
Teamfight Manager returns with more detailed tactics and management, a new MOBA-style match format, and a Deathmatch mode reminiscent of the previous title. Take charge of a fictional esports team, build the strongest roster, and become the best manager!
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About
Teamfight Manager returns with more detailed tactics and management, along with a new MOBA-style match format. Take charge of a fictional esports team, build the strongest roster, and become the best manager!
Strategically utilize dozens of newly introduced champions alongside the original champions from Teamfight Manager. Many skills of existing champions have also changed, so careful review will be essential for victory.
The match map and rules have been changed. Matches now take place on a MOBA-style map, where you must properly combine top, jungle, mid, bot, and support to destroy the enemy Relic first and claim victory. Show your ability as a manager through more detailed Team Tactics and Personal Tactics.
A new game mode, Deathmatch, has been added. On a small map with no minions and no objectives, matches are decided purely through combat, without recalls or healing. The team with more kills within the time limit wins, and with laning and macro play removed, players' raw fighting ability and champion composition directly determine the outcome. Set the match time and player count (2 vs 2 to 5 vs 5) as you like, and enjoy fast, explosive matches reminiscent of the teamfights from the previous title.
Keep a close eye on Solo Rank and matches between other teams, and recruit outstanding players. Each player has highly varied attributes that have a major impact on matches. Unlike the previous title, player attributes do not affect numerical values such as actual damage, but instead influence decision-making and control through AI differentiation. This allows players to feel more like real professional athletes. If you recruit strong players at a low cost through negotiation, you will be able to operate your team efficiently.
Create and enjoy a wide variety of content through the Steam Workshop, including new champions, teams, players, and even maps and tournaments. Every season can feel fresh.
In addition, various content and improvements are prepared to help you immerse yourself as the manager of an esports team.
Throughout Early Access, we will continue providing updates with new champions and new content shaped by your feedback, making the game even better over time.
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 260 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game has the dumbest fking ai ever existed trying to make good teams and countering opponent yeah big fu from the devs to you for trying . Why ? Cause AI is dumb as fk and retarded plays
每次更新bug都越来越多,我反馈了几十个bug,一个都不修,整天搞那些新功能新英雄,出了之后又是一堆bug。 现在最要紧的是把那个数据库bug修复了,很多数值在数据库都改不了,并且是锁定的,无法重置。比如这次更新改了破城者一技能代码,但是数据库里改不了又读取不了,导致显示出来是0%。mod英雄更是改不了,因为数据库锁死的是之前的旧代码。 数据库绑定了英雄战绩,如果导入数据库会把当前统计的英雄胜率也改了。 通过补丁添加的英雄无法移除,每次读档又会出现。 还有大量的英雄bug、机制bug、装备bug,我反馈了两个多月,一直没修,这制作组更新态度很差。 到现在为止就是个半成品,并且越更新越烂。你这游戏想变好的前提是接下来两个月不要出新功能,先把玩家反馈的bug集中收集并且修复了,修复bug才是游戏最重要的,而不是画饼或者出那些没有实质作用的功能。
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, German, Japanese, Simplified Chinese, Traditional Chinese, French, Spanish - Spain, Dutch, Portuguese - Brazil, Russian, Turkish +4 more
Hours played at review time, across 261 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我无疑是暴怒的。 你是职业选手吗?我觉得我是。 ai和弱智一样,打赢龙团不拿龙,语音交流说是对面人太多撤了。 对线换血优势不去单杀,而是在兵线推过来的时候回城,被推一塔。 队友在的时候不开团,队友都回家了打个信号就开大飞上去。 所有人都在打假赛,我的adc在队友开大龙时跑去小龙旁边站着不动。选手经常在大优势的时候执行一些匪夷所思的行为。你的bp非常优秀,前期靠一些简单配合和指令就能拿下很大优势,这对赔率非常有帮助。 不推荐任何人买这个游戏,没有快乐,只有高血压。
Sadly this game feels much less fun than the first - the UI makes it seem like work, there's too many mails coming in and the mechanics of the MOBA seem to need some studying for people who are not playing MOBAs themselves. The oldish deathmatch mode seems bugged so far, after the first match I couldn't leave the post-match-screen. I'll stick to the first installment for now and hope this will get better during early access, but to me it feels like the 'soul', that the first game had very much, is completely gone here and replaced by UI that makes the whole process of managing the team feel like work. The team customisation through the database editor is very nice at least, but compared to the first title, the new team logos are too small. Huge tables everywhere now, but the little flavor that made TM1 great is reduced here as well. Things I would have loved for a second Teamfight Manager would be more like: - Multiplayer Seasons - Being able to check the stats of the other leagues and more and nicer stats generally - More leagues to climb, not less - More event mode competitions and maybe some other league-formats or some cup parallel to the league.
谁告诉我,这个招募功能有什么屁用?永远拒绝,永远没兴趣,这功能有啥用?赚再多钱,买不了需要的选手....
官方恶心人,乱搞mod,没mod谁玩这弱智ai游戏?
这个游戏你能看见 1.敌人不在,水晶不拆传送回家 2.一人冲上去开团,队友愣神 3.迷之走位令人发笑 4.开团时有人在边上打野 5.对面全是报团,自家全是单走 6.丝血敌人不杀转头打满血敌人后被反杀
现在千万别买 AI纯智障 对面知道集合 我方都是一个一个送 有优势也团 纯sb 比吃屎都难受
As much as I enjoy the game, I can't recommend it at this stage. Poor AI is the main focal point of why I'm saying so, and I'm sure many others can agree as well. They make bad decisions, they take fights that aren't ideal and run from those that are. They will run away from enemies at low health, only to turn around and run back into their loving arms for... no apparent reason. You can spend as much time as you want in the Pick and Ban, and then watch the match end in 8 minutes because the AI is as competent as the early days of AI generating videos of Will Smith eating spaghetti. I do hope that as time goes on, things will improve, I really do. But at this price tag, I simply can't recommend it.
你们目前最该优化改进的是弱智ai,而不是其他的鸡毛小事
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
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