
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.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 26.57/day in the week to Aug 26 → 31.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Welcome to Esports Manager 2026, a strategy-simulation game where you take charge of a competitive esports organization from the inside out
Start from scratch or take over one of the existing teams. Navigate the complexities of player recruitment, team development, tournament schedules, and business operations. Whether you're optimizing training, making key transfer decisions, or managing the mental health and motivation of your roster, every move counts toward your legacy.
There’s no scripted campaign or forced ending—your journey continues as long as your manager stays active. Grow, adapt, and lead your team to the top.

Simulation Mode
Step into the match yourself with the Simulation module—an immersive, highly detailed experience where you control tactics and react to dynamic in-game events in real time.
Realism and Depth
Inspired by the real-world challenges of esports management—balancing financial, psychological, legal, and organizational responsibilities with no hand-holding.
Real Organizations, Real Players
Choose from a wide range of authentic teams and manage a roster filled with real professional players. Build your lineup your way.
Player Market and Transfers
Buy, sell, and loan players to create the best roster for your goals. Market dynamics, contract negotiations, and timing all matter.
Player Development and Morale
Design weekly training plans that target both skill growth and well-being. Use team-building, psychology sessions, and smart scheduling to shape high-performance athletes.
Leadership and Player Interaction
Get to know your players. Understand their needs and motivations, and guide them through ups and downs both on and off the stage. Use the in-depth Talk module to communicate with players and staff, understand their needs, and leverage the result of the conversation into something truly unique and useful.
Tournaments and Rankings
Enter your organization into a full calendar of events, from smaller competitions to major championships. Aim for the Grand Slam and leave your mark.
Build Your Support Team
Recruit and manage a full backroom staff: analysts, coaches, junior managers, media specialists, and more. Every role contributes to success.
Organization Growth and Branding
Expand your business, sign sponsorship deals, increase visibility, and grow your influence across the scene.
No story mode. No game over screen. Just you, your team, and the long road to becoming a legendary manager in the competitive esports world.
Updates
Engagement
Reviews
Themes across 1746 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German*, Spanish - Spain*, Polish, Russian, Portuguese - Brazil, Simplified Chinese, Swedish*, Turkish, Ukrainian**languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
тим спирит 1 лов
Das Spiel hat einen guten Ansatz. Man hat das Gefühl, Spaß haben zu können, aber natürlich hat die Sache einen Haken.. wie in anderen Bewertungen auch zu lesen, ist das, was man intuitiv gern in einem Manager macht (sein eigenes Team, mit eigenem Namen und allem personifiziert), gar nicht machen kann. Zuerst einmal ist im Hauptmenü "Tutorial" ein toter Link. Zudem ist das Spiel zu 100% auf CS ausgelegt, sprich man sollte es gespielt haben oder es regelmäßig im IRL-eSports schauen, das wird euch super helfen, euch in den ganzen Fachbegriffen und Zusammenhängen zurecht zu finden. Hätte es CS-eSports-Manager 2026 PRO geheißen, wäre das aus meiner Sicht richtiger gewesen und hätte mich einiges an Nerven gespart. Die Oberfläche ist nicht intuitiv, das fehlende (oder nicht funktionierende) Tutorial macht insbesondere das Überblicken der Taktikeinstellungen für "Laien" schier unmöglich. Das Spielprinzip ist ein dauerhafter Fluss an möglichen Turnierteilnahmen (ggf. an die Realität angelehnt) - keine Ligen, keine "sichere" Umgebung für den Weltranglistenletzten (#336, 0 Sterne), als der ihr quasi startet. So trifft man in einem 0,5/5 Sterne Turnier dann gern mal auf den Weltranglisten 24ten (#24, 5 Sterne) in seinen ersten Wochen im Game, ohne jede Chance und somit ohne jedes erforderliche Einkommen. Das macht man ein paar Wochen mit, bis man merkt, dass dieses Spiel 0 ausbalanced ist. Eine Grundtaktik (Aggressiv, Defensiv, Kontrolle) kann nur vor einer Halbzeit eingestellt werden - während dieser Halbzeit kann man pro Spielrunde "inGame" nur eine Taktik von mehreren (die man vorab stundenlang im Strategiemenü für jede Map einzeln einstellen muss) vorab wählen... kein Eingreifen während der Halbzeit und kein Eingreifen während der laufenden Runde - man darf dem Untergang einfach entspannt 5-10 Minuten zuschauen. Moral, Fitness und co werden einzig und allein von Erfolg oder eingestelltem Personal definiert. Eigene Aktionen als Manager in Bezug auf "teambuildende" Maßnahmen am Anfang = Fehlanzeige. Umso schlechter die Moral und umso höher die Niederlagenserie desto schlechter das Team, desto schlechter die Gewinnchance... der Teufelskreis beginnt. Oh, ein Weltranglisten 54ter gibt mir meine 14te Niederlage und ich bin zum 7. Mal nicht für ein Turnier qualifiziert, welches mir so dringend benötigtes Geld liefern könnte... das ist die Realität von eSports Manager 2026. Dass nur 78% aller Spieler die Trophäe "gewinne dein erstes offizielles Match" erlangt haben.. spricht irgendwie auch für sich. Tausende von Möglichkeiten, Hunderte gute Ansätze - aber der Spielspaß geht sehr schnell verloren, zumindest, wenn man nicht wirklich den CS-Content checkt. Spätestens dann, wenn man ein völlig demotiviertes Team hat, die Finanzen im Keller sind und einfach gefühlt nichts mehr geht. Es ist eigentlich eine Art "Du kannst es nicht"-Simulator. Wer das mag, soll es spielen - für mich trotz hohem Ehrgeiz als "Game" .. eher frustrierend als unterhaltsam.
хорошая игра и конечно цена в 5к мне показалась большой но игра абсолютно достойна своей цены
unbalanced as hell. hopefully it can be improved in the future
我自己弄了个数据库加了好多二次元队伍,都有立绘,可以直接理解成为一个二次元mod有使用教程,有mygo,母鸡卡,龙族,无职转生,re.0,fate,伪恋,灵能百分百,星光咖啡馆与死神之蝶,还有一个自己建的抽象人物队(里面有良子,奶龙,东雪莲...)单独加的二次元角色有三个(近月少女的礼仪 樱小路露娜,里想奈),(恶魔高校 塔城小猫),(青之芦苇 一条花),原职业娘化有donk,zywoo,niko,huNetr,我自己抠图和弄了好久好久,有想要得可以直接进企鹅群取 768887616 进了之后安装完直接退出就可以
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.
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.
ai slop, tactics doesnt even matter, the ai do whatever it want
Я самый лучший директор,проебывал тир 1 и тир 2 турики подняв Нави на 25 строчку рейтинга😍☝🏼
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.
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