
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.
Genres
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 +3 more
Engagement
Hours played at review time, across 79 reviews with recorded playtime.
Reviews
Themes across 79 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I have revived Team SoloMid! (Replaced Shopify Rebellion)
often crashed , In 30hr of gameplay crash 3 times.
THrnek
i
Helped me quite my league addiction👍
1
good game
Title: A Fantastic MOBA Management Sim with Great Potential! My Journey: [list] [*]Played for multiple seasons, starting from the 2nd Division EU and climbing all the way to the top. [*]Started on Normal Difficulty with Normal Patch Cycles and all heroes available. [*]Later beaten the game on Hard Difficulty with frequent Patch Cycles, ultimately winning the Worlds Championship! [/list] The Good (Why you should play it): [list] [*]Amazing Concept: The unique blend of managing and coaching a fictional MOBA esports team is an incredibly cool and addictive idea. [*]Great Launch Version: Even though it still needs some polish, the release version is already a blast to play. [*]Hilarious & Deep Player AI: After a while, you notice how specific player stats trigger absolute chaos on the screen. It can be frustrating at times, but it is mostly hilarious and highly entertaining. [*]Managing Players in draft: You need to find the right heroes for your players and their abilities. For example: - The "Tilt" & Judgment Factor: The game separates mental stats like Concentration (for long games) and Tilt (for falling behind). An aggressive player with poor judgment can take bad trades in lane, or trigger an engagement before the rest of the team is even in position. - Poor Positioning: If a developing player has bad positioning stats, you can save the round by putting them on a Tank or Melee hero. High HP characters can survive bad positioning, whereas a fragile Ranged Carry would instantly die. [/list] Areas for Improvement & Feedback for the Devs: [list] [*] Hero Stat Clarity: Following up on the draft system, it would be a huge help if the devs could clearly show which player stats are actually relevant for a specific hero. [*] Hero Patch Finetuning & Meta: The hero balancing needs more polish. Right now, some characters become completely unplayable, while others stay OP for years. For instance, one hero had such low movement speed they couldn't even reach the lane before the minions spawned. Meanwhile, a support character (Exorcist) was played as a Toplaner and was completely broken. [*] Review Lane Passives: The current passive ability system for each lane should be reconsidered or ideally made toggleable in the options. [*] Fix the Baron Buff: Currently, players keep the Baron buff even after they die, which feels like a bug and messes with the balance of late-game comebacks. [*] Pick a Balancing Direction: The game needs a clearer philosophy. Either go the Dota 2 route ("everything is OP and crazy"), a conservative approach ("perfectly balanced"), or a predictable meta-rotation. [*] Expand the Item System: While the current system with 5 unique items and 5 upgrade tiers is a good foundation, items should be used more actively as a secondary balancing tool to counter broken hero metas. [*] Finetune Tactical Options (The "Rule of 3"): We need more detailed pre-match instructions for individual player positions. The sections with 3 choices—like choosing between "Flexible", "Be Aggressive", or "Don't Fight & Scale"—feel MUCH better than the ones with only 2 choices. A "Flexible" option should be available everywhere. [*] Expand Player Training & Team Roles: The training system is decent but lacks depth. It would be amazing to appoint a Team Captain or Shotcaller to influence team synergy. Additionally, future updates should allow us to practice specific game phases (like dedicated Teamfight practice or Laning Phase units), similar to The Esports Godfather. [/list] Final Verdict: Highly recommended for any manager or esports fan. It respects your time and money, proving that you don’t need AAA budgets to make a great game, and there are no microtransactions in this game. With a bit of finetuning, it could become an absolute Indie gem!
Very addictive! I really adore the work and effort Team Samoyed is putting into TM2. It is surely a huge step forward from the first game and even in open beta, the game has shown great promises to be a fun MOBA Esport Simulator. Champs designs and skill animation looks great, and the only problem might be the movement and AI sometimes do sucks even with high stats, but it sure gets better as the dev progress goes since I have witnessed huge gameplay improvements after every major patches. Hoping to see more micro control over the tactics, monitoring of player's playstyle and conditions as well as improved UI.
If possible, please add three more equipment slots or provide a wider selection of equipment to make the game's economy system more meaningful.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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