About the Game

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.
Play Your Way, Build Your Legacy
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.
Screenshots
27 imagesVersion Information
Steam Patch Notes
Official update history
Update — Live Match Overhaul, Smarter Bots, Transfers That Actually Move
This update is built around three things: watching a match, the bots who play it, and the transfer market that was quietly refusing to work. Full list below.
Watching a live match
Statistics window between rounds. An HLTV-style overview of the map so far, with Rounds and Teams tabs, per-player cards with charts, portraits and real names under the nicknames, grenade and clutch tables, a kill feed with proper columns, and every round's result kept as it happened. Accuracy is counted from real shots fired.
Jump from the kill feed straight into the replay, with the camera already on the kill. Trade kills are counted, and deaths after the round is decided are no longer lost from the record.
A playback line under the match, in the manner of a demo viewer. The map so far is a row of round segments with the winner's strip under each, marked with every kill (headshots noted), plant, defuse, explosion and clutch, each with a tooltip. Drag the head anywhere behind the live edge and the match stops and shows that exact moment — bodies, sightlines, fog, the planted bomb — without re-simulating anything. Play runs it forward and hands the match back. Use the LIVE button, the << >> and 5-second buttons, arrow keys or Shift+arrows; the whole panel folds into a small tab and remembers your choice.
Choose the speed a live match opens at — x1, x2 or x4 — in the new Simulation section of Settings.
The dropped bomb is always on your radar when you watch the attacking side, as it is in the real game. It used to disappear into the fog with the man carrying it, leaving you to walk your own players past your own C4. The defending side sees it exactly as before: only while somebody alive can actually see it.
An abandoned map is finished properly by overtime blocks, and the round that decided it is recorded before you leave.
The LIVE button now reads LIVE in every language, and the button back to the statistics window is translated everywhere.
The scoreboard, the kill feed and the match log follow the playback head, so a moment held behind the live edge reads exactly as the live match read at that second, and the transport row steps round by round and names what you are looking at.
A flash held in the replay is the flash that was thrown. Blindness belongs to the recording now: a pause taken inside a flashbang used to leave every portrait washed out and every view cone colourless until the round ended, wherever you scrubbed to.
The fog of war switch answers inside a held moment. Turning it off during a replay shows the opponents at once, bodies and bomb alike, and a fog switched off under the replay no longer comes back on release and keeps an opponent hidden for the rest of the map.
The statistics window opens from the scoreboard as well, by an icon in the corner of the Tab table — and the icon is offered only where there is something behind it, not on an empty half-window and not twice on the end-of-map screen.
Academy matches can be watched. The eye was hidden on them and nothing else in the world ever opened one, so an academy fixture could not be seen at all. Your own unplayed match of that day is set aside while you watch and comes back untouched when you leave.
The men on the map belong to the round you are watching. Nicknames, faces and side colour are painted for the moment held under the playback line. A first-half round watched from the second used to hang the attacking club's names and photographs over the defending club's bodies, and sent one man's flash blindness to another man's panel. Everything goes back to the live sides when the line lets go.
The line above the match follows the moment too. Score, round number, the round clock and the bomb's countdown are read from the recording instead of from the match that keeps running behind it, and a goal-line change arriving while you hold a moment is kept and shown when you release.
Bots on the server
No more kills through walls. A bot still remembers a target for the length of his reaction after losing sight of him, but from that moment it is a memory, not a sight: he holds the angle where he last saw the man instead of tracking him live, and the shot itself now asks whether the target is actually visible. Measured over a full Bo3: not one of 579 kills went through geometry, against one in 372 before.
Players stop staring at walls. When a bot held a position in a closed spot, the angle search kept handing him a direction into the nearest surface. Standing players facing a wall dropped from 25% to 8% over ten measured rounds, and a held angle is re-checked whenever he shuffles or repositions.
No more sightseeing on the way to a site. Alternative routes are only considered while they are close to the shortest one. Players used to take a visibly longer corridor on up to 39% of their movement legs; that is now 4–9%, while genuine route variety survives.
Bots check side passages as they move, stop when hit from somewhere they cannot see, and react to gunshots they hear.
Retakes are decided again every time a defender dies. A 3v5 that becomes a 1v5 now saves instead of walking the last man onto the site. A defender holding an AWP is worth staying for, a defence that split before the plant is no longer committed to a doomed retake, and on the pistol round the defence always retakes. When they do go, they rush in with two or more men up and spread over different entrances.
The wide peek is used where it belongs — site executes and small squads — and the player commits to it properly after the shot.
The buy queue shares money like a real team. A rifle now goes to a man carrying only an SMG from last round, not just to empty hands, and the poorest player is served first. A donor keeps his own armour and grenades unless giving them up leaves the man he is arming able to buy his own. With rifles out of reach, empty hands get a cheap SMG; pistols and shotguns are never given away. Force rounds keep their shape, and two team-mates can no longer race for the same dropped gun.
Overtime buys correctly. The winner of the first overtime round used to buy the plan meant for the round after a pistol round; it now makes an ordinary full buy with rifles and the AWP.
Players and furniture are solid. Men used to run through each other and through the crates at A on Dust. Head-on you stop; at an angle you slide along the body, as in the real game.
Routes no longer cross walls and props. Every link whose straight line passes through a wall, or through a crate, pole, barrier or pillar, is gone from all nine maps — over four hundred of them — and a path starts and ends at a point that can really be walked to. Both plant sites and every tactical point stay reachable; doors and ladders are untouched.
A dropped bomb lands where it can be reached, and it is picked up by walking over it. On Ancient, 156 of 6568 drop spots used to put the bomb behind a wall; now none do.
No defusing under an opponent's nose. A defender refuses to sit on the bomb while a living enemy stands within a dozen units with a clear line to him — beside and behind him counts, not only in front — and a defuse already under way stops: he gets up and fights. With no time left to try again he sees it through anyway. The ninja-defuse call is announced once per round per man now, instead of shouting every time he sits back down.
A waiting man holds his angle towards the enemy instead of covering the way he came in himself: on Anubis, attackers facing the arriving retake within 90 degrees rose from 49% to 70%. He also flicks his view off that angle every few seconds and comes straight back to it, one glance in four over his shoulder — the only way he can notice somebody standing behind him — and never into a wall.
The defence spreads out. A check point handed to one player is off the table for the next, and a man holds an angle no team-mate is already covering. On Ancient's B, two start points now sit on the site itself and one player watches down main, which nobody used to.
An attack two men up goes for the plant instead of sitting out the pause it drew while the round was still even — four against one used to keep creeping carefully.
An AWPer caught close can fight back. A scoped shot inside nine cells kept a flat sliver of its chance whatever the distance, and both snipers finished last on the board because of it; the penalty is graded by distance now. Nothing changes at range.
Riflers leave dropped AWPs alone. A man already holding a primary picks one up only if he is the team sniper or genuinely better with it; a man on a pistol still takes what he finds.
The defence stops standing still. Told to save, the men ran to their escape spot and stood there until the round ended — the call was issued once and nothing ever asked again. A lone survivor spent up to 84 seconds after the plant without moving; that is 18.6 now, with an order every 8-15 seconds. The defence also had no decisions of its own for half the round: the two defence rules the tactics screen has always offered — hold the positions, or collapse onto the site the team has seen or heard the attack at — were read by nothing. A defender already walking to the bomb keeps that walk when a save goes out on top of him.
The attack no longer freezes on one man who has not arrived. A single straggler kept five men standing for 43-78 seconds. Each man now carries a time budget for his leg, the plant and the defuse are exempt, and a team with the numbers to rush a site does not wait at all. Measured live, the longest stall fell from 80.4 to 23.2 seconds.
The attack spreads over a site's doors instead of filing in through one: each man takes the nearest entrance nobody was sent to, and on the site itself an on-plant spot nobody holds. On Mirage, doors used per order went from 1.00 to 2.00.
An AI club plays a real strategy for its half, picked once per club, map and side the way you pick yours on the half screen, and each round takes one of the tactics that strategy holds for the buy in hand. It used to fall back to the default tactic two rounds in three.
Quick results and simulated matches
Sides matter in quick results too. The AI-vs-AI and Quick Result paths now know which side a team is playing, and each map's own bias towards the defence or the attack shifts the chance of every round for the side holding it — on a fresh map and on the tail of one you walked out of. Map winners are unchanged on average, since both clubs play both sides; what changes is how the score is shaped across the halves, as in real CS. Both the quick path and the 3D simulation read the same table, so they can never disagree about a map.
The live match and the quick result start from the same footing. Form, cohesion, a winning streak, prestige and map mastery shifted the chance shown over Play Match but counted for nothing when you watched the match yourself. They are one modifier now, read by the 3D match as well.
The chance shown is claimed less loudly. Measured over 2000 matches on a live save, the number itself is honest — series priced at 90% and above were won 96% of the time, and everything from 80% up won 94%. What was wrong is how cheaply the confident end was reached: 30 power points between two clubs was enough to be shown 80% over a Bo3, and that is what neighbours in the table are worth. It takes 43 now; matches priced at 90%+ fall from 23% to 17%, a top club against the bottom of the table drops from 0.97 to 0.95, and the weaker squad takes 34% of matches instead of 32%. Shown and rolled still come from the one calculation, so nothing about the honesty of the number changes.
Tactics editor
Custom push and check points can be placed anywhere on the walkable floor, instead of within a circle around a handful of preset spots.
Multi-level spots are handled properly. The marker keeps its height when it snaps, a floor switch appears wherever a spot really has more than one level, and a point saved on the upper floor starts the round on the upper floor. On Nuke alone, 237 nodes sit close enough to another level for the old lookup to send a player to the wrong one.
Custom push points are shared out: a point taken by one player is off the table for the next, everybody still without a point takes the last one, and a split you drew is played as a split.
The rule actually fires now. The reach for a custom push point grew from 12 units to thirty cells, and when every point is far away a player goes to the nearest one instead of standing still. A check point is left alone when the nearest waiting player would have to cross the map to reach it.
Transfers, loans and contracts
A player you list for sale can now actually be sold. Both price floors that kept clubs away fall as the listing ages — within ten days rather than forty-five, holding at full strength for three days. Previously the caliber floor never fell at all: on a four-year save it alone shut out 268 of 330 clubs, so a star at a strong club could draw nobody for months at any price. Loans keep the full caliber gate.
Bids stay in your neighbourhood. A club more than fifteen places below yours never writes about your player however long the listing stands, while clubs above you are never limited. The window is measured against where the floors really stood, so a player no floor ever reached keeps the whole table open to him from day one.
Places are counted over real clubs. Academies are rows in the team list, not places in the table you read your rank from. Counting them in used to eat the entire window — for a manager low in the table a loan could be refused with nothing to show for it, with forty-five academies standing between him and a suitable partner.
A full club can buy your player. A club whose roster stands at exactly six may sign your listed man if he improves on what it has, and lists the displaced player on arrival like any other club.
The price hint tells the truth for a sale listing: the floor comes down with time. The "waiting does not help" wording stays where it belongs, on loans.
Loaned players are no longer offered for sale. A player you only hold on loan stops asking to be put on the transfer list — his profile screen said you cannot sell him while the chat offered exactly that — and the bench-sitting path no longer lists him silently at the nine-week mark. Loading an older save drops any loaned player left on the list, and an AI club can no longer buy a man his seller had only borrowed.
Your own academy stops writing to you asking to borrow your players, which used to burn the single guaranteed loan request of an 80–120 day window on a deal with yourself.
AI clubs keep one AWPer: a second is refused unless he is a clear upgrade, and then the old one is benched and listed.
Contract renewal talk fits the player. Someone at the club under a year no longer claims years of loyal service; he gets a newcomer's line instead, in all 21 languages. Time at the club counts from his last permanent arrival, so a veteran back from a loan keeps the veteran's line. Careers saved before this subject existed now get the renewal chat as well, instead of none at all.
Staff can be signed into an occupied post.
A player listed only because his contract was running out is renewed and taken off the market. The weekly renewal pass skipped anybody standing on the transfer list, so such a man hung there for months with his price falling — squad players slid to a fraction of their value in three months without their form ever dropping.
The listing markdown is 5% a week on every listing, instead of 7% and 15%, so the price floor is far further away than it was.
A free agent turning a move down no longer talks about a roster he does not have.
A club haggles up towards your price, not down away from it. Its first letter opened at 80% of what you asked, and every letter after that was recalculated from the player's market value — so conceding ground was answered with a worse offer than the first, and the talks broke on the third letter. A club that opened on your asking price now walks up towards it round by round and never offers less than it has already offered. Separately, a loan shortened in the talks no longer keeps the fee named for a long one.
An AWPer's hidden second role no longer counts. Nearly every sniper carries a second role in the data that the game shows nowhere: filtering scouting by Support handed back half the snipers in the world, and the hidden “support” quietly made snipers less likely to retire.
Tournaments
A tournament no longer empties itself on the way to qualification. With more clubs signed up than it seats but fewer than one and a half times that, the trim could never stop: it threw out every club it was allowed to touch, spared only your club and your academy, and the failure was swallowed silently — what you saw was a tournament quietly emptied.
Interface
A map outside the current pool is now named in red on the map training screen, instead of being told apart only by the pick/ban buttons it lacks.
The training window's tab underline follows the panel actually shown: when a squad shorter than five sends the map tab back to the coach, the highlight moves with it.
The "training matches are unavailable" line on the home screen reads as plain left-aligned text, and the absent players named in it are ordinary coloured links like every other name in the game.
The home rank board follows the clubs the world actually has, so a smaller imported database no longer breaks it and the lower block cannot repeat clubs from the upper one.
One consistent font size across the main menu settings window.
A player running the shipped database is told where the real teams and players are. An amber card sits on the two screens where you pick who to manage — under the search field on the team list, and under the logo buttons when you build your own org — with a button opening the game's Workshop page, where subscribing takes one click. It disappears the moment a set is subscribed, and it never appears for somebody already running one. In all 21 languages.
The tactics list keeps the sort order you chose instead of having it overridden by your custom tactics, and the win bar keeps an even height.
The sponsors screen remembers where you were. It was rebuilt on every tab switch and on every day tick, and the rebuild reset the tier filter, threw the list back to page one and cleared the selected sponsor — so reading a sponsor's task twice meant hunting him down again each time.
Labels that were blank in some languages are filled. The Transfer tab on the player and staff pages was invisible in ten languages — an empty label collapsed the button to nothing, so it read as missing rather than untranslated. The fog-of-war switch, the previous and next round buttons and the tutorial's “click anywhere to continue” were blank in several languages as well.
Stability
Saving is safer. The final step of writing a save could fail outright on Windows while a cloud folder, a backup tool or an antivirus held the file open. It is retried now, and the file being replaced is moved aside rather than deleted, so one complete save exists on disk at every moment.
Custom photos with unusual names work again. A photo key carrying a character no file name may hold used to throw during an ordinary screen redraw — and on the day tick that took the whole day with it. Photos already saved under such names are still found.
Music no longer floods the log. A track whose audio fails to open left the player walking its playlist fifty times a second — six thousand errors in six minutes from a single session. It now settles after one pass and retries every thirty seconds, so switching your audio device still brings the music back.
Face detection is more robust on cards without compute support and survives a failed readback instead of silently switching itself off for the rest of the session.
Old screens stop crashing new careers. A statistics view destroyed with its screen kept answering clicks through a shared event and reached for data that had died with it; one dead career's worth of listeners could crash every click in the next one.
A club with no crest draws its shirt on the sponsors and organisation screens instead of failing.
A contract or transfer letter whose offer is already gone opens without the offer body instead of failing on its price.
A workshop description prepared behind a closed panel no longer errors out under the item's title.
Content
A Faceit player's biography now reads "win rate" instead of "win raet" — the typo stood in all 4239 imported biographies, on the profile screen you read most often. An assistant coach's "success raet" is corrected on the same pass. The player actually nicknamed raet is left exactly as he is.
Update Highlights
Added Mac support
Now Apple device carriers can play our game ːsteamhappyː
Tactics: Choose Your C4 Carrier
The attack side of the tactic creator has a new C4 Carrier block: pick one of your five main-squad players (or leave it Random) to carry the bomb.
The chosen carrier is shown with a small C4 icon right on his pin in the start-point editor and tactic preview — the icon stands on the spot where the bomb actually starts the round.
While your picked carrier is alive, he is the one who retrieves a dropped bomb — teammates leave it for him. If he dies, the usual closest-player behaviour takes over.
Imported and Workshop tactics, and AI teams, keep the classic random draw.
Player Form Rework
Form no longer traps players at the bottom: a player in a slump who posts ordinary numbers now breaks even instead of sinking further, while a red-hot player has to actively defend his peak.
Slumps heal about three times faster — weeks instead of half a season. Purple patches still cool slowly.
A transfer is a fresh start: a newly arrived player gets his form lifted toward his baseline, so you no longer buy a slump along with the man.
Existing saves are healed on load: players welded far below their baseline by the old math are lifted to normal slump depth and recover from there.
Transfer Market: Overpricing Has Consequences
Setting an asking price above 2.5× the market rate now silences the listing instead of attracting AI money: no guaranteed enquiries, no secondary suitors, no poach bids quoted from it.
Loan listings are judged against the loan market fee for the actual term of the deal.
The price tooltip now tells you when only lowering the price will help, versus when waiting for buyers' budgets might.
Smarter AWP Economy
The sniper no longer shows up with an AWP and nothing else: he only buys it himself when he can also afford armour and grenades.
Otherwise a teammate who can afford the gift on top of his own full buy purchases the AWP and drops it, while the sniper spends his money on his kit.
No willing donor? The old behaviour applies — buy at bare price or keep saving.
Workshop Improvements
Updating a Workshop item no longer risks rewriting the wrong one, and My Items cards got an Update button.
Authors now show as real names instead of "\", item cards download proper full-brightness preview images, and a "last updated" stamp appears under the byline.
Descriptions render the way their authors wrote them: bold, headings, lists, quotes, clickable links and inline pictures instead of raw markup.
Fixes
Player chats can no longer hang forever with no reply buttons (e.g. a sick player's chat): a broken conversation now closes itself cleanly, without the morale penalty for ignoring it, and no longer blocks new talks with that player.
Patch Notes
A big pass over the live match simulation, tournaments, the transfer market and the Workshop.
Match Simulation
Post-plant: won rounds stay won. A defence with a man advantage (or with no attacker left alive) now walks back and defuses under ten seconds instead of running for the exit. The defuser is chosen by who can actually reach the bomb in time — bare-handed defuses are allowed when the clock permits, not only kit defuses.
Retakes go to the right site. The team now heads for the site the bomb is really on, instead of continuing towards wherever it was already walking.
Attackers clear the blast. The whole attacking side now leaves the bomb area under ten seconds (staying only to contest a live defuse), wounded players leave earlier, and escape spots are picked by real path time for each player. The round where a full team stands on its own bomb and dies to it is gone.
Saves still work. Outnumbered defenders keep the classic close-kit ninja attempt, and if the defuser dies the job passes to the next player who still makes the timer — or the team leaves.
Helmet no longer repairs your vest. Buying a 350 helmet used to restore body armour to full, which made it the cheapest and best armour purchase in the game.
Buying a vest no longer removes your helmet. The shop kept stripping head protection, so half the squad entered rounds bare-headed and paid to fix it next round.
Smarter armour pricing. A fully armoured player buys nothing, and a worn vest under a helmet costs 650 instead of a full 1000 — on every buy path and on the price list.
Buy type is set before the round starts, so a round no longer opens on the previous round's selection. The forced pistol round of each half syncs too.
Map veto behaves again. A broken condition made the first team ban a random map and threw away the second team's preferred ban. Both teams now ban their preferred map or make a sensible choice, matching how picks already worked.
Tournaments
GSL group matches are now Bo3. Existing careers are migrated automatically.
Prize money and ranking-points distribution now follow the actual playoff format, and the results screen shows the correct 5-8 or 5-6 placements for that format.
The ranking-points fund display on the tournament page was corrected.
The Statistics tab now refreshes once more after a tournament ends, so the final's numbers actually appear.
Academy teams now receive a proper tournament invitation e-mail.
Already played matches remain old format.
Transfers & Contracts
Pre-Major transfer freeze is now visible. Held deals carry their own banner with the Major's date, both in the transfer window and in the mail digest, translated into all 11 languages.
Deals that execute late are dated correctly. The day the player actually arrives is now what contract start, loan return, buy-back bans and transfer history count from.
Loan counter-offers no longer die. If the player's contract shrank during the haggling, the standing loan length could become illegal and the offer impossible to answer at all. The length limit now applies only when the term is first chosen.
Contract tab tells the truth for a new signing: it shows the transfer lock instead of pretending an offer can be made.
Steam Workshop
Publishing always creates a new item. Uploading a second pack from the same folder no longer overwrites the first one under its subscribers. "Update" alone rewrites the item you opened.
A publish interrupted by cancel or by the pending Workshop agreement now resumes its own half-made item on retry, instead of leaving duplicates behind.
The public listing now uses a page bar instead of endless scrolling.
Every listing row shows the last-updated (or publish) date under the author.
New "Open in Steam" button takes you to the game's Workshop hub in the Steam overlay.
Other
The sponsor-task reward line in financial history is now translated in all 11 languages.
Assorted cleanup of leftover files and a logo material fix.
Thanks for the reports — keep them coming in the Discord or discussions.
Update — Loans, Retirement Careers & Transfer Clarity
This update rebuilds the loan system from the ground up, gives retiring players a second life on the coaching staff, and makes the transfer screens tell you what is actually happening.
Retirement & Second Careers
Retiring players can now become free-agent coaches or analysts — a familiar name leaving the server can show up again on the staff market.
Two-way profile links between a retired player and their new staff card, so you can follow a career across both roles.
Reworked retirement letters, and a retiring player now keeps their photo on the staff card.
Fixed retired-player profile links going dead after moving back and forth between profiles.
Loan System Overhaul
One rule, one price, one language. Five connected problems fixed:
One loan term rule. Loan length used to be decided in four different places at once — the popup, the AI, the pricing and the signed contract could all disagree. Loan terms are now a single 3–18 month. Old saves are repaired on load: loan offers are re-priced for the term they will actually be signed for.
Loan counter-offers are priced as loans. AI sellers used to answer a loan request with half the purchase price — an unpayable counter by design. Purchases keep their old minimum ask.
Loan e-mails speak about longer reply with purchase wording and accuse you of "undervaluing the transfer" after you asked to borrow a player. Every line that names the deal now has a loan variant in all 11 languages.
AI buyers accept an ask instead of mailing your own terms back at you.
Loan requests come from clubs that make sense. Borrowers are now filtered by caliber and squad size, so requests no longer arrive from near-empty clubs 250 places below you — and targets nobody could burn the whole request window in silence.
Transfers
Loans are no longer disguised as purchases in the transfer list. Loan rows now carry a "Loan" caption under the destination club and the return date under the transfer date.
Upcoming agreed transfers are now shown on the World Transfers tab.
Fixed: a loaned player could be sold or loaned on to a third club by the club that only borrowed him.
AI & World
Men can no longer join AI women's teams. Also added "Female" team option on EMDB to differentiate men teams from female teams even without players in them.
Added the IPL tournament.
Under the Hood
Added career session analytics.
Test-suite corrections and internal housekeeping.
We are getting closer to our big August update, so this one is the last (probably) till August.
Maps & Visuals
Optimized maps and reworked the map loading process.
Reworked the visuals of Anubis.
Updated water textures on Anubis and Inferno.
Match Balance
Reworked side balance (T/CT) on all maps.
Slightly reduced comeback chance.
Reworked the formulas for how player attributes influence matches.
IGL leadership skill and map practice level now have a much stronger impact on team performance.
Reworked the formula for quick match odds.
Reduced the impact of Basecamp. (Applies to new careers)
Reduced the bonus from morale.
Players & Development
AI players can now both grow and decline over time. Young players are more likely to develop, while older players gradually lose form.
Attribute growth from training is now faster.
Player potential can now be hand-authored in the database and is shown as stars on the player profile.
Reworked how does match results impact player's morale state.
Transfers & Contracts
Player form and season impact are now factored into transfer value.
Clubs that are clearly out of their depth no longer bid on listed players.
AI academies no longer sign players older than 21. They can sign up to 23 y.o. in rare cases when they have less than 5 players.
AI clubs now sign young free agents — promising youngsters no longer sit unsigned for years.
Clubs will more actively ask for a loan of your player.
Fixed: a rejected negotiation no longer locks the player out of the entire market — only the releasing club is blocked.
Fixed: players whose contract simply expired are no longer locked from signing.
Fixed: loaned players left without a club no longer receive an unnecessary waiting period.
Staff
Added variety to the size and starting composition of team staff.
AI teams now top up their staff monthly and hire available specialists from the market instead of creating new ones.
Every AI club tier now has a PR manager and a physiotherapist.
Staff negotiation emails now state the exact wage the candidate expects.
Database
Added a new club: EQX (Equinox Gaming, Portugal) with a full roster — Batuca, ditrip, KiLLx, minD, miserita, wrong.
Added a new club: Trident Esports (Australia).
Added 25 new free agents:
Italy — -Angelo, -Longdd, adh4rt, at1picaL, boosta-, Brontolo666, Forwardp, jonyzera, LTH, maj1me, rave666, ryfragz, satybgohard, Scr0cc0, TheLegenDDDD, Xengood, Zeanyy, zoom_iwnl
Portugal — ZPX
Norway — Saasinho, Sagøy
France — YouKnow
Israel — -Lior
Japan — 11kai
Botswana — vyrr
Updated details for several existing players.
Sponsors, Tournaments & Finances
Sponsor objectives "Finish TOP 3" have been changed to "Finish TOP 4".
Fixed an issue where sponsors would not return to active status after their lockout period ended.
Major invitations are now sent if the team is in the TOP 32 among teams with a full roster.
Financial reports now display the monthly bonus.
Improved Save System
Added notifications for errors in the save system.
Improved detection of incorrect system behavior, reducing the risk of losing your progress.
The game now automatically creates save backups: the previous save and a save from the start of the in-game month.
Recovery is available both from the career selection menu and in case the current save fails to load.
! The first launch after this update may take longer, as old saves are migrated to the new format. Saves that were already corrupted or had issues before this update due to any OS related issues most likely cannot be recovered.
Other Fixes
Fixed player and staff gender — the game no longer refers to everyone with female pronouns.
Fixed raw placeholders showing instead of words in the post-transfer cooldown email.
Fixed the intro hanging when the required video codec is missing on the system.
Hello everyone, yet another little patch fix.
Transfers & Negotiations
Smarter AI offers — AI counter-offers are now capped to the seller's asking price and the buyer's budget, so you'll no longer see unrealistic numbers on the table.
No more instant buy-backs — clubs can no longer immediately re-sign a player they just sold to you. Sold means sold.
Correct rejection messages — when a selling club turns down your counter, you'll now see the right reason instead of a misleading "insufficient offer" message meant for the buyer's side.
Squad & Staff
Fixed unsignable top staff — high-tier staff members that could not be signed are now available as intended.
Gameplay & Match Engine
Fairer match damage — in-match damage is now accurately assigned to the player.
General
Improvements - other improvements.
Stability
Various bug fixes and internal test coverage improvements for more reliable transfer logic.
Next
Next patch will contain more balance features, transfer and simulation enhancements. Thank you for your time.
Update — Loans, Economy & Staff
Player Loans
AI teams now request loans for your players. When a club can't afford a full transfer, it may ask to loan your player instead. Requests are gated by eligibility (contract, no sub-loans, gender, nationality, join cooldown, a 2-in / 2-out loan limit) and only clubs of comparable strength will ask.
AI teams no longer sell players they hold on loan. A loaned-in player belongs to his parent club, so he can't be listed for transfer or fire-sale.
Loan emails now read correctly. Deal confirmations, loan requests and counter-offers are no longer worded as "transfers" — proper loan text everywhere, across all 11 languages.
Fixed silent accept on loan deals. If you edited the loan duration in your reply, the deal no longer closes quietly on the AI's original terms — it now routes as a full counter-offer.
Contract-type dropdown is locked when you respond to an incoming bid on your own player, defaulting to the type the AI offered (it stays editable for your own outgoing offers).
Economy & Rosters
New-player inflow raised from ~3 to ~30 per year. The free-agent pool used to dry up, leaving AI rosters empty by year 3.
Staff
Elite staff won't join weak clubs for money alone. Top free-agent staff now refuse a low-prestige club regardless of wage, with a clear prestige-based decline reason (all languages).
Demo
Will be re-uploaded today with latest updates.
This is tiny patch that we wanted to release before the next big one.
Hot-fix patch
Fixes
Retired players stuck in squads — retired players are no longer left sitting on a team roster with every sell/contract/release action locked. Existing saves self-heal on load, so any player affected by this is repaired automatically.
Retired-player complaint spam — retired squad members no longer send wage-demand or playing-time complaints.
Gameplay
Career-start market freeze now works both ways — during the 1- or 6-month starting market freeze, AI clubs will no longer send offers for your players. You can still make outgoing offers at any time.
Transfers
Smarter transfer realism — significantly decreased the chance of world-class players leak into bottom-tier clubs. Stars who want out of a top team resist extreme prestige downgrades, weak clubs can't grab elite free agents far above their level, and much stronger contracted stars can't slip into a weak roster.
Localization
German (de-DE) — improved menu, labels and prompts: neutral CFO termination text, Globale ERS-Rangliste, clearer training-map limit message, plus Startseite, Nachrichten, Spitzname, Vertragsende, Betriebskosten and transfer-list / termination actions.
Hello everyone, first of all - thank you for playing our game and giving us tons of feedback. We've been working pretty hard to get this out this week so we have some time to work on other things regarding balance, bugs and features.
[img src="{STEAM_CLAN_IMAGE}/44820891/825cbb2c5965de2b661adfc4958a4f300eaba48e.png"]
Today's update includes these changes:
Match Simulation
Fixed pathing on all maps
Additional navigation grid fix on maps
Fixed map loading
Fixed T behavior when waiting for timings and rotations
Fixed CT rotation after the bomb is planted
Improved AI map ban algorithm
Reworked buy logic in decisive rounds
Double AWP now works: the second AWP goes to the secondary sniper
Fixed behavior under different tactic rules
Fixed standard tactic descriptions
ERS Ratings
Reduced ERS gains everywhere: per match, between teams, and per tournament.
Training and Player Generation
Training rebalance: reworked formulas and impact factor to make game more hard
Changed the training data output form
Reworked NewGen player generation: lowered maximum attribute values, added more variety
Quick match result has been rebalanced with new impact factor
Reworked per-map IR calculation
Transfers and AI Market
The AI no longer spams the same bid on your player every day: after a rejection the team backs off for 14 days, then returns with a higher offer (happened when buying team had less than 5 players in the roster)
Role-aware AI emergency signings: a short-handed team no longer stacks a single role (e.g. four AWPers)
AI teams with fewer than 5 players now fill out their roster faster instead of staying incomplete
Fixed stranded negotiations that permanently blocked new offers on a player
Loaned players can no longer be sold: the Sell button is disabled and shows the reason
Economy and Wages
Lowered starting and market wages
Decompressed low-end wages so weak and mid players no longer pile up on a shared floor
Compressed transfer prices above for all players based on new formula that's better represent the value of a player
Wages are now better scaled with player rating: a strong player at a top club earns more than a weaker teammate
Wage drops by 30% after a month on the bench
Career Start Options
Undismissable manager: you cannot be sacked for anything
Freeze the AI transfer market for the first 1 or 6 months (default 1).
Mail and Localization
Player emails now respect the player's gender across all languages
Fixed a crash on gendered languages (UA/PL/RU and others)
Disabled firing emails when the manager cannot be fired
The monthly sponsor income report is no longer sent twice
Fixed the German MVP text
Added missing translations
Language Cohesion
Full cross-border language compatibility for Portugal/Brazil and Spanish-speaking countries
Raised the CIS-UA, BR-SA and CIS-Slavic pairs; cohesion grows toward 100% over 6 months in the same roster
Interface and Fixes
Fixed some tooltips that were shown at incorrect place.
Fixed player photos on promise teams
In Finances, income and spending next to the total budget are now shown per year instead of all-time
Fixed a crash when the scout advisor had no user team
Corrupted saves with missing offer owners no longer break on load
Minor UI changes
Database Update
New Teams And Players
Phoenix — cynaxdabest, deaNz, fl0w, Flompy, qaRty
Luminosity — lux, afro, Rainwaker, AZUWU, Bymas
Fire Flux: Cizzx, Quality, zer0UKY, zemix
Transfers
Luminosity ← afro, Rainwaker, AZUWU, Bymas (Monte), lux (Legacy)
SAW ← krazy, MUTiRiS (BC.Game), ewjerkz (NiP), NOPEEJ (Rebels)
SAW Youngsters ← jERK0z, Jayy2s, tuxa (SAW), Snowiee (free agent)
Eternal Fire ← br0 (NRG), Kvem (free agent)
Phantom ← cej0t (9INE), nicoodoz (ECSTATIC)
SunPayus → G2
cairne → Fnatic
n0te → NiP
KRIMZ → EYEBALLERS
Gizmy → 100 Thieves
MartinezSa → HEROIC
kyxsan → Aurora
Magisk → BC.Game
fame → VP
xfl0ud → FUT
kl1m → G2 Ares
Ex3rcice → 3DMAX
b1elany → 9INE
clax → K27
Released (now free agents)
sdy, Calyx, rigoN, DemQQ, mynio, Moretz
Profile Fixes
Corrected some IDs and nicknames
xEternaLxx: filled in name, birthdate, earnings and HLTV/Liquipedia links; role changed from AWPer/Sniper to Rifler/Support
Zoker: filled in name (Max Laping), birthdate and earnings
mini: unretired
Work in progress
Save corruptions - we are aware that some of you may have their saves corrupted, we are working on solution, but according to the logs number 1 reason of that is antivirus, Windows Defender or lack of free space on the system.
FPS drops and CPU usage on Inferno and Anubs - we are aware and working on this.
T3-T4 tournaments - top feature priority, expect it to be delivered somewhen in July.
Balance, balance, balance - having constant feedback from you guys is just amazing. This item includes bootcamps and finances.
Translations - we know that German and other languages need improvements, it's on our radar right now.
Further transfer system improvements.
Other bugs that we have in backlog.
That would be it for today. Thanks again for playing our game and don't hesitate to join our Discord or X.
If you want to give a feedback - the best way is email, 2nd best way - #bugs channel on Discord. The 3rd best way - DM gizzie#1054 on Discord server.
Update 1.0.1 — What's New
[img src="{STEAM_CLAN_IMAGE}/44820891/273f13c262e886b426059cf05394de03779b66c2.png"]
Transfers and loans
The transfer market feels more alive — AI teams now loan players to and from each other, not just buy and sell.
Smart club decisions — a team only loans out bench and young players, holds on to its starting stars; weaker clubs borrow talent when they can't afford to buy.
Player consent matters — a strong player won't accept a loan to a much weaker club.
Limits & regions — up to 2 loaned in and 2 loaned out per team; region and compatibility are taken into account.
Loan return — when the loan ends the player returns home, and his original contract is preserved.
Early return — you can recall a loaned player before the deadline for a reduced fee (the "Return" button).
Clear at a glance — an "On loan" label in the player profile, a loan line in the daily transfer news (all languages), and an entry in the transfer history.
The "Sell" action for your own player now stays available even while a negotiation lock is active: the cooldown only blocks signing a new contract, it no longer prevents selling the player to another team.
A team whose first transfer offer comes way too low of the player's market price is now instantly hit with a 365-day negotiation ban for that player.
Make it guarantee that males are not going to join female squads and vice versa.
Scouting & Filters
The "Confirm" button - in the scouting filters window applies the filters and closes the window again, and the "Reset" button clears every field back to 0 and returns dropdowns to "Any" without closing the window.
Fixed a filter that hid players when the window was left untouched: the default values (including the max wage, which had been stuck at 12345) are now zeroed, so an unconfigured filter no longer cuts anyone off.
The scouting header counter now shows the number of players matching the filter instead of the size of the entire pool.
Localization
Removed raw escape sequences (\\xF6, ł) from the recent-transfer negotiation lock message — the affected strings are now properly quoted across 7 locales (sv, de, es, fr, pt, pl, tr).
Simulation gameplay
Fixed post-plant bug when T didn't do anything when CT were already defusing the bomb.
Rotation routes have been corrected across multiple maps, so teams now read the map and move the way they're supposed to.
Broadcast & Casters
Your localization's caster now takes the booth by default — you'll hear the action called in your own language out of the box.
Squashed a batch of caster bugs for cleaner, more reliable play-by-play.
Between-round MVP shoutouts have been fixed, so the right player gets the spotlight after every round.
Miscellaneous
Changed codec for in‑game music/sounds to fix sound glitches (also decrease the render quality - it will help).
Organization window design updated.
Default team icon added.
The scout's valuation no longer "jumps" when the screen refreshes — the recommendation line is now stable.
Players no longer complain about lack of game time if they were inactive during the matches they missed
Fixed physiotherapist and psychologist training issues
Fixed an issue where the wrong opponent was shown in the player's match history after a transfer
Fixed an issue where tooltips appeared behind popups
Player of the Year — EMTV Top 20
At the end of the season, EMTV wraps up the year!
From December 12 to 31, a new Top-20 Players of the Year countdown email arrives every day.
The finale is the grand Player of the Year reveal, with full season stats: points, K/D, trophies, tournament and match MVPs, and the match of the year.
Every player gets a unique, fully localized write-up.
Commentators
The "Coach" commentator now displays as Danish (previously Dutch).
EMDB
Fixed hosting problems due to high load.
Added validation for not-existing teams in the players/staff profiles.
Added "Add to DB" feature where you can add any player/staff/team/sponsor/tournament from 1 DB to another.
We will update default database this week with latest transfers and teams/players who asked us to add them.
Known issues
We are aware and continue to work on several known issues, such:
Translations of different sentences and words.
Teams can face each other again in the tournament (will be added in August patch, we need to improve the bracket system).
CPU/GPU usage on Anubis - we are aware of this problem, will be fixed soon.
AWP disappear / not saving - usually the player who is not a AWPer drops it or gives it to Sniper role at the beginning of the round and buys a rifle, so this is not a bug really, but we will improve this by adding "Logs" so you can actually see what happened.
No name in transfer request - will be fixed tomorrow.
Absense of T3-T4 tournaments - they will be added as soon as possible, most probably in 1-2 weeks. We see and understand that this is #1 requested feature.
Adding more tournament bracket types - on our radar, will be added pretty much soon as well as it's #2 requested feature.
Other improvement of the simulation are planned for this month and August.
Suggestions
If you are using custom database - please be aware that if it's broken or created outside of usual EMDB functions - you might see some troubles in gameplay.
The folder for custom images is: %USERPROFILE%\\AppData\\LocalLow\\NeuronaGames\\EsportsManager\\CustomAssets\\. Inside of it you should have Players, Staffs, Teams, Sponsors and Tournaments folders. If you don't - don't be scared, just created them manually.
In order to upload a custom database - download it from emdb.gg and use "Databases" menu.
Thanks for playing! Share your feedback and report bugs — we're reading everything! The next patch fix coming tomorrow, as we want to have everything run smooth and clean.
IMPORTANT: Current versions of the simulation and tactics are not final and doesn't contain all the functionality regarding player attributes and the influence of these attributes within the simulation.
Changelog for this bugs fix patch:
Simulation
Bugs
Fixed a bug with Molotov when players were going straight into it or running in it.
Fixed a bug when players died in Molotov but were able to shoot/run after that as "X" mark.
Fixed a bug with "save" on CT side.
Fixed a bug when you could have 5+ grenades.
Fixed a bug when players got stuck on one spot on the map.
Fixed a bug when you could create/edit a custom tactic without specifying the round.
Fixed a bug with custom tactic overriding.
Fixed wrong CT respawn spots on Overpass.
Fixed AWP damage.
Improvements
Added "Resolution" option in Settings that tweaks how good do you want the rendering to be in simulation
Gameplay
Bugs
Fixed infinite autosaving that prevents you from going to the next day.
Fixed black screen when starting up the game.
Other minor fixes.
Improvements
Other minor improvements.
Changelog with bug fixes and improvements can be found below. Update will be released tomorrow at 19:00 CET. All found bugs or if you have any suggestions please address in our Discord channel.
Simulation
Bugs
Fixed a bug when players decided to save in the last round or in pistol round. Now they can be instructed in Tactic Creator whether to save in those situations or not.
Fixed a bug when players "stuck" in one spot and don't move on different maps.
Fixed a bug when the bomb could've been placed at the wrong place.
Fixed a bug with the spots network on Mirage.
Improved drops mechanic. Now players should check if other players have money for a gun or not and decide to buy them a weapon or drop grenades.
Fixed a bug when you lost in a full armored round you couldn't select Full Eco or Force Buy next round.
Fixed a bug with "connector" spot on Mirage when players didn't see the opponents through it.
Fixed various textboxes issues in Tactic Creator.
Fixed a bug when players throw grenades when there were too far from the opponents.
Fixed a bug when bomb disappeared.
Fixed a bug when players could've teleported to the spot next to current one.
Fixed a bug in Tactic Creator when you cant change a custom positioning once created and cant change or save captions.
Fixed a bug when terrorists were too late to run away from the explosion.
Fixed a bug with Tactic Creator when your tactics were saved in the wrong place and order and got overriden.
Fixed a bug when players got all blind disregard of the flashbang distance explosion.
Fixed a bug with Molotov multiple kills.
Fixed a bug with HE grenade explosion that causes multiple kills.
Improvements
Enhanced the balance of CT side (now they have a better chance of winning the round, especially if that's a CT-sided map).
Major improvements for Rush tactics.
Improved the balance of CT rotation and retakes.
Added the possibiliy of grenades save.
Added "First ban" and "First pick" options to the teams based on worldwide statistics.
Balanced extremely winning strategies.
Added a sound at the beginning of the defuse.
Added new animations for the bomb planting and ticking.
Gameplay
Bugs
Fixed a bug with players description when first and last letters were cut off.
Fixed a bug in Swiss tournament system when you could've played with the same team twice.
Fixed a bug when IGL was randomly assigned. Now it's assigned based on worldwide data or leader attribute.
Fixed a bug when different teams couldn't make transfers in parallel.
Fixed a bug when editing the CEO role and selecting to use previous records made the birth year will automatically reset to 2026.
Fixed a bug with infinite money after selling players.
Fixed a bug with Chat when you couldn't reply (no possible reply options are shown).
Fixed an infinite loading after you fire your staff or player.
Fixed a bug when tournament has ended on Quarter-Final.
Fixed numerous typos and wrong info in teams descriptions.
Fixed a bug with replacing your main players with bench players.
Fixed a bug when you couldn't collect your sponsor's reward so you couldn't proceed.
Fixed a bug when clicking "Quick match results" actually give you 50/50% chance of winning.
Fixed a bug when you click a specific page in the Shop - you will be on that page after you buy something.
Fixed a bug when it didn't show you the results of the match after re-login.
Improvements
Added 11 languages: Ukrainian, English, Spanish, Polish, French, German, Swedish, Portugese/ Brazilian, Turkish, Chinese, Russian.
Improved Player and Staff page performance.
Now player's role is also displayed in the Squad window.
Added "Second sniper" as secondary role.
Added the ability to add a nickname so it won't be generated by the game.
Balanced negotiations for a players without team.
Added qualification matches results to the sponsors requirements checkmark.
Added Patreon supporters from EMDB app to the game.
Added loan proposition to other teams.
Will be done at the release:
Players roles with correct behaviors for all maps (now only for some of them).
Final tactics improvements.
More financial functionalities (loans, bankruptcy, etc).
You will be fired in case of bad team results.
Boosts and wallbangs to simulation.
Morale conflicts during the game.
Database upload functionality (staff, players, teams, tournaments).
In-game editor to edit any type of the data.
More realistic negotiations for transfers and contracts.
More camera control during simulation (zoom, moves, etc.)
Cache and Anubis maps to the map pool.
Training matches.
Analytics and in-game statistics during simulation (tab).
Other unannounced features.
Current Release
Build 25257320
Uploaded Sep 12, 2026
System Requirements
How to Install
EsportsManager.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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