
Build and lead your own professional esports organization. Scout players, manage contracts, develop talent, hire staff, grow your brand, and compete for championship titles in a deep and realistic management simulation.
Most likely between $1.2M and $3.3M. How we estimate →
Checked against 8 developer-reported gamesmedian error
Cheapest copy: ≈ $6.53 on Steam · Russia (−67%). Compare 15 prices in 15 markets →
Reviews
Themes across 1805 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
I will say that I enjoy this game at the moment but I can see it getting stale for the reasons outlined below. If you really like CS then it's worth the $16. This game is trying too hard to be like other sports simulators when Counter Strike is fundamentally different from other sports. Unlike in F1 Manager or Football Manager, you're not watching the actual thing. You are watching a top-down view of a CS match, which is different from watching a CS match. The things that make CS exciting to play and watch just don't come across in the match thing. You're not watching insane flicks or 3k lurks, you're watching dots move around on the map and are relying on the killfeed to communicate that excitement, which just isn't the same. The players don't move or react like actual pros -- there's no slow creep of map control or targeted risks, the dots just mill about near chokepoints until everyone rushes something. Because of this, you never really feel like the strats you choose actually have any bearing on the game -- they're just buttons you click and then the round plays out how it was going to anyway. Modern CS is all default-based anyway. And the fact that in the base game the skip button basically turns everything into a 50/50 is annoying -- if I'm world #2, I really don't want to spend five minutes watching the dots jiggle for a group stage match against Lynn Vision or something. I'm not going to say that it's not worth it per se, because it is pretty neat to watch happen, and what's the point of signing donk and zywoo if you can't watch them in-game? But it has a very very long way to go before it becomes really compelling. The game has enough outside of that to have real potential. The allure of a game where you can have donk and ZyWoo transfer to an Algerian team called "sippy cup esports" is obvious. But the parts outside of the match viewer are underdeveloped. The real-life nuances that would be most interesting to explore -- things like scene politics, scouting for detailed in-game tendencies, finding a coach whose in-game philosophy matches your IGL's -- are boiled down to "what is the biggest number you can afford?" I hardly have any incentive to scout players once I have a good lineup because we can just win things. Those parts of the game -- scouting, roster management, negotiation transfer -- badly needs to be more developed because those are the parts of the game where you are actually in control. Your judgement matters. And once you have a good team, they are rendered basically irrelevant because there's no reason to change a roster that's winning. So, yes, an academy system would be very nice, because then you could keep scouting and trading while your main team tears it up on the big stages. There also need to be more tiers of tournaments to support having two or three teams. (For that matter, being able to sign players as streamers would be pretty cool to.) The scouting system also needs to be made deeper than, "this player has bigger numbers than my guy, but sometimes I can't see them because I don't pay my scout enough." I want there to be a reason to pick a guy with worse numbers than someone with better numbers, because if there's not, then it's not an exercise in savvy roster construction, it's just an exercise in waiting until you have enough money to buy the big number guy -- perhaps by giving the non-tangible stats a more transparent in-game outcome. Personally, I think it would be better if we were given the real-life stats available to teams to make decisions -- ADR vs top 10 teams, HS%, clawback kills and bozo deaths -- and then the intangibles learned through conversations with their teammates and coaches so it's not just "click on person, see the numbers." There are also a number of QoL things to fix as well. You can only delete one item in your inbox at a time or all of them, so if you want to keep some emails but not others you have to manually go into each one and delete it. You can either see prospective sponsors or the ones you currently have, and when you are looking for new ones when you go back it forgets what tier sponsor you were looking at, so every time you want to check out a new sponsor you have to click back into the menu entirely. The HLTV Top 20 (in addition to being emailed to you one at a time with no recap, so if you want to view the whole thing it runs into the email thing above) is really weird. Karrigan top 10 over donk and zywoo? In the news, every single player is referred to as "she" or "her," which is funny but not accurate. How the hell is the world #2 squad a 27% chance to win against BC game with four players and no IGL? Some players you don't care about consistently reject their team's (their team, not yours) extension offers and you get an email every time. It has good bones and if you are looking for a silly CS-themed management game then sure, throw a few bucks at it. But right now it sems to have its focus in the wrong place and too little development has yet been spent on making the management part of the game thorough.
Un jeu correct dès sa sortie. Les développeurs sortent des mises à jours régulières grâce aux retours de la communauté. Un gros potentiel à confirmer dans les semaines à venir.
很难相信这是一款“完整”的游戏,只要有一套能覆盖工资的阵容,训练2年就可以一键扫荡任何队伍,因为AI不会训练选手。前10-15小时游戏是好玩的,充分解决了“谁还有major梦”的问题。但现实中的头部俱乐部在游戏里总会莫名其妙的签下各种数值底下的路边选手导致自己也变成路边俱乐部,再加之ai不训练选手导致了新鲜劲过去后直接陷入无脑下一天,无脑扫荡冠军的模式。 但话又说回来,制作组起码现在还在优化,而且听取建议。同时市面上模拟CS的类经理人游戏也很少见。如果后续能持续更新还是看好的。
不知道在玩些什么,招完人然后干啥?看着他们打比赛,我还有啥需要操作的吗?我的电脑不知道是配置太低还是怎么样,模拟速度还超级慢
不想做就滚,更新后还不如测试版,一堆队伍没版权都没代入感了玩你妈逼。 我操你妈了个逼的,你更新你妈呢?战术跟TM逼的弱智一样抱团反清现在都请不明白,战术让5个摸后路结果走哪里的都有,抱团反清变成一个个去送,谁他妈是教练?老子让你去死你就去死,选手不需要有其他想法 还有你这个鸡巴保枪机制雷包要炸了不一起跑非要几个人跑去送枪?你制作组是家里人死光光了冒出来这种送终思路?还有那个Rush B战术,一波B不听非要什么A大绕中路绕,进点不下包还去外面送一波,选手的AI智商是根据你制作组的是不是?是脑子里装狗屎了吗?还是先天脑肿瘤的唐氏瘫痪儿,人话听不懂手势看不懂 最后是那个选手数值,AI战术智商削得跟弱智一样还加强数值差距,加强长枪打短枪优势?长枪把把接4、5个手枪我去玩CS得了还玩你这个?战术直接被弱智更新毁了,数值也拉打差距,那二三线队伍还做出来干什么?全部去玩TOP10队伍不就得了,还小队伍经营模拟,不会做游戏就赶紧去死,跟现实一样大俱乐部碾压还玩你妈逼的游戏
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Lo positivo 🎮 Visualmente logrado: Las partidas jugadas manualmente se ven muy bien y resultan entretenidas de ver. 🏢 Estructura de club y academia: La idea de gestionar tu propia organización y desarrollar jóvenes promesas desde el filial está genial. 💡 Excelente concepto base: La premisa del juego es fantástica y tiene los cimientos para convertirse en una referencia si pulen sus mecánicas. Lo negativo 🏋️ Entrenamiento y personal: El formato de los entrenamientos no termina de encajar y el rol de los empleados se siente mal planteado. 🎲 Simulaciones frustrantes: El motor de simulación automática peca de ser excesivamente aleatorio e impreciso. 🔍 Ojeo simplificado: Basta con contratar un buen ojeador para ver todos los atributos al instante, lo que quita toda la emoción a descubrir verdaderas "perlas" escondidas. 🌱 Aún muy verde: Le falta mucha profundidad de gestión y está a años luz de la complejidad de un Football Manager. Un juego con una idea de fondo fantástica y mucho futuro, pero al que le queda un largo camino de desarrollo por delante para llegar a ser el gran simulador de eSports que promete
Вот если можно было своего игрока создать тогда вообще очень крутой была бы
小榨菜,寿命不长但是蛮好玩的
Is this game a good concept? Yes, it's an absolute fantastic concept and I think it has a lot of potential to be a great game Is it very good right now? No, not at all and I think my sentiment matches most players currently where this game should be listed as early-access and needs major fixes sooner than later to make it more playable. Crashing should not mean you automatically lose a match as the game crashes on its own... quite often. This is one of the biggest issues with the game, it ♥♥♥♥♥ the bed, freezes and next thing you know you've lost a Bo3. As a coach, you should be able to call to save on lost rounds as the enemy AI does. The players' AI will often bug out and go absolutely crazy for no reason, you can call to finish B and they'll sprint across the map to a contested A-site for no reason. And why the everloving ♥♥♥♥ does saving not matter? 5 players alive, AWP and 4 AKs in hand, and they have to rebuy the next round. Do you just want to ♥♥♥♥ our econ so if the AI outdoes us we only get 2 more full buy rounds or one more before we need to break for econ? If I'm winning with 5 people alive, if I've got 2 AWPs in hand.. why am I punished? Make it make sense, make winning a round mean something, if it benefits the enemy, so be it. It's meant to be a benefit to win a round. More importantly in my opinion, can you remove the valorant players and make the contracts somewhat reasonable? Why is Subroza and S0m present in the game, I appreciate it but I bought it for CS? I buy a player and his market value is 90k but the AI refuses anything under 200k at a valuation whilst I can only sell 130k players for around 80k, it's not fair. Why is your search system so bad? Why can I not search specific staff members in their roles easier? Why do some players have no countries? Why are teams with all women not listed as such and then signing male players? What is the point of a PR manager? Why does investing in marketting not increase my profit by popularity? Why do players never get loaned out on user-teams successfully? And why is it that you can't run a 6-man or 7-man roster, basically keeping trainee players without them ♥♥♥♥♥♥♥♥ and complaining that you're not playing them? If I've got a 36 year old IGL, and an 18 year old IGL on the bench, I should be allowed to tag him as a trainee and have him be happy to know he'll take the role very soon! I would recommend this game... in another year provided they keep at it with updates, I enjoy it personally but it needs a lot of work. If the team at Neurona would like to have playtesters, please contact me, happy to get involved and help test features. Game's concept is fantastic, just the game itself needs work. Review will be updated around December 1st of 2026, and then once again around March 1st of 2027.