
E-sports Godfather is a Deck-building game simulating MOBA e-sports. You will play a role as team coach and build your team. You need to train players and make strategies in various game versions, beat other teams and finally, take the Champion of the World. Be nobody, or lead your team to dominate!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 17 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About


Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 826 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我有个建议,需要一个扮演队员的模式,我玩腻了管理一个队,希望可以扮演一个队员操作一个英雄 ,模拟一个队员角色扮演代入感更强,能大大提升可玩性甚至神作的可能性 ..... 电子斗蛐蛐 ,对于有一些人注重模拟经营模式的玩家, 希望你能省略每一次无聊的战斗比赛 ,还有希望加入比赛可以AI帮着操作, 因为我只想参加重大赛事 平时一些碾压对手的比赛不想参与,希望你加入观众互动环节,现场氛围。大大提升可玩性。,借鉴FM足球经理那个游戏,
更新慢的见过,更新烂的也见过,但是只更不新只打嘴炮的 这是第一个
能不能做一个查看出牌历史记录的功能 卡牌对战游戏最基本的功能 就没一个人想到吗? 每次突然被爆杀 都tm一头雾水不知道发生了什么
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $2.6M | 3.8K | 90% | $24.99 | |
| $2.6M | 11.7K | 98% | $9.99 | |
| $2.6M | 7.2K | 97% | $19.99 | |
| $2.6M | 22.7K | 99% | $7.99 | |
| $2.6M | 26.7K | 87% | $5.99 | |
| $2.6M | 8.8K | 94% | $13.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 623 | 85% | Free | |
| — | 0 | — | — | |
| $469 | 6 | 33% | $3.99 | |
| $1.3M | 2.9K | 75% | $11.99 | |
| $84.6K | 130 | 89% | $14.99 | |
| $15.5K | 120 | 80% | $5.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, German, Korean
Hours played at review time, across 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
it's genuinely such a good game. I just wish they didn't use AI art and that the translation was better
我个人的本职就是个游戏策划,玩了1万小时+dota,7000小时+lol的moba玩家,除此以外,战棋类游戏和卡牌游戏也玩得很深。 客观地说,这个游戏很令我感到欣喜,这个游戏没有强求去一板一眼地模仿还原一个moba视角下的电竞经理,而是去把moba中最核心的游戏体验给提炼了出来,就是控图+节奏+团战设计。这个是很难能可贵的,不是单纯的形似,而是一种神似的体验还原。 相比之下,steam的另一款Esport club在战斗系统上,就做得远不如这个游戏了。但值得一提的是,Esport club的杯赛报名制的参赛体验(不仅仅有常规赛,月历上还要排其他的大小比赛,比如城市杯,季中赛MSI和世界杯等等),加入了选手的耐力制机制,和更为复杂的养成机制,在这些外围的机制上,其实会比这里体验要好。当然。一个游戏,最重要的其实就是核心战斗机制,所以我觉得这个游戏在复玩性上是要高于Esport club的。 但是如果Esport的杯赛报名机制和选手耐力机制,能和这里的核心机制结合,整个比赛的体验就会更多元,甚至可以考虑加入瑞士轮比赛之类的,就是一个非常成熟的好游戏了。当然现在也已经足够成熟了,在百分制下,只是90分和95分的区别。 小建议的话,版本改动里,英雄的改动只有两个版本确实不太够玩,如果每个英雄能有三个版本就复玩性够强了。其他的建议感觉都不一定是正向的。当然这个建议对铺量的要求确实大,也只是个建议而已。 期待后续的版本更新,是个很好的游戏,祝愿各位能好好享受!
游戏很有意思,就是能不能让我在非比赛时间看看其他队伍的人员信息,历史战绩,还有我交易出去的选手到底去了哪里,可以搞个每周信息栏说一下联赛内本周有什么事情发生,如果要高世界赛的话,各个赛区的信息最好也提供
Solid MOBA-like strategy game. Good character variety, strategic depth and replay value. Some AI usage, but minimal with valid explanations given. Devs are surprisingly good on communicating with English-speaking player base despite being Chinese.
손가락 반 절단되고 그 시간동안 고통을 줄여준 고마운 게임
肉鸽模式的成长次数太少了,ai打完一场就是全方面的变强,而你打完一场除了获胜奖励外只能成长四次,这四次成长机会还要在货币.选手天赋.选手卡牌.英雄池.英雄天赋这些中选。 还有这畜生一样的全局bp,用过的英雄不能再选。扩充英雄池还得凭运气选,玩家最多就凑出一两套阵容拿来打ai,被这么一ban后,你是觉得我能拿没强化过.没有配合的阵容去打一堆强化的ai吗。 这肉鸽模式完全不是来爽的,像是抖M找虐来了。
我不清楚制作组是怎么想的,提高游戏难度的操作居然是让ai作弊,印牌,无视存在感集火,莫名其妙的被抓死,直接ai出手抓人就一定会抓死至少一个人,如果这回合抓不死,ai会行动一半直接结束操作,ai能直接预判到结果,我这里典型的例子,ai用的飞机,我这边哪怕a他一下,他都不可能抓死我,结果我这边没有a到他一下,全a辅助身上了,没有几件暴击装,结果最后最高攻击力的一下暴击了,一下1千多,直接a死了我的射手 我不是不赞同增加难度,但是提高难度不应该是提高ai的智商吗?让ai选取阵容更加合理,出牌更加合理,直接让ai作弊是几个意思?我从来没有给过游戏差评,你是第一个。 我很久没打所以,我有自知之明需要时间恢复一下操作,所以我选的难度是倒数第二,几乎是最简单的难度,结果你就直接给我拉了坨大的,不去选优势阵容,不去认真打就没法赢,你们可真行,垃圾,我现在觉得你是在污染我的库存
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.