
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
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.
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.
This game would be my first review on steam since i really love this concept of combining fm and cs tgt but the game is jst kinda boring and have a ♥♥♥♥ ton of issues 1,the strats doesnt really matter,the player jst kinda still do whatever 2,a lot of attributes doesnt really make a difference for the gameplay 3,the quick games is absoulutely not going according to the chances shown, that80% is fake as hell 4,the staff is pretty much whatever regarding the signing,i could literally offer 200 months contracts with the exact wage as before and they accpet it 5,the ai logic is kinda ass for cs,players buy p250 on ct,my zywoo always seems to buy pistol and full util on second round when we win first round, util usage is all over the place and a lot more
Игра в целом классная, если бы она не вылетела в самый бл____ий момент, это был мой первый турнир в плей-офф и я дошел до финала, я выиграл 3:0, но у мня вылетела эта еб___я игра в момент последнего кила, я захожу в игру и вижу что я проиграл техническим поражением 1:0, неужели так сложно сделать авто-сохранение ХОТЯ БЫ на каждую КАРТУ а не на весь еб___й матч, сейчас 5 еб__ых утра, я играл этот еба__й финал с последних сил, я потратил свое время, что бы в итоге она какого то _уя вылетела и ♥♥♥♥♥ не сохранила, сделайте выход с сохранением ВО ВРЕМЯ МАТЧА и обязательно авто-сохранения на каждый еб___й раунд запоминая каждую еба__ю копейку и статистику каждого б____кого игрока. Обидно просто пи___ц, не то что проиграл а то что проиграл из за недоработки и при этом по факту еще и выиграл, все кто увидит комментарий попрошу ответить были ли у вас вылеты или похожие ситуации, и что вы на счет этого думаете, а разработчики надеюсь услышат меня и добавят эту функцию которая есть в каждой нормальной игре.
这帮人真的是职业选手妈
It's really enjoyable, but feels more like an Early Access Game, the developers are actively pushing Updates and listen to the community. It's really fun to build up a tier 2 team from scratch and work your way up to tier 1 and win a major. The "Manager" part of the game is very well made and quiet fun, but needs more content. The simulation of the matches is not my cup of tea. The decision making of the ai is not understandable at all. Around 20€ is pretty fair for the game, but I think in 6 months the game will be even better.
the last update perfectly balanced fast matches, now my Tier 1 team with the best players in the world is losing 3 games in a row against Tier 3 teams! if the game says that I have a 70 percent chance of winning a quick match, it means that I should win that match in 7 out of 10 games, not the other way around. This is complete ♥♥♥♥♥♥♥♥
Having tried out the Demo when it first came out and now buying full release, it isnt much better. With the months between the demo and full release it shouldve shown some improvement but it was very minimal. In the demo you only had a couple of in-game months to play but other than that the game feels exactly how it did in the demo. Esports manager online is better even without having real players and real tournaments. This game should be at minimum $5, even that is too much for what you're getting.
Вот если можно было своего игрока создать тогда вообще очень крутой была бы
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。