Teamfight Manager has returned with more detailed tactics, management, and a new MOBA-style match system. Take charge of a virtual E-sports team, build the strongest team, and become the best coach!
2 683 Players in Game
6 070 All-Time Peak
59,26 Rating
Steam Charts
2 683 Players in Game
6 070 All-Time Peak
59,26 Rating
At the moment, Teamfight Manager 2 has 2 683 players actively in-game. This is 0% lower than its all-time peak of 3 563.
Teamfight Manager 2 Player Count
Teamfight Manager 2 monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.
| Month |
Average Players |
Change |
| 2026-06 |
2383 |
-26.82% |
| 2026-05 |
3257 |
0% |
2 040 Total Reviews
1 230 Positive Reviews
810 Negative Reviews
Mixed Score
Teamfight Manager 2 has garnered a total of 2 040 reviews, with 1 230 positive reviews and 810 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Teamfight Manager 2 over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
5020 minutes
I'd say about, 95% of the negative reviews here are just legitimate lobotomites playing the game, it's really not hard to discern what will work and what won't, a lot of the game is analysing strong combos, and what your players are good at, if you have a good comp in mind, but your current roster doesn't have stats that are good for let's say, casters. (lack of ego, lack of calls, lack of skill hits) then they're not going to perform because they'll either whiff their ult, not call that they're going in, or not go in at all.
The game rewards you for actually looking into enemy teams and looking at what they play, because if you ban heroes that their top lane likes to play, their top lane will be stuck playing heroes that are "safe" and lets you bully them on heroes your top and jungle are comfortable on
this game is literally just a convuluted IQ test, and the people complaining failed, unironically.
👍 : 24 |
😃 : 8
Positive
Playtime:
8481 minutes
im writing this review on 6/6/2026, with 65+ hours in the game. i go more in depth about the game below but tl;dr - the game is definitely not easy to start out playing but putting in the time to learn the game makes it 100% more engaging and fun.
i will not lie and say the game is perfect. this is definitely a game that is rough around the edges and has a bit of a learning curve due to a number of different things like:
- all the different champions (knowing their counters, their skills, etc)
- the in-game players and their different stats (recruiting rookies or paying veterans)
- the importance of a having a good coaching staff (training players to improve them)
- managing team finances (team merch, hiring staff, recruiting players, etc)
- the ai pathing and decisions (questionable choices made by the in-game players during matches, improving pick/ban phases based on team scouting, etc)
i can go on and on about the different problems.
HOWEVER, there is a high amount of potential in the game as a whole. after getting the hang of the different champs and how they interact with each other as well as hiring a coaching staff to help train the players, it has definitely become a very enjoyable esports simulator game. there are also mods that you can apply made by the community to mirror league of legends and/or dota2 teams so if youre an EU or NA player, you can live out your fantasy of winning worlds xdd
its also a very different game from teamfight manager 1 so dont jump into this game if youre expecting the same.
the devs are also good with sending out constant updates and patches to help improve the game so its definitely going in the right direction.
👍 : 7 |
😃 : 1
Positive
Playtime:
6038 minutes
Wait for now. Nothing really works, not even things like training. You let them rest 100% of the time and they are still stressed. Nothing you do really matters in this game.
👍 : 8 |
😃 : 0
Negative
Playtime:
5719 minutes
The Devs are patching the game almost daily, responding directly to feedback by adding features and QoL while also fixing bugs and attempting to improve the unit AI. The game is not perfect, but it's only getting better.
Compared to Teamfight Manager 1...
PROS:
The entertainment value of the matches is improved. It is an actual MOBA instead of a Deathmatch.
The customization options are improved.
The management aspects are more hands on (which I like but is not for everyone).
The Team Strategy aspect exists in more places than just the Draft.
CONS:
Some load times take too long.
The team progression fantasy is not yet implemented.
The complexity of the simulation is too advanced for the AI to consistently make good decisions.
There are still random bugs that need to be ironed out.
Overall, if this is the type of game you want to play, for $20 you can play it. It's not some GoFundMe cash grab rug pull scheme. The product exists, it's advertised as early access. The people who wanted an early access indie game to have smarter AI than League of Legends, DotA 2, and CS2, are unfortunately correct that the AI does not know how to play like a Korean team. It knows how to get caught pushing lanes and int like an NA team. If you can find the fun in it, you can take your rag tag squad of inters, and use your noodle to make them the best in the world.
👍 : 13 |
😃 : 1
Positive
Playtime:
1247 minutes
While some of the game’s shortcomings can be explained by its Early Access state, it already shows a complete lack of tactical and management depth, and I see no realistic prospect of it ever developing any.
The team behind it clearly bit off more than they could chew. There is a massive gap between the current disastrous state - an ultra-boring “press next day” simulator - and anything resembling engaging gameplay. I do not see how they close that gap.
In practice, they took the engine from their first game, shoved in a three-lane LoL-style map, and called it a day. The AI does not work. The management layer is basically nonexistent. Heroes are either broken because of overtuned stats and abilities, or completely useless. Pick/ban has no tactical depth: you just grab whoever is strongest in any order. There is no reason to hide your mid or carry pick because there is no meaningful counterplay.
The financial management is also horrendously bad. A 20-year-old player rated 25 out of 100, with no real prospect of improvement, can demand a higher wage than a 95-rated league superstar.
I genuinely cannot name a single feature that is implemented in a meaningful way. Early Access is not an excuse here, because these systems are fundamental for a game like this. You cannot launch a racing game without driving physics that are at least decent. This shows a complete lack of passion and understanding of the subject. It feels like a cash grab.
If anything, it makes me appreciate the developers behind Esports Godfather even more. Even at the same Early Access demo stage, that game was miles ahead. And the parts that did not work properly still looked promising.
👍 : 24 |
😃 : 2
Negative
Playtime:
2000 minutes
game could be good, but the current state of it makes it more frustrating to play than it is entertaining.
champion/draft knowledge and macro strategizing is just as good as the first TFM, if not better.
the issue lies in the player stat system, which is now also a critical factor in determining if you win or not. the problem is that there's now about 10+ different stats for each player and absolutely no supplementary information on how each stat works or contributes to winning/losing games. other reviews and guides explain how the game engine theoretically uses these stats to calculate outcomes, which sounds like a fair design on paper, until you realize you can't correlate which stats contributed to why your team decided to lose. there is no post-match feedback on how to fix these issues (i.e. losing because X stats were too low vs opponent), so now you're now left in the dark and hoping that whatever stats you're training your players in can potentially fix future problems, which in my opinion is a very unintuitive and un-interactive gameplay loop.
speaking of player training, the new training system adds a whole bunch of menus and settings that feel like they give you more ability to sort of fine-tune and improve specific stats for players. however at the end of the day it feels extremely unrewarding and negligible since it seems every player just gets the same tiny amount of stat boosts every week regardless of what settings you put. there's also no way to target-train particular stats that are in the gutter, which could potentially be the reason your player/team loses the stat-check as mentioned earlier.
for a sequel which adds more depth and complexity in order to make the game more exciting, there is just a huge lack of guidance and information to compensate for it, and it leaves you with little agency and makes it hassle to play the game. the actual teamfight/MOBA simulator is already pretty good for what it is, but all the new overarching systems are definitely a huge turn off and something devs should look to improve.
👍 : 29 |
😃 : 0
Negative
Playtime:
1092 minutes
I loved TM1. In fact, I almost never leave reviews except for TM1 and a couple other games. Unfortunately, they were too ambitious with this game, which just doesn't work right now, on a fundamental level. The main issue is that the results may make sense when they are calculated on the backend (i.e. the in-depth calculations that determine who wins and loses each engagement), but they look ridiculous on the frontend. Meaning, you'll see champions just walk into a group of 5 people and die for no reason, or get themselves killed by WALKING BACK INTO THE ENEMY to die AFTER they've already retreated. I am a software engineer and completely understand how such a discrepancy can come about in such a complex simulation, but nonetheless I will not recommend this game until that is rectified.
Additionally, you just have no idea WHY the things that are happening, are happening. It's very much unlike football manager, where you feel like you can really improve certain aspects of your team or tactics to give your team a higher chance of winning. If your player makes a cut inside, it's because the tactics and the player's skills determined that that should happen. That's not the case in TM2. There's seemingly no connection between stats/tactics and what I actually experience while watching matches play out. The game was already delayed, but should have been given another 2 years to cook.
On the visual side, the UI is absolutely atrocious, which is doubly bad for a game in this genre. They would do well to hire a UI/UX expert that can fix the drabness of this game's presentation, but honestly I'd prefer they continue working on systems as they currently are, rather than visual bells and whistles.
With that being said, clearly you can see from my playtime that the game has enough to still make me want to play past the refund point, but if you were to ask me if I'd recommend the game in its current state? No.
👍 : 23 |
😃 : 0
Negative
Playtime:
528 minutes
Has potential but so far AI is quite poor and please make the game more expensive so you can stop CPU mining while the game runs. There is no reason at all why the game should use all of my powerful CPU cores while idling in the game menu.
👍 : 36 |
😃 : 10
Negative
Playtime:
2147 minutes
If you are scrolling through the negative reviews on this game and feeling demotivated to buy it because people are claiming "stats don't matter" or "the match simulation is just a fake story generated after picking a winner," stop right there. Those reviewers are fundamentally misunderstanding how a backend simulation engine works.
They are looking at an esports management spreadsheet sim and expecting the visual output of a physical action game.
1. The "Wonky Sprite" Myth (The Math Behind the Curtain)
People see a player with 100 positioning and expect to watch them smoothly execute pixel-perfect, flashy mechanical outplays like Faker dodging a skillshot. When the generic 2D sprite just shuffles slightly or looks a bit rigid, they run to Steam to complain that stats are fake.
What they don't realize is that this game plays like Dungeons & Dragons, not League of Legends.
The match engine is essentially a digital Dungeon Master rolling a d20 behind a screen. When an enemy throws a skillshot at your high-stat prodigy, the engine runs a quick background check: “Your player has high positioning stats, giving them a +8 modifier to their dodge roll.” The calculation clears, the saving throw succeeds, and your character avoids the damage. Whether the 2D sprite looks a bit wonky doing it doesn't change the fact that the underlying math works flawlessly. Team Samoyed explicitly stated for TFM2 that stats drive AI decision-making, target priority, and behavioral weights, not just raw damage numbers.
2. The Baseline Professional Skill Gap
Reviewers complain that a player with a 1 stat plays similarly to a player with a 90 stat, asking, "Why aren't the low-stat players running around like headless chickens?"
Think about actual pro esports. The worst professional player in a tier-2 or tier-3 league and the best player in the world aren't Bronze and Challenger apart—they are Challenger 3 and Challenger 1 apart. Even a "1 stat" player in a professional scouting environment is already in the top 0.1% of the global player base. They know how to pilot a champion and hold a lane. The difference between a 1-stat pro and a 100-stat god is measured in razor-thin millisecond windows, target selection priorities, and probability weights over a long season.
3. Instantly Viewing Results Proves the Engine is BOSS, Not Fake
The absolute wildest conspiracy theory in the reviews is that because you can hit "View Results" and get the final score instantly, the game must just be making up a random outcome and fabricating a "fake story" simulation if you choose to watch it.
This completely flips how game code works on its head. The reason the results are available instantly is because your CPU is running the entire, complex simulation at hyper-speed behind the scenes. In a single millisecond, the background processor calculates thousands of variables: every attack-speed interval, ability cooldown, pathing vector, and RNG percentage check. It simulates the entire match faster than a human brain can blink. The normal-speed match you watch isn't a "fake story made to justify a score"—it is literally just the engine rendering that massive, completely real data block frame-by-frame so your human eyes can actually comprehend what just happened.
The Verdict
If you test this yourself, the reality becomes obvious. Try running a roster of low-potential older players with terrible stats, and the simulation math will constantly roll failures for them behind the scenes, making matches incredibly grueling to win. Switch them out for 16-year-old high-potential prodigies, and watch your team completely dominate as the engine starts rolling constant successes for your squad.
Teamfight Manager 2 is an incredible, deep tactical chess match. Don't let casual arcade players looking for an action game sway you. If you love deep numbers, strategic drafting, and true macro management, this is an absolute hidden gem.
👍 : 101 |
😃 : 6
Positive
Playtime:
922 minutes
Decided I need to throw my hat in the ring with a review as the current attitude towards this game is really upsetting. I’ve been playing TFM1 since launch, and have been following every dev log and play test for this game closely. While I think the game is FAR from a finished state, and agree with the complaints of player AI being wonky and UI being ugly/intimidating, the reviews seem to have a fundamentals misunderstanding of Samoyed.
This is an extremely small team and what they’ve been able to build so far is the groundwork for an amazing esports simulation game. They are some of the most communicative and transparent devs I’ve ever come across, and have no doubts they’ll continue to listen to their community and turn this game into the masterpiece it can be!
👍 : 46 |
😃 : 0
Positive
Teamfight Manager 2 Minimum PC System Requirements
Minimum:- OS: Windows 10
- Processor: 2.8 Ghz
- Memory: 4 MB RAM
- Graphics: 3D Accelerated Card (Not Integrated)
- DirectX: Version 10
- Storage: 10 GB available space
- Sound Card: Yes.
Teamfight Manager 2 Recommended PC System Requirements
Recommended:- OS: Windows 10
- Processor: 3 Ghz+
- Graphics: 3D Accelerated Card (Not Integrated)
- DirectX: Version 10
- Storage: 20 GB available space
- Sound Card: Yes.
Teamfight Manager 2 Minimum MAC System Requirements
Minimum:- Processor: 2.8 Ghz
- Memory: 4 GB RAM
- Graphics: 3D Accelerated Card (Not Integrated)
- Storage: 10 GB available space
- Sound Card: Yes.
Teamfight Manager 2 Recommended MAC System Requirements
Recommended:- Processor: 3 Ghz+
- Memory: 8 GB RAM
- Graphics: 3D Accelerated Card (Not Integrated)
- Storage: 20 GB available space
- Sound Card: Yes.
Teamfight Manager 2 Recommended Linux System Requirements
Recommended:- Processor: 3 Ghz+
- Graphics: 3D Accelerated Card (Not Integrated)
- Storage: 20 GB available space
- Sound Card: Yes.
Teamfight Manager 2 has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.
Teamfight Manager 2 Videos
Explore videos from Teamfight Manager 2, featuring gameplay, trailers, and more.
Teamfight Manager 2 Latest News & Patches
This game has received a total of 6 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.
0.4.1 Patch Notes
Date: 2026-05-26 05:39:04
👍 : 49 |
👎 : 1
0.4.2 Patch Notes
Date: 2026-05-26 08:51:01
👍 : 66 |
👎 : 3
0.4.3 Patch Notes - Hotfix for Tutorial Progression Issue
Date: 2026-05-26 14:32:23
👍 : 87 |
👎 : 2
0.4.4 Patch Notes
Date: 2026-05-27 07:07:54
👍 : 109 |
👎 : 2
0.4.5 Patch Notes
Date: 2026-05-28 08:20:57
👍 : 133 |
👎 : 9