice a week, training ran in weekly cycles and a youngster took seasons to develop. For the players of the 2000s that slowness was the whole point: it made every decision matter. But the audience that arrived with smartphones was used to getting feedback in minutes, not weeks. Modern mobile managers compressed a season into a few days and removed every idle moment. They lost depth, but gained millions of players who would never have waited three days for a result.

2. Onboarding: from manuals to tutorials

The old managers asked newcomers to study: forums, wikis, guides written by veterans. A 32-hour registration and an interface that reviewers found confusing were acceptable in 2006 and fatal in 2016. New games are built so that you understand the basics in five minutes, with contextual hints and a gradual introduction of each system.

3. The phone: interfaces built for a desk

Charazay, like BuzzerBeater and many others, was designed for a desktop monitor: dense tables, small links, nested pages. When the phone became the main device for playing, adapting those interfaces would have meant rebuilding them from scratch, something few small teams could afford. The new generation of managers was born mobile-first, with big touch targets, cards instead of tables and a visual identity designed for small screens.

4. The business model: supporters cannot pay for servers forever

The classic browser manager lived on donations, optional subscriptions and cosmetic perks. It was fair, but fragile: the income depended on a shrinking core of loyal players, while server costs stayed the same. The industry answered with the freemium model: free to play, but built around premium currencies, packs, speed-ups and limited-time offers. It paid the bills, often at the price of fairness. We have written about this shift in detail in our article on how manager games have changed over the last 20 years.

5. Fragility: one developer, one database, no backup

The most brutal lesson of Charazay is technical. A game with thousands of players and fourteen years of history depended on one person and one database, with no working backup. Many browser managers of that era were side projects of a few enthusiasts, with no company, no process and no plan for what would happen if the owner lost interest. Modern online games run on managed databases with automatic backups, and players expect their history to survive.

6. Transparency: from reverse-engineering to explained engines

In Charazay the engine was a black box, and part of the fun was trying to crack it. But when the balance changed, as it did several times, years of accumulated knowledge became useless and many players quit in frustration. Today players expect to know how the simulation works. It is no coincidence that new projects publish detailed explanations of their match engines, as we do with the Swish & Dunk match engine guide.

What the new games lost along the way

None of this means that modern manager games are simply better. Speed killed the sense that a decision matters; freemium turned many managers into shops; the constant stream of rewards made the big ones meaningless. The old games had real strengths: fairness between players, a community that knew each other by name, the satisfaction of a promotion earned over months. The question the genre is still trying to answer is whether those strengths can survive in a game that also looks good and works on a phone.

Where did Charazay players go?

When the site went dark, the community scattered.

If you want to compare all the options, we have reviewed fourteen titles in our guide to the best basketball manager games.

Swish & Dunk: filling the gap Charazay left

If the story of Charazay teaches anything, it is that its heir has to do two things at once. It has to keep what made Charazay great: the slowness, the depth, the fairness, a shared world, national teams worth fighting for. And it has to fix what killed it: an interface built for a desk, an opaque engine, a business model that could not pay the bills, an infrastructure that depended on one person. That is the idea behind Swish & Dunk, and it is why we describe it as a third way between the old-school managers and the modern ones. As we explain in our article on how manager games have changed over the last 20 years, it takes the pace and patience of the classics, takes card collecting, tokens and modern visuals from the new generation, and leaves out everything that turns a game into a store.

CharazaySwish & Dunk
PaceTwo league games a week, seasons of several monthsOne game a day, 22-round regular season, then playoffs, promotions and draft
WorldPersistent and multiplayer, leagues by countryPersistent and multiplayer, ten divisions, groups of 16 in East and West conferences
PlayersTen skills, no facesAbout 50 ratings, collectible cards with AI-generated faces and ten rarity tiers
TacticsIndividual roles, few team systems, no zone defense8 offensive and 8 defensive systems, including zone and pressing defenses
Transfer marketAuctionsLive auction house shared by every manager, with deadline extension against last-second sniping
Young playersAcademy and rookie promotionA draft every season with 32 prospects aged 18 and 19 in each group
National teamsSenior, U21 and U18 World CupsThe S&D World Cup for national teams
MoneyFree, with supporter status and CBMoneyFree, with nothing to buy: tokens can only be earned by playing
InterfaceBuilt for a desktop monitorMobile-first, in the browser, installable on the Home screen, 21 languages
Match engineA black box players had to reverse-engineerPossession by possession, publicly documented

What it keeps from the old school

Swish & Dunk is slow on purpose. There is one game a day, the season runs for weeks, and players grow a little every morning with training and a little more with the minutes they play. A drafted 18-year-old with Superstar potential becomes a star in seasons, not days. The club has a real economy, with ticket prices set sector by sector in the arena, TV rights, merchandising and a payroll to balance, and five staff roles to hire. The market is a live auction house, just like the one Charazay veterans spent their evenings on, and national teams compete in a World Cup. It is the same pact as the old managers: you cannot speed up time, you can only use it well.

What it takes from the modern games

From the new generation, Swish & Dunk takes what actually makes a game more enjoyable. Every player is a collectible card with a semi-realistic, AI-generated face, so after a few games you recognize your starters at a glance instead of reading a row in a table. There is pack opening, with the odds of every tier shown before you open. There are tokens, used for packs, consumables, facilities and arenas. Every game can be watched as a compressed live broadcast of about 12 minutes, and you design your own crest and jersey. And the whole interface is built for the thumb first, then expanded for tablets and computers.

What it refuses: pay-to-win

The difference from most modern managers is that nothing can be bought with real money. No in-app purchases, no subscription, no ads, no paid shortcuts. Tokens are earned only by playing: 3 for every win, 1 with the daily reward, from 50 to 250 for a promotion. It is, in a way, a stricter version of Charazay's promise that paying would never buy a competitive edge: in Swish & Dunk there is simply nothing to pay for.

What it fixes

To be fair, Swish & Dunk is a young game: it does not have Charazay's decade of history, and its community is still growing. But if you lost your club in September 2017 and never found a new home, it is the closest thing to that experience today, with the patience of the old managers and the look and feel of a 2026 game. The complete guide to Swish & Dunk walks through every section of the game.

Charazay's legacy

Charazay never had the budget of a big studio or the marketing of a mobile hit. What it had was a community that, for over ten years, turned a set of tables and numbers into a world: national teams coached by the players themselves, blogs interviewing champions in half a dozen languages, rivalries that lasted seasons. Its end is a warning about how fragile these worlds can be when they depend on one person and one database. Its success is proof that there are still players who want a manager game to be slow, deep and fair. Any game that wants to be the heir to Charazay has to protect both of those things: the depth of the old managers, and the data and trust of the people who play them.

Frequently asked questions

What was Charazay?

Charazay Basketball Manager was a free online basketball management game played in the browser. Each manager ran a club in a persistent world: lineups, training, transfers on an auction market, finances, youth academy, and national teams competing in a World Cup. It launched in the mid-2000s and was active for more than a decade.

When did Charazay close?

The site went offline on 6–7 September 2017 and never came back. Some directories still say it closed at the end of August 2018, but forum threads written at the time and the Spanish Wikipedia article date the shutdown to September 2017.

Why did Charazay shut down?

The game had been for sale since 2015 without finding a buyer, paying supporters had been asking for refunds since 2016, and the servers were left unattended. When the site stopped working in September 2017, the developer explained that the database could no longer be reached and that there were no backups, because the developer's own hard drive had failed a few weeks earlier.

How many people played Charazay?

The game described itself as having over 20,000 users. Independent snapshots are lower but still large for the niche: more than 11,000 registered managers from over 75 countries according to Serbian Wikipedia, over 9,000 according to Spanish Wikipedia, and around 36,500 monthly visitors and 5.3 million page views a month when it was put up for sale in 2015.

Will Charazay come back?

No. A group of former players tried to revive it between late 2017 and 2019, but without access to the code and database the attempt never went beyond a static page. The original charazay.com domain, registered in 2003, is gone, and the game should be considered permanently closed.

What are the best alternatives to Charazay?

Former players moved mainly to BuzzerBeater, the other historic browser basketball manager, and to smaller projects. In 2026 the most interesting options for Charazay veterans are BasketVibe, built explicitly for them, and Swish & Dunk, which keeps the one-game-a-day pace with a modern mobile interface and no pay-to-win.

Is there a game like Charazay today?

Yes. Swish & Dunk was built to fill the gap left by classic browser managers like Charazay: a persistent multiplayer world, one game a day, an auction transfer market, a draft and national teams in a World Cup. It adds what modern games do well, such as a mobile-first interface, collectible player cards with AI-generated faces and pack opening, but has no in-app purchases: tokens can only be earned by playing.

Who created Charazay?

According to Serbian Wikipedia the game was created by developers from Norway. In its final years it was owned by Excology Ltd, a company based in Cyprus, and maintained by a developer known in the community as Lewy.

Sources

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