High School Soccer

The clock counts up. So does everything else we built for it.

SpreeSports Soccer is its own product, built around the one thing every other sport in our lineup gets backwards for soccer: the clock runs UP from 0:00, not down. Cards instead of fouls. Stoppage time instead of a whistle. Type in two teams, run the game from the touchline, look like a real broadcast.

See the platform live Pricing

There's no import pipeline. There's also no wasted afternoon.

Soccer doesn't have the ScoreStream / MaxPreps data pipeline that football's showcase page leads with. What you get instead is a setup screen built to be filled out once, fast, and reused every time you play that opponent again.

What a traditional CG rig demands

A Ross or Vizrt engine, a designer who had to specifically build a clock that counts up instead of down, and an operator trained on a proprietary panel just to put a name on the pitch.

What SpreeSports asks for

Two team names, two logos, two color pairs, and the jersey color they're wearing tonight. That's the whole setup screen — no roster import, no stats department.

Manual isn't the same as slow. Fill out a team once, click Save Setup, and the next time you play them, Load Setup brings back the colors, logos, and lineup card in two clicks — no re-typing, no rebuilt template.

A scoreboard that gets soccer's clock right

Soccer has no fouls-and-bonus, no penalty box, no timeouts — discipline runs through cards, not a threshold counter. And its clock behaves nothing like the rest of our sports lineup: it counts UP from kickoff, not down to zero.

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Clock counts up from 0:00

Every other SpreeSports sport counts down. Soccer counts up — the way the sport is actually timed, from kickoff toward the half's nominal end, not backward from a set number.

Stoppage time, shown honestly

Once the clock passes 45:00 or 90:00, an added-time indicator shows "+3" (or whatever the referee announced) instead of just letting the clock run past the half with no context.

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Cards, not fouls

Yellow and red cards are tracked per team on the scorebar — soccer's actual discipline mechanism, not a repurposed foul counter borrowed from a different sport.

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Shots on goal

A running shots-on-goal count per team sits on the scorebar alongside the score, the same stat national soccer broadcasts lead with.

Goal-type-aware scoring

Open-play goals, penalty goals, free-kick goals, and own goals are each their own scoring type, so the fanfare graphic reacts to what actually happened on the pitch.

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Injury stoppage badge

A dedicated injury badge swaps in for the clock display during a stoppage, so the scorebar reads correctly instead of just freezing on a stale time.

Everything else a broadcast needs, built in

Below the scorebar, SpreeSports Soccer runs the same production-grade graphics layer as every SpreeSports sport — filled out manually, once, per game.

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Lower thirds & player info

Name, number, position, and a free-typed stat line for whoever scored or just got carded. No roster import required — type it once, it's on screen in seconds.

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Fanfare & starting lineup

Full-screen fanfare on goals — penalty, free kick, and own-goal all distinct — plus a starting-lineup card with headshots you upload once and reuse all season.

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Going-to-break & station bug

A sponsor-branded break card with clock and score, and a persistent station bug that locks to the scorebar corner so it never drifts during a broadcast.

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Box score & team stats

End-of-game box score with shots on goal and cards — operator-entered, same layout quality as a national broadcast, no spreadsheet required.

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Distance map, weather & trivia

Type two addresses and get an animated school-to-school route map. Type a zip and get a live NWS forecast card. Type a question and answer for a trivia break. All included, all manual, all fast.

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Cross-sport ticker

Run an ESPN-style bottom-line ticker alongside the game — your own scoring updates plus any other games you're tracking, scrolling under the broadcast the whole night.

Kickoff, end-to-end

A typical first-time setup, from "I want to broadcast tonight's game" to on-air.

Open the controller

Sign in, spin up a new game instance. It's a browser tab — no software to install on the broadcast laptop.

Enter both teams

Names, colors, logos, jersey color for tonight, mascot, record. Type it once per team.

Set the game rules

Halves and how you handle extra time for your level. Match it once — it's remembered for next time.

Run the game live

Clock, score, cards, shots on goal, and stoppage time all update from the controller as the game happens — same way you'd run a Ross or Vizrt rig, minus the Ross or Vizrt rig.

Add the output to vMix

Drop the output URL into vMix (or OBS, or any switcher with a browser source) as a transparent overlay. Graphics are on the air.

Save it

Click Save Setup. Next matchup against the same team, Load Setup brings the whole thing back in two clicks.

Doing it the old way vs. SpreeSports

What setting up a high school soccer broadcast looks like with a traditional CG rig vs. with SpreeSports' cloud-hosted, manually-driven setup.

SpreeSports Manual / generic CG
CG engine None — runs in a browser tab Ross Xpression, Vizrt, or similar — licensed and rented per seat
Team colors & logo Type in once, saved forever Hunt for hi-res logo, eyedropper colors, hand-build template
Count-up clock & stoppage time Built in — the clock actually counts up Most generic CG templates assume a countdown clock and need custom work to fix
Live scoreboard data Operator enters clock, score, cards, shots on goal Operator manually updates clock + score every stoppage
Reusable next game Save Setup → Load Setup, two clicks Re-do everything from scratch (or maintain a labyrinth of templates)
Setup time, first broadcast ~10 minutes A full afternoon — or a graphics designer's week
Setup time, every broadcast after ~2 minutes ~30 minutes minimum (manual data entry)

Built for the people who actually run these broadcasts

SpreeSports Soccer runs on the same cloud infrastructure, licensing model, and save/load engine as our football product — just with soccer's own clock and scorebar underneath.

Athletic directors

Your pitch livestream doesn't have to look like a parent's phone propped on a fence. Set it up once at the start of the season, reuse it all year.

School AV / broadcast departments

Same browser-based controller as every other sport your department covers — students who already run football graphics can pick up soccer in minutes.

Conference / district networks

Cover a full slate of pitch games on the same night, each on its own isolated instance. One license per concurrent game — district-wide bundles available, email us.

Booster club AV crews

A tripod on the sideline and SpreeSports gets you a real count-up clock with stoppage time on screen — no designer required.

Independent broadcasters

Stream a region's worth of high school soccer for ad revenue without renting a CG engine. Same $1,000/game, $3,000/week pricing as our football product.

NFHS / Hudl streamers

Drop the SpreeSports output URL on top of your existing NFHS Network or Hudl feed in the switcher. Zero workflow change for them.

See the platform live.

The demo below is Soccer’s own live instance — the real controller and output pipeline, not a recording.

Launch Demo