Teamfight Manager 2
by Team Samoyed · 25 May, 2026
711 downloads
About the Game
Teamfight Manager is back with more detailed tactics, management, and a new MOBA-style gameplay. Take charge of a virtual e-sports team, build the ultimate roster, and become the greatest manager!
· New Champions
Strategically utilize dozens of new champions alongside the existing ones from Teamfight Manager. Many existing champions have updated skills, so careful review is key to securing victory.
· Updated Map and Rules
The map and game rules have been revamped. Now, on a MOBA-style map, combine Top, Jungle, Mid, Bottom, and Support roles effectively to destroy the enemy’s Nexus first and claim victory. Showcase your managerial prowess with more refined team and individual tactics.
· Transfer System
Keep a close eye on solo rank matches and other teams’ games to recruit outstanding players. Each player has unique stats that significantly impact matches. Unlike the previous game, player stats now affect AI-driven decision-making and control rather than direct damage values, offering a more realistic player experience. Negotiate wisely to sign top players at lower costs for efficient team management.
· Workshop
Create and enjoy a variety of new champions, teams, players, maps, and even tournaments through the Workshop. Every season can feel fresh and exciting.
Beyond this, a wide range of content and improvements are ready to immerse you in the role of an e-sports manager.
During Early Access, we will provide consistent updates with new champions and incorporate your feedback to deliver new content, making Teamfight Manager an even better game.
Screenshots
6 imagesVersion Information
Steam Patch Notes
Official update history
Hello, this is Team Samoyed.
We are sharing the patch notes.
Due to the version update, existing mods may not function properly. Players using mods are advised to disable them or play on a previous version until the mod creators update them for the current patch version.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2, select Properties, choose the desired version under Game Versions and Betas, and launch the game to play on that version.
Feature Improvements
Improved the Player History and Team History tabs to make recruitment and tournament records easier to view.
Applied several improvements to the Match Engine.
Improved path selection and retreat decisions during combat retreats. Situations where players engage and die despite having enough time to escape, or die because they fail to properly avoid dangers such as enemies and towers, will now occur much less frequently.
Improved team-based play decisions during combat. In large team fights, players will now be much less likely to prioritize their own survival, stay behind, and watch while their teammates fight. Team fights should now proceed in a more coordinated manner. Situations where players cancel an engagement and retreat immediately after calling to fight will also occur much less frequently.
Improved decision-making when defending the Nexus. When the Nexus is under pressure, players will now more actively push back minions and engage the enemy in an effort to prevent the game from ending for as long as possible.
Improved pathfinding logic so that players move along more efficient routes in various situations, including pursuit and evasion.
Improved some aspects of how teams operate while holding a late-game Epic Buff. Teams will now make better use of the buff to push towers, and situations where they suffer losses by trying too aggressively to secure Serpen as well will occur less frequently.
Due to changes to the Match Engine code, replays of matches played before this patch may produce different results from the recorded outcomes. We ask for your understanding.
Bug Fixes
Fixed an issue where the option to select the number of Ban Cards was disabled in the settings even when there were enough available champions.
Fixed an additional issue where, despite directly watching a match, the result screen and records could show the result of a different match. If the internal match number overlapped with a Solo Rank match continuing in the background, its result could be delivered as the result of the match being watched. This could cause saved win/loss records or replays to differ from the actual matchup. Match numbers are now handled separately by match type, and results received through Instant Result View are displayed only after confirming that they belong to the currently playing match and set. Existing records that were already saved incorrectly will not be restored by this fix.
Fixed an issue where, when an actual match shared an internal match number with a tutorial match, clearing or restarting the tutorial could also erase the ongoing match’s spectator registration, Ban/Pick timer, and entry status. Also fixed an issue where, when the Ban/Pick timer expired, champions from another match with the same number could be selected instead.
Fixed an issue where Deathmatch’s automatic balance patches used the standard mode’s lane phase, objective, and match duration criteria. Champions are now adjusted based on Deathmatch combat statistics such as kills, deaths, damage dealt, survivability, and healing, with statistics from matches ranging from 2 vs 2 to 5 vs 5 properly reflected.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We are sharing the patch notes.
Due to the version update, existing mods may not function properly. Players using mods are advised to disable them or play on a previous version until the mod creators update them for the current patch version.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2, select Properties, choose the desired version under Game Versions and Betas, and launch the game to play on that version.
Feature Improvements
Increased the generation rates of rookie and free agent players by region and position, while adjusting them to prevent excessive player accumulation during long-term play and maintain a stable pool of recruitment candidates.
Adjusted the reinforcement criteria and the number of players AI teams consider simultaneously so that they more actively evaluate players who are better than their current starters. AI teams now also consider player value, roster gaps, and financial status together, reducing the stagnation of the transfer market during long-term play.
When multiple teams negotiate with the same player, the game now compares the negotiation stage, final approval status, and practical terms including transfer fees, installment payments, and sell-on revenue shares. Valid offers from the player’s team are evaluated using the same criteria. If a priority negotiation falls through, the next-priority negotiation will resume immediately, and negotiations that have been on hold for a long time will be reviewed again.
Improved the player information screen so that it shows the negotiation stage, final approval status, the waiting status for securing an alternative player, and when re-contact may be possible. The negotiation cooldown period is adjusted based on the result and reason, and failed negotiations caused by insulting offers are announced in the Inbox.
Optimized Match Engine performance, reducing the time required to simulate a match by approximately 23%.
Due to changes to the Match Engine code, replays of matches played before this patch may produce different results from the recorded outcomes. We ask for your understanding.
Champion Mastery no longer decreases during the offseason, and mastery growth from Champion Training is now applied normally.
Improved the Team History tab in Team Information so that you can view each team’s regular season results and final playoff placement for each season.
Improved the Champion Information screen in Game Information so that its stats and skill information match those shown on the Ban/Pick screen.
Reorganized the Finance tab to provide more detailed information and make it easier to understand.
Improved the Ban/Pick and in-game screens so that the current standings are displayed next to each team’s name in league matches, while the region and seed are displayed in international tournaments.
Modding API Improvements
We changed the structure of the Mod API to resolve the existing issue where mods using native code (DLL) could not be used unless they were rebuilt whenever the game was updated. Mods written and distributed using mod-api-stable can now continue to be used without rebuilding after version updates. For more details, please refer to the official modding guide (https://github.com/teamsamoyed/TeamfightManager2Mod).
Bug Fixes
Fixed an issue where the win or loss shown while spectating a match could differ from the actual match result in certain situations.
Fixed an issue where, in some existing saves or due to delayed or duplicated multiplayer packets, a negotiation draft could point to the official offer status or cause acceptance and rejection processing to repeat. Validation was also strengthened to prevent abnormal transfer fees and weekly wages from being applied to contracts or club budgets.
Fixed an issue where damage and effects were not applied when a target moved out of sight after a projectile had been fired.
Fixed an issue where replays of matches featuring Nightmare could not be opened in existing saves where Nightmare had been added through an in-game patch.
Fixed an issue where scouting reports would not arrive in some existing saves and custom databases when both a region condition and free agent status were selected for Scout Dispatch.
Fixed an issue where, after disabling a champion mod, the champion could remain in the existing save’s champion pool as an invisible entry and could not be removed.
Fixed an issue in saved multiplayer leagues using Peerless or Peerless (Hard) where the number of Ban Cards could remain fixed at two or fail to synchronize between players even when enough champions were available, preventing the third ban from proceeding.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We are sharing the patch notes.
Due to the version update, existing mods may not function properly. Players using mods are advised to disable them or play on a previous version until the mod creators update them for the current patch version.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2, select Properties, choose the desired version under Game Versions and Betas, and launch the game to play on that version.
Feature Improvements
Instead of automatically swapping the bottom two teams from Division 1 with the top two teams from Division 2, promotion and relegation will now be decided through a BO5 promotion/relegation playoff.
Improved the ranking system for tied teams in Division 1 and international tournaments. Rankings are now determined based on completed head-to-head results and, when necessary, regular season, group stage, and Swiss Stage results. The actual tiebreaking criteria and team comparison data can be viewed in the Inbox.
The Mod SDK now supports custom Ban/Pick illustration packs. Large champion illustrations in the Ban/Pick screen can be replaced through local mods or Steam Workshop mods. Champions without a valid custom image will be displayed using their existing pixel sprites.
Improved the mod list so that the existing scroll position is preserved when enabling or disabling a mod.
Bug Fixes
Fixed an issue where some players’ regional Solo Rank records could be missing when using a custom database, causing game progression to become stuck at 23:50 on certain dates.
Fixed an issue in International Cup tournaments in Multiplayer Leagues where some matches between AI teams could remain stuck at 0:0, leaving subsequent matchups as TBD and blocking schedule progression. Affected existing saves will be automatically repaired when loaded.
Fixed an issue where the game could terminate abnormally if the distance between Crossbowman and the marked target became too great while Crossbowman’s ultimate mark was active.
Fixed an issue where Crossbowman’s Skill 1 and Skill 2 could miss a rapidly moving marked target while the ultimate mark was active. Skill 1 can be blocked by another enemy champion along its path, while Skill 2 continues to pierce through all enemies in between and hit the marked target as before.
Fixed an issue in Deathmatch where Nightmare could move outside the map or inside a wall after killing an enemy with the ultimate, causing Nightmare to disappear from combat.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We are sharing the patch notes.
Due to the version update, existing mods may not function properly. Players using mods are advised to disable them or play on a previous version until the mod creators update them for the current patch version.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2, select Properties, choose the desired version under Game Versions and Betas, and launch the game to play on that version.
System and Feature Improvements
Greatly increased the training speed for players’ language and position proficiency. Players assigned to individual training will now experience proficiency growth much faster than before.
Improved Champion Statistics so that tiers can be changed directly and sorted by tier. If Tier Classification is hidden in the settings, this option will also be hidden.
Improved the Match Engine logic related to skill usage and situational decision-making for some champions.
Due to changes to the Match Engine code, replays of matches played before this patch may produce different results from the recorded outcomes. We ask for your understanding.
Adjusted the Ban/Pick screen layout so that more champions can be seen at a glance, and added each champion’s skill names.
*The layout was based on the Ban/Pick View Plus mod from the Steam Workshop, created by 다람이. We would like to thank 다람이 for creating this wonderful work and allowing us to include it in the patch.
Bug Fixes
Fixed an issue where a failed custom database save could appear successful, or where a custom database could not be loaded and would open with the default data due to a corrupted file or characters such as line breaks in an edited name. Existing files are now backed up when saving, and the backup file is used if the default file cannot be loaded.
Fixed an issue where, if champion skill values were directly modified in a custom database, subsequent automatic balance patches were applied based on the values from before the modifications. Subsequent buffs and nerfs will now be applied based on the directly modified values.
Fixed an issue where saving Database Edit in a save containing champions not yet added by a patch could cause those champions to be added early without patch notes. Player-specific proficiency for locked champions is preserved, but it does not affect the actual unlocking of the champions.
Fixed an issue where selecting 2 vs 2 or 3 vs 3 in Deathmatch could change the match to 5 vs 5 upon entering the match, or where the “Proceed” button on the match results screen would not work after the match ended.
Fixed an issue where, after changing tournament rules during a season, the rules intended to take effect the following year were incorrectly displayed on the current season’s international tournament pre-draw rankings and records screen.
Fixed an issue where, after conducting a 5 vs 5 Composition Test in Training and entering a match’s Ban/Pick screen, the primary position of every champion was incorrectly displayed as Top/Jungle.
Fixed an issue where, after redeploying a Scout, players who did not meet the scouting conditions, such as players from our team or players outside the newly configured age range, continued to appear on the scouting list.
Fixed an issue where loading a save with a disabled mod could still attempt to automatically purchase items from the disabled mod, or where remaining mod champion data could cause Ban/Pick or match progression to stop.
Fixed an issue in Deathmatch where the effect of health-increasing items was not properly reflected in current health immediately after revival, and where the critical hit chance of some attack speed items was applied twice.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We are sharing the patch details.
Due to the version update, existing mods may not work properly. If you are using mods, we recommend disabling them or playing on a previous version until the mod creators update them for this patch version.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
From your Steam Library, right-click Teamfight Manager 2 - Properties - Game Versions and Betas, then select the version you want to play.
New Content
[img src="{STEAM_CLAN_IMAGE}/45467379/8ca439966a0d1d64f06006de38222e0fd02d9353.png"]
New champion 'Sand Mage' has been added. Sand Mage is designed as an AP-based DPS damage dealer champion.
Skill 1: Infuses basic attacks with sand energy, dealing bonus magic damage. On use, erupts sand around the target to deal area magic damage. This skill can critically strike.
Skill 2: Absorbs sand energy, increasing Movement Speed for a certain duration and healing self.
Ultimate: Creates a sand swamp around the target that lasts for a certain duration. Enemies on the sand swamp are continuously pulled toward its center and take magic damage.
[img src="{STEAM_CLAN_IMAGE}/45467379/4d4c4f1c0f91e629c0dded6e5b138e1425d73439.png"]
New champion 'Alchemist' has been added. Alchemist is designed as an AP-based DoT damage (poison) champion.
Skill 1: Throws a flask that explodes, applying poison and healing reduction effects for a certain duration.
Skill 2: Targets one enemy, applying healing prevention and slow effects while dealing damage.
Ultimate: Throws a toxic flask in a straight line. A circular poison cloud gradually spreads from the enemy hit, applying poison to enemies in range and reducing their Defense and Magic Resistance.
[img src="{STEAM_CLAN_IMAGE}/45467379/1bb881a48981356c43985c4e51f534ca95162a06.png"]
New champion 'Crossbowman' has been added. Crossbowman is designed as an AD-based poke champion.
Skill 1: Fires a powerful arrow in a straight line, dealing physical damage to the first enemy champion hit.
Skill 2: Fires a piercing arrow forward in a straight line, dealing physical damage and pushing self backward.
Ultimate: Fires a tracer round in a straight line, dealing physical damage to the first enemy champion hit and marking them for 5 seconds. While the mark remains, all skills hit the target regardless of distance, and their cooldowns are reduced by 80%. Other champions in the path can intercept the shot.
[img src="{STEAM_CLAN_IMAGE}/45467379/ec9e479c693d6463ebd0d3283a6b31c50eab7839.png"]
New champion 'Nightmare' has been added. Nightmare is designed as an assassin champion with a stealth effect.
Skill 1: Fires a short-range nightmare shard in a straight line, dealing damage. Can be cast up to 3 times in succession.
Skill 2: Dashes a certain distance, dealing circular area damage to nearby enemies, then enters stealth for a certain duration.
Ultimate: Dashes to a designated enemy and deals damage. If this skill kills the target, Nightmare can teleport next to an allied champion regardless of distance.
[img src="{STEAM_CLAN_IMAGE}/45467379/7fd26422bbf2fe83d0c71f40dfda8e4a7c40987d.png"]
A new game mode, 'Deathmatch,' has been added. As in the previous title, the team that records more kills within the set time wins. You cannot change the game mode during a playthrough, and you can play Deathmatch by selecting it when starting a new game.
System and Feature Improvements
The Champion Mastery system has been added. All players now have their own Champion Mastery, and they receive bonuses to player attributes based on their mastery values.
Composition Test - 5v5 / Lane Test features have been added. You can run them up to 5 times per day from the Training tab, and players who participate in tests will consume Stamina.
Added an option to set the number of ban cards in Settings and multiplayer friendly matches. Formats such as 3 bans followed by 2 bans will be introduced later.
Improved the Personal Tactics setup screen so matchup composition is also displayed there.
Improved the match engine logic for players' overall decision-making and behavior.
In internal comparisons, this improved AI recorded approximately a 57.7% win rate against the match engine AI from version 0.4.14, and approximately a 64.1% win rate against the match engine AI from version 0.4.3 (the initial release version).
Due to match engine code changes, replays of matches played before this patch may show results different from the recorded outcome. We ask for your understanding.
Bug Fixes
Fixed an issue where, when generating quick/skipped simulation results, equipment already owned could appear to have been sold or replaced with unrelated equipment.
Fixed an issue where match replays could be affected by balance patches or the latest Personal Tactics settings applied after the match, causing them to play differently from the original result or making the Personal Tactics screen appear as if it belonged to another match.
Fixed an issue where, immediately after moving into the Summer Split, the top-right tournament selection dropdown could display the previous Spring tournament or fail to show the Summer regular season entry.
Fixed an issue where mods that had been unsubscribed from or manually deleted could remain in settings and be loaded again on the next launch.
Fixed an issue where facility merchandise could continue selling very slowly even when its price was set excessively high.
Fixed an issue where, after a balance patch, the Ability Power coefficient display for Taoist's skill did not match the actual changed value.
Fixed an issue where, in balance patches, changes to Sniper Skill 2's coefficient were displayed as changes to Skill 1.
Fixed an issue where Exorcist's Skill 2 could fail to reflect some crowd control effects.
Fixed an issue where skipping the year-end break could stop before the next transfer market began.
Fixed an issue where, during a multiplayer league, after another player left, the Skip Break Period button would not appear, forcing the remaining player to advance the break period one day at a time.
Fixed an issue where stadium upgrades did not work in some save data or custom data.
Fixed an issue where a target affected by Shadowmancer's ultimate could continue moving due to an existing movement effect.
Fixed an issue where the same missing native effect warning could be printed repeatedly while loading player-made mod champions, increasing loading time.
Fixed an issue where skill values of champions added by mods were not properly reflected in auto balance patches, Database Edit, or skill tooltips.
Fixed an issue where, in some save data, processing an old transfer notification could return the game to the same date and prevent progression.
(Added) Improved movement skill stability for champions added by mods. Forward/backward movement effects will no longer stop save data progression even if they execute during death processing or date progression simulation.
(Added) Improved cases where a custom database save failure could appear as successful, or where Database Edit could open with default data due to a corrupted custom database. When saving, the previous custom database is backed up, and if the default file cannot be loaded, the backup file is used.
(Added) Fixed an issue in Deathmatch where the game could become unresponsive when only one member of the opposing team remained.
(Added) Fixed an issue where, after Nightmare killed an enemy with the ultimate and teleported near an ally, Nightmare could move into the enemy fountain in certain situations.
(Added) Fixed an issue in Deathmatch where characters could leave the arena after movement skills or knockback effects.
(Added) Fixed an issue where Champion Mastery bonuses and related UI/tooltips could be displayed or applied in multiplayer friendly matches and practice matches. Champion Mastery bonuses and Champion Mastery growth are now disabled in those matches.
(Added) Fixed an issue where, when moving to the next set in multiplayer matches, some teams could be treated as AI and champion bans could be selected automatically.
(Added) Adjusted Champion Mastery decay and growth speed. Mastery decay during breaks and periods between matches has been eased, and mastery growth through actual matches and champion training is now more noticeable.
If you encounter any issues during gameplay, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We would like to share the patch details.
The Champion Mastery system has been added. All players now have their own Champion Mastery values, and they gain stat bonuses based on their mastery.
[img src="{STEAM_CLAN_IMAGE}/45467379/aca81654b22446971147aa474e7344a66b206c23.png"]
Improved the Composition Test feature and fixed related bugs. Tactics can now be configured in Composition Test.
A new game mode, “Deathmatch,” has been added. As in the previous title, the team with more kills within the set time wins. The game mode cannot be changed during a playthrough, and you can play Deathmatch by selecting it when starting a new game.
[img src="{STEAM_CLAN_IMAGE}/45467379/7fd26422bbf2fe83d0c71f40dfda8e4a7c40987d.png"]
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (
).
Thank you.
Hello, this is Team Samoyed.
We would like to share the patch details.
[img src="{STEAM_CLAN_IMAGE}/45467379/ec9e479c693d6463ebd0d3283a6b31c50eab7839.png"]
A new Champion, “Nightmare,” has been added. Nightmare is designed as an Assassin Champion with a stealth effect.
Skill 1: Fires a short-range nightmare shard in a straight line, dealing damage. It can be cast up to 3 times in succession.
Skill 2: Dashes a set distance, dealing circular area damage to nearby enemies, then enters stealth for a set duration.
Ultimate: Dashes to a targeted enemy and deals damage. If this skill kills the enemy, Nightmare can teleport next to an ally regardless of distance.
Composition Test - 5v5 and Laning Test features have been added. They can be used up to 5 times each day from the Training tab, and players who participate in a test will consume HP.
Added an option to set the number of ban cards in Settings and multiplayer Friendly Matches. Settings such as 3 bans followed by 2 bans will be added later.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (
).
Thank you.
Hello, this is Team Samoyed.
We would like to share details on bug fixes, balance adjustments, and added features.
Due to the version update, existing Mods may not work properly. If you are using Mods, we recommend disabling them or playing on a previous version until the Mod creators update them for the current patch version.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2, go to Properties > Betas, select the version you want, and launch the game to play on that version.
Improvements
Improved the Recruitment tab so Contract Status, All Negotiations, Scouting List, Interested, and Released can use the same filters as the All list. Selected filters are preserved even after moving to another screen or proceeding through matches, and the button layouts for All Negotiations and Scouting List have been made more consistent.
(Added) Fixed an issue where filters were unintentionally applied across all tabs.
Added a Duplicate button to save slots in the Load popup to make save files easier to back up. Save files can also be duplicated in the multiplayer Host Saved Game popup.
Added a Save as New File button below Save in the in-game pause popup. The default shortcut is N, and it creates a new save file without overwriting the existing one. In multiplayer, only the host can use this feature.
Improved the coach data editing screen for existing saves and custom databases so salary and contract duration can also be edited.
Added support for modders to rework existing champions through same-ID JSON data champions and Rust SDK replace_champion registration. Existing saves and ban/pick references are preserved, and runtime rebinding has been reinforced so mod champion behavior stays consistent between server and client in multiplayer.
Stabilized the native (code) mod ABI. The game, SDK, and mod builds now use the same fixed compiler and build settings, allowing mods to build and operate consistently across releases.
Improved part of the match engine logic related to players' engagement decisions.
Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded outcome. Thank you for your understanding.
Bug Fixes
Fixed Guardian Spirit's ultimate behaving differently from intended, as if it were a full resurrection shield, and updated its description text. It now continuously heals allies inside the sanctuary, revives only one ally who dies inside the sanctuary, and immediately ends the sanctuary when the revive occurs.
(Added) Fixed an issue where Guardian Spirit's ultimate text was displayed incorrectly in some languages.
Fixed an issue where, if the movement target disappeared while some mod champions were using movement or dash skills, the match replay or background match simulation could fail to finish and stop date progression. Match processing now finishes safely even if the target disappears or abnormal movement values are provided.
Fixed champion information tooltips so that hovering over player slots during the ban/pick selection phase shows the same champion info tooltip as in the swap phase.
Fixed an issue where self-damage during combat could draw aggro from allied towers.
Fixed a delayed application issue with circular area projectiles.
Improved processing for crowd control skills applied on the same tick.
Fixed an issue where knockback was not applied when the caster and target were in the same position.
Unsupported .ogg sound files in mods are now reported through mod loading warnings.
Fixed an issue where the View Match Result Immediately button did not work during the tutorial 2v2 match.
(Added) Fixed an issue where multiplayer Friendly Matches could not proceed.
If you encounter any issues while playing the game, please feel free to contact us at
.
Thank you.
Hello, this is Team Samoyed.
We would like to share the patch details.
[img src="{STEAM_CLAN_IMAGE}/45467379/4d4c4f1c0f91e629c0dded6e5b138e1425d73439.png"]
A new Champion, “Alchemist,” has been added. Alchemist is designed as an AP-based DoT damage (Poison) Champion.
Skill 1: Throws a flask that explodes, applying Poison and Healing Reduction effects for a set duration.
Skill 2: Targets one enemy, applying Healing Lockout and Slow effects while dealing damage.
Ultimate: Throws a toxic flask in a straight line. When it hits an enemy, a circular poison cloud that gradually spreads out is created from the target, applying Poison to enemies within its area and reducing their Armor and Magic Resistance.
[img src="{STEAM_CLAN_IMAGE}/45467379/1bb881a48981356c43985c4e51f534ca95162a06.png"]
A new Champion, “Crossbowman,” has been added. Crossbowman is designed as an AD-based poke Champion.
Skill 1: Fires a powerful arrow in a straight line, dealing physical damage to the first enemy Champion hit.
Skill 2: Fires a piercing arrow forward in a straight line, dealing physical damage and pushing himself backward.
Ultimate: Fires a tracer round in a straight line, dealing physical damage to the first enemy Champion hit and marking them for 5 seconds. While the mark remains, all skills will hit the target regardless of distance, and their cooldowns are reduced by 80%. Other Champions in the path may be hit instead.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (
).
Thank you.
Hello, this is Team Samoyed.
We would like to share details on bug fixes, balance adjustments, and added features.
Due to the version update, existing Mods may not work properly. If you are using Mods, we recommend disabling them or playing on a previous version until the Mod creators update them for the current patch version.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2, go to Properties > Betas, select the version you want, and launch the game to play on that version.
Added Features
Added annual operating subsidies to help reduce long-term financial deterioration for 2nd-division teams. Subsidies are shown in finance records and News, and only part of the amount is reflected in Recruitment/Salary Budget calculations to prevent budgets from becoming excessively inflated.
Improved existing saves so the champion pool type and custom champion list can also be changed from Options > Gameplay.
Improved the player data editing screen for existing saves and custom databases so salary and contract duration can be edited.
Added category filters and a favorite filter to the top of News. Each news item is categorized as Transfer, Match, Analysis, Club, Patch, or General, and important news can be collected in Favorites using the star in the list.
Improved usability for the filter popup in the Recruitment tab. Filter choices are now reflected in the list immediately, and age/stat ranges can be adjusted using both dropdown presets and fine -/+ controls.
Balance Adjustments
Adjusted AI teams' cross-region recruitment decisions to be more conservative. Necessary survival signings are preserved, but when there are enough same-region alternatives, foreign starter growth and transfer market overheating should occur less often.
Adjusted AI transfer market candidate selection so the selling team's core-player protection rules are considered in advance. This reduces repeated attempts to target core players who are difficult to sell, including replacement-position considerations, and more reliably prevents sudden drops in the selling team's starter strength.
When a first-division team already has multiple foreign starters, routine cross-region upgrade signings now require a larger power advantage. Empty-position signings and deadline reinforcements are still prioritized as before.
Teams under heavy salary pressure now act more cautiously with non-urgent roster expansion and upgrade-oriented transfer offers.
Bug Fixes
(Added) Fixed an issue in the tutorial where progress could fail to continue after reading all News following the 2v2 match. Tutorial step stability was also strengthened so save/load, date progression, and recovery of scheduled tutorial matches no longer delay or roll back progress.
(Added) Fixed an issue in the Manager Training tutorial where the final 5v5 BO3 match on January 17 could repeat against the same opponent or carry the previous set score into the next entry, causing a first set to end with an incorrect series score. Tutorial progress and date advancement now continue normally after the match regardless of the final BO3 score.
(Added) Fixed an issue where using many custom champions or data-only mods could cause ban/pick calculations to stall during champion select or while advancing time. The available champion pool is preserved, while ban/pick AI scoring now uses a stable candidate set so progression continues even with large mod champion pools.
(Added) Fixed an issue where editing database numbers or importing a Game Numbers DB in the current save could cause stale edit data to overwrite all player/staff data, resulting in fewer players, old players being added back, or position-related stats reverting. Existing players and staff now only apply fields that were actually changed.
(Added) Fixed an issue in the ban/pick phase of multiplayer matches where, if the opposing player had not yet entered the match screen, the Blue side's AI ban/pick could fail to proceed and the game could stop at the champion selection phase.
(Added) Fixed an issue where the progress bar on the Proceed loading screen could appear stuck while background match simulations were still running. The gauge now fills according to match simulation progress.
(Added) Fixed an issue where champions unlocked through previous in-game patches or tutorial rewards could disappear from the champion selection list in existing saves. Missing unlocked champions are restored on load based on saved patch/tutorial News records.
(Added) Further fixed an issue in some older saves where international tournament draw/seed information remained but match date information was missing, preventing the break skip button from appearing.
Fixed an issue where, in certain situations, teams that did not qualify for an international tournament or were eliminated in the group stage could have to manually proceed through the international break. The break skip button now appears correctly during that period.
Strengthened roster safeguards so teams do not end up with an empty position on transfer market deadline day. Even when normal FA candidates are scarce, low-cost local players are secured first.
Fixed a possible crash in the schedule screen or pause screen in some custom databases or repaired saves when the owning league/tournament for a competition could not be found.
Fixed an issue where stamina might not recover as days pass if a player's minimum stamina recovery value was saved higher than the maximum value through current database editing or custom data. Existing saves and custom data are normalized to a valid range where possible during loading.
Fixed an issue where, if the player contract negotiation after a transfer fee agreement was rejected, the propose button could appear again on the previous transfer-fee acceptance notice after the cooldown ended.
Fixed an issue where another AI team could have the same level of transfer fee accepted first while the player's transfer offer was still pending. AI teams must now offer clearly better terms than the player's pending offer to recruit the player.
Added an All option to the patch version filter for champion/player statistics in the Statistics screen, and fixed an issue where the list did not refresh when changing the patch version dropdown in the player statistics tab. Player statistics are now aggregated based on match records from the selected patch, and choosing All shows statistics across all patches together.
Adjusted the eligibility criteria for average KDA/average rating in league season player records. This fixes an issue where full-time starters on teams with many 2-0 wins could be excluded from leaderboards or season awards due to the number of sets played.
Reduced excessive heat that could be felt during background simulation on some PC environments.
Fixed an issue where, when reopening a saved multiplayer league, guests in rooms with three or more players could fail to see other participants or the Ready button could remain disabled. Room join confirmation is now processed before saved-data transfer, so lobby synchronization proceeds more reliably even with large save files.
Fixed an issue in multiplayer and single-player where the server's pre-simulation result could be saved before the result of the match directly played by the player, causing the final score to be recorded differently from the actual match.
Fixed issues where champions added by mods could cause progression to stop during ban/pick power-analysis chat, recommended candidate selection, AI auto-selection, swap/strategy recommendations, or match-result learning. Also fixed an issue where champion info tooltips could crash when a mod champion had missing attack effect information.
Fixed an issue where, when spectating Hard Fearless ban/pick in multiplayer, previous-set pick locks were shown on only one side as if they were Soft Fearless. In Soft Fearless, AI/coach-delegated ban/pick candidates now follow the same lock rules as the player.
Fixed an issue where champion main-position indicators could disappear from the ban/pick screen after a new season, or ban/pick delegation and coaching staff chat tools could fail to appear despite valid coaching staff.
Fixed an issue where editing database numbers in the current save, such as vision, or importing a game-number DB could unintentionally reset the active champion pool to Classic/default settings.
Fixed an issue in auto-balance patches where some periodic damage/repeating-effect intervals were treated like effect durations, causing nerfs to instead act as buffs by increasing damage frequency. Patch direction and display text for repeating damage/healing/HP drain entries have been cleaned up, and some champion skill patch settings that were not being applied due to old keys or typos have also been cleaned up.
Coach ban/pick dialogue recommendations now use the same server calculation and final candidate selection path as actual ban/pick delegation. Ban/pick/swap recommendations should now appear more consistently with delegated results.
Fixed an issue where saves without stored mod-state information could incorrectly warn that they did not match the current local mod state. Mismatch warnings are still shown for saves that actually have stored mod-state information and differ from the current state.
Optimization
Optimized match simulation calculation speed, reducing the time required to complete one match simulation by about 30%.
Improvements
Improved part of the ban/pick AI logic. Compared to the previous AI, it learns meta picks a little faster and performs ban/pick choices that better fit its team's tactics and roster. Numerically, this is an improvement that records roughly a 55% to 45% win rate against the previous ban/pick AI.
If you encounter any issues while playing the game, please feel free to contact us at
.
Thank you.
Hello, this is Team Samoyed.
We would like to share the patch details.
[img src="{STEAM_CLAN_IMAGE}/45467379/8ca439966a0d1d64f06006de38222e0fd02d9353.png"]
A new Champion, “Sand Mage,” has been added. Sand Mage is designed as an AP-based DPS dealer Champion.
Skill 1: Imbues basic attacks with the power of sand, dealing additional magic damage. When used, it causes sand to explode around the target, dealing area magic damage. This skill can critically strike.
Skill 2: Absorbs the power of sand, increasing movement speed for a set duration and restoring HP.
Ultimate: Creates a sand swamp around the target that lasts for a set duration. Enemies on the sand swamp are continuously pulled toward its center and take magic damage.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (https://discord.gg/TKxAz2AJSp).
Thank you.
Hello, this is Team Samoyed.
We would like to share details about bug fixes, optimization, and added features.
Improved parts of the frame-processing path that could cause excessively high CPU usage and heat in some environments while the game was running.
Added an Edit Current Database feature under Options > Gameplay, allowing you to edit database information for the current save file in progress. In multiplayer, only the host can use this feature, and applied changes are synchronized to other players. To protect player/staff references in an active save, deleting existing people and importing full/people data are restricted, while team name/logo imports and game-number imports remain available. Please be careful when changing player-related values, as this may cause data for matches running in the background to become inconsistent and lead to issues later.
Fixed an issue where, after editing the current database, reloading some saves could crash during loading if existing Solo Rank match records referenced a Champion that no longer existed. Only invalid unfinished Solo Rank matches are skipped, and save progression is preserved.
Fixed an issue where an AI team offering lower salary terms could recruit a player first even after the player had submitted a better salary offer.
Fixed an AI decision issue where Boomerang Hunter used the Ultimate too conservatively in some situations. Also fixed an issue where, even with living enemy Champions nearby, the bounce could fail to continue and disappear.
Boomerang Hunter's Ultimate range has been changed from 60000 to 90000.
Fixed league prize money after Playoffs so it is now paid based on final Playoff standings rather than regular league standings. Detectable incorrect prize payment records in existing saves are also corrected on load.
Fixed automatic balance patches so Champions added by Mods now properly have skill damage, coefficients, cooldowns, healing/shield values, and other values adjusted.
Added translation contributors to the Credits. Thank you sincerely for participating in the translation work!
Starting with the next patch, we plan to run minor patches every Wednesday at intervals of one to two weeks to ensure stable operation of Mods. If there are issues that require urgent fixes, we will address them quickly through hotfixes without changing the version.
If you encounter any issues while playing the game, please feel free to contact us anytime at
.
Thank you.
Current Release
Build 24563689
Uploaded Aug 05, 2026
System Requirements
How to Install
TeamfightManager2.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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