Teamfight Manager 2
by Team Samoyed · 25 May, 2026
835 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'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Players now gradually improve the language of their team's region simply by living there. Previously, it only rose if you assigned language training in a player's personal training plan.
Living there alone raises it only as far as two stars; above that it still rises through training only, as before. Players without a team are not affected.
A '0' option has been added for the number of additional champions. No new champions are added even when a major patch arrives, so you can keep playing with exactly the champion lineup you set at the start.
It can be selected on the new game screen, in the in-game settings, and in multiplayer room settings.
Expanded the coverage of the Stable API. For details on the newly added APIs, see https://github.com/teamsamoyed/TeamfightManager2Mod.
Bug Fixes
Fixed an issue where unnecessary warnings filled up the log during Solo Rank cleanup. The logs you send us when reporting a problem will now retain the content actually needed to identify the cause.
Fixed an issue where re-sign negotiations stalled in a waiting-for-response state and the contract expired. If you left the negotiation window open and looked around, the values being edited masked the previous offer, so negotiations past their deadline were never processed. This also resolves the issue where the News inbox skipped to an outdated contract item in that state.
Fixed an issue where the salary budget set on the finance screen reverted to its previous value the next day. An income-based budget adjustment that should apply only to AI clubs was being applied to the player's club every day as well.
Fixed an issue where classic SDK mods built for an earlier version were loaded instead of being rejected. Because the internal data structures changed in 0.5.7, these mods read the wrong locations and could cause an abnormal termination at startup. They are now blocked from loading, with a notice that the version does not match. Those mods must be rebuilt with the new SDK. Stable ABI mods are unaffected.
Fixed an issue in multiplayer where loading grew slower and slower for participants other than the host. The state transfer rate was fixed at 256KB/s regardless of connection quality, so loading times grew directly with the size of the save.
Fixed an issue where the initial stats of modded champions were not displayed. The initial-value tab showed the same figures as the current values and the increase/decrease highlight colors were missing; this has been fixed both on the champion info screen and on the in-match champion panel.
Fixed an issue where edits to coaching staff contracts in the database editor were not applied. The edits were saved, but salary, contract length and similar values were not carried into the game; player contract edits worked correctly.
Fixed an issue where edits to negative values in the database editor were not applied. Skill values stored as negatives, such as movement speed reduction, stayed unchanged after editing.
Fixed an issue where no fan reaction news appeared at all on days you won a match. Negative fan news, which is only shown on a loss, did not appear on screen yet still masked the positive news for the same date, so both vanished.
Fixed an issue where replays of 2v2, 3v3 and 4v4 matches played out differently from the actual match. The format determined by the match rules was not reflected in replays alone, so they were always recalculated on a 5v5 basis, changing monster spawns and the extent of the match.
Fixed an issue where transfers deadlocked because a club sold a starter and then never signed a replacement. Selling a starter blocks further sales until a replacement is signed, but the club's plan did not schedule that replacement signing, so the position was never released. Clubs now prioritize signings that fill the empty slot.
Fixed a bug where the player AI in the match engine did not correctly calculate some skill effects. Cases where it mistook Skill 2's effect for Skill 1's, or mixed Skill 1's effect with Skill 2's range, meant each skill's effects were confused at the decision level; these are now taken into account correctly.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello. This is Team Samoyed.
We'd like to share the details of this patch.
A new champion, ‘Strongman’, has been added. Strongman is designed as an AD-based tanky initiator.
Skill 1 (Shoulder Throw): Grabs one nearby enemy and throws them over the shoulder behind himself, dealing physical damage and stunning them.
Skill 2 (Barbell Swing): Swings a barbell in a wide arc, dealing physical damage to surrounding enemies and knocking them back.
Ultimate (Human Cannonball): Throws one nearby allied champion to a target location. The thrown ally gains a shield for a short time after landing, and enemies around the landing point take physical damage and are stunned. If there is no ally to throw, Strongman leaps himself.
[img src="{STEAM_CLAN_IMAGE}/45467379/724fad107f827deba2264a297b74c2579f139be5.png"]
A new champion, ‘Spellbreaker’, has been added. Spellbreaker is designed as a melee fighter who counters shields.
Skill 1 (Greatsword Sweep): Slashes widely in front, dealing physical damage and slowing for a short time.
Skill 2 (Shattering Charge): Charges a short distance, dealing physical damage to the first enemy hit. After the charge, damage taken is reduced for a short time.
Ultimate (Grand Shatter): Instantly destroys the shields of all enemies within the surrounding area. Enemies whose shields are destroyed take magic damage, are stunned, and cannot gain shields for a short time. Enemies who had no shield take only reduced magic damage.
[img src="{STEAM_CLAN_IMAGE}/45467379/630345651379cc6fd56b7988df3fa66f249092cf.png"]
A new champion, ‘Astrologer’, has been added. Astrologer is designed as an AP-based area-of-effect mage.
Skill 1 (Meteor Fall): Drops a meteor on a target location after a short delay, dealing magic damage to enemies in the area and reducing their movement speed.
Skill 2 (Constellation Link): Deals magic damage to enemies in a straight line and leaves a constellation mark on them.
Ultimate (Celestial Alignment): Draws a constellation over a target area, marking all enemies within it, then detonates the marks simultaneously after a short delay to deal magic damage. The more enemies linked, the greater the damage, and enemies already marked by Skill 2 take additional damage.
[img src="{STEAM_CLAN_IMAGE}/45467379/ac3be5358a61a1a3b8b361465c019ad69656fb78.png"]
A new champion, ‘Harpooner’, has been added. Harpooner is designed as an AD-based ranged crowd-control champion.
Skill 1 (Harpoon Shot): Fires a harpoon in a straight line, dealing physical damage to the first enemy champion hit. For a short time after the hit, it can be reactivated to pull yourself to the target or drag the target toward you.
Skill 2 (Piercing Shot): Fires a powerful harpoon in a straight line, dealing physical damage to the first enemy hit. The more health the target has lost, the greater the damage.
Ultimate (Surging Chains): Fires multiple chained harpoons in a forward cone, dealing physical damage to enemies hit and binding them in chains for a short time. Bound enemies have reduced movement speed, and if they move beyond a certain distance from each other the chains tighten, strengthening the slow and pulling them toward one another.
[img src="{STEAM_CLAN_IMAGE}/45467379/45cdbb175c0edb8c576fe2a810594259f3a8b66c.png"]
A championship celebration sequence has been added to make winning a title feel more immersive.
A sponsor system has been added. Sponsor offers of various kinds arrive depending on your team's standing, and meeting their conditions earns you additional operating funds.
A youth academy has been added. It is a long-term development facility where you scout young prospects yourself and raise them over several years; like other team facilities, it can be expanded up to grade S to increase capacity and development speed.
Tryouts: Held on March 1 and September 1 each year, gathering prospect candidates aged 13 to 17. The more capable your scouts, the more candidates appear and the more accurate the potential estimates become, and if none of the candidates appeal to you, you can pay a fee to gather a new set.
Development: Trainees grow every Wednesday, separately from first-team training. Growth speed depends on facility grade, training coach, development focus and condition, and the development focus can be set for the whole team and for each trainee individually. With two or more trainees, your academy plays weekly scrims against other clubs' academies.
Exits: From age 16 a trainee can be promoted to the first team, and if another club offers a transfer fee you can sell them for funds instead. A trainee who passes age 20 without being promoted leaves the team as a free agent.
AI teams run academies as well. The more players who come up from academies to first teams, the fewer new prospects are generated in that region, so youth development replaces part of the existing rookie supply route.
Fan service has been added. You can set the ticket pricing policy for home matches to standard, cheap or premium, and hold fan signing events and fan meetings to grow your fanbase and raise fan satisfaction. You choose which players attend each event; participating players gain morale but also gain stress.
A bank and club value have been added. Entering the bank from the finance screen shows your club value, which combines your squad, facilities, fans and cash, and you can take out a loan up to a set proportion of that value. Loan funds are reflected in your transfer and wage budgets immediately, principal and interest are repaid automatically every Monday, and if you have room to spare you can repay early to save the remaining interest.
Manager training now covers the new management content. The finance lesson has been expanded with explanations of the bank and club value, and you now learn sponsors after finance, the academy after coaching staff, and fan service after facilities.
An awards ceremony has been added. When a tournament you took part in ends, an invitation to the awards ceremony arrives, and attending runs the award stage for the winner, the runner-up and the individual awards (MVP, Best Rating, Most Kills, Most Assists, Most Solo Kills). Once the ceremony ends, a result report is delivered to your News inbox.
Individual award winners gain fans. The amount gained differs by category, and sweeping several categories increases it accordingly.
Individual awards have been added to international tournaments as well. News announcing the individual awards is delivered after the tournament ends, and international tournament awards increase fans by a larger margin than league awards.
Players' award histories are now recorded. You can check past awards and the fan gains at the time on the History tab of a player's detail view.
Improved the match result screen so that items, CS and damage types are displayed.
The basic macro flow of the match engine has been changed.
Previously, teams focused too heavily on simply taking an objective whenever one was up, which tended to make matches play out in a monotonous way. This has been improved so that the side starting an objective only commits when it judges it can secure the objective even by starting first, and the side responding also gathers its members properly and sets up a formation before contesting it.
Adjusted the logic for mid- and late-game lane management so that supports are far less likely to be caught out pushing a lane deep on their own.
Fixed general display errors in News inbox content.
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'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Strengthened the diagnostic logging used to track cases where the match record and the replay diverge. The server/client result comparison has been expanded from team totals down to individual players, so when a mismatch occurs the log retains the information needed to identify the cause.
If you run into this, sending us your log.log along with the save file is a great help in tracking down the cause.
Bug Fixes
Fixed an issue where the league selection list in the stats window during the draft expanded upwards and covered the ban/pick phase guidance.
Fixed an issue where Siege Breaker's 'Mace Strike' was not actually applying its bonus damage to structures. Skills with bonus structure damage now take towers and the Nexus as cast targets.
The skill description and the actual calculation have also been brought in line. As described, 40% is added to the base damage.
Fixed an issue where some champions' skill effects were not reflected in the player AI's decision to use skills, so those skills were not used at the right moment.
Vampire 'Sanguine Drain' and 'Blood Eruption' — damage and health recovery
Priestess 'Heavenly Prayer' — heal over time
Ice Mage 'Glacial Storm' — slow and dash denial
Fixed an issue where replays played out differently from the actual match when a player AI mod was in use. Replays are played back by recalculating under the conditions of the original match, but this recalculation alone was running on the default AI instead of the mod AI. This applies to both match replays and Solo Rank replays.
We are still investigating the remaining causes of these mismatches.
Cleaned up an issue where subscribing to a mod containing files in an old format logged a Ban/Pick AI error on every launch. Files that cannot be read are now logged with their path and then skipped, and those error logs have no effect on how the game runs.
Fixed an issue where, once enough in-game years had accumulated, the year selection list on the records screen expanded past the edge of the screen and could not be seen. List-style selection popups now open within the screen only, and any overflow is shown with a scrollbar.
Fixed an issue where the 'head-to-head record' in fan match prediction articles counted only the last 5 matches and therefore disagreed with the all-time record shown on other screens. The win probability calculation is unchanged.
Fixed an issue where not reading the files of a mod you had disabled was logged as an error.
Fixed an issue where, when playing as a second division team, the region tabs on the standings screen always opened on the first division. The league your team belongs to now opens first. Other region tabs still open on the first division as before.
Fixed an issue where the play icon on the match screen was drawn at low resolution and looked out of place next to the other buttons. It has been replaced with the same vector format as the pause and speed icons, and the button position and size are unchanged.
Fixed an issue where win and loss streaks were counted only from matches within the last 14 days and were therefore displayed as shorter than they actually were. Streaks are now counted in full with no time limit, and the threshold at which the related news articles appear becomes accurate along with it.
Fixed additional cases where the proceed button on the match result screen did not respond, making it impossible to move on to the next set or to the schedule. Six more points remained where progress stopped if team draft data failed to load; all of them now continue the match with default values.
This could occur when you were a multiplayer participant or were using a custom database.
Improved a case where the minimum appearance requirement applied to the average columns of career totals (average rating, average gold, damage, tanking, healing, average level) was not shown on screen, making players below the threshold look as though they had disappeared from the list for no reason.
The requirement in effect (50 or more matches, or at least 60% of the highest appearance count) is now shown above the list.
Players below the threshold remain in the list in grey, and hovering over them explains why. Rank numbers are assigned only to players who meet the requirement.
Fixed an issue where playoff and promotion play-off matches were not counted in tournament statistics. Individual career totals were correct; only the per-tournament statistics were off.
Statistics for past matches are not restored; counting is accurate from matches played after this patch.
Fixed an issue where starting a new game from existing save data left the previous game's per-patch champion records in place.
Fixed an issue where position buff values changed by a balance patch were not reflected in the position tooltip during matches and were displayed at their initial values.
Fixed an issue where, when scout dispatch costs had been adjusted with a custom database, the dispatch screen and the financial outlook displayed the unadjusted default values. The amount actually deducted was always the adjusted value.
Fixed an issue where the appearance randomize button for managers and coaching staff changed only the hairstyle and left the colors (hair, top, bottom, shoes) fixed at their defaults.
Fixed a bug where, after an in-game patch was applied, patch information for modded champions and some base champions was not properly reflected in replays, causing the match you watched and the replay to differ.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Changed how each region's rating is calculated, along with how the number of seeds is determined from the rating gap between regions, so that each region's results are reflected more accurately.
Added team logo and champion icon display to the Stable API for mod creators (ABI level 4). Mods can now display team logos (including custom logos saved in your save file) and champion icons on their own screens in exactly the same way the base game does. Because the game itself performs the icon positioning and cropping calculations, icons are always displayed correctly with no extra work required — even when champion art is updated or when a champion has been added by a mod — and existing mods continue to work without a rebuild. We have also corrected a reported error in the Stable API documentation describing the match record (replay) keys.
Adjusted transfer market weightings so that teams attempt to replace a starter only when they have solid financial room and a candidate genuinely capable of replacing them, rather than selling a starter on the optimistic assumption that a replacement will be found.
Improved the Ban/Pick AI so that it finds and responds to strong champions and compositions more quickly. In particular, the AI was slow to react to champions that had been buffed or nerfed after a patch; this has been improved so that draft trends shift more quickly in line with the patch.
Bug Fixes
Fixed a bug where a free agent receiving offers from several teams at once would not choose the team with the best terms and would ignore some of the contracts. Now, when a player receives multiple offers at the same time, they use those offers to pursue the best possible terms for themselves; and if your offer is rejected because the player signed with another team, you are notified through your News inbox that the transfer negotiation ended for that reason.
Fixed a bug where Shadowmancer's ultimate, 'Banishing Arrow', hitting a champion mid-dash would leave the target permanently unable to move or act even after the banish ended.
Fixed an issue where the number of segments on the health bar during matches did not match the actual health value. The health bar should be divided into one segment per 300 health, but rounding the spacing between segment lines to screen pixels accumulated error, which could throw the segment count far off. Your side and the enemy side also used different rounding, so the same health value could show a different number of segments depending on the side. It is now displayed accurately at one segment per 300 health regardless of side.
Fixed an issue in Deathmatch mode where some matches started as 5v5 even when the match size was set to 2v2, 3v3 and so on. The match size setting was applied only to matches that already existed at the moment it was changed, while matches created afterwards (practice matches, the Summer season and the following year's leagues, tournaments and promotion play-offs) were created at the default 5v5. The currently configured match size is now always applied at the moment a match is created, and matches that were incorrectly created as 5v5 in an existing save are corrected to the configured size when you reload the game.
Fixed an issue in the Deathmatch result screen where pressing the 'Proceed' button could produce no response and leave the screen frozen, making it impossible to move on to the next set or to the schedule.
Fixed an issue where the Solo Rank tab would occasionally show a black screen with nothing displayed.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
If any position on your roster is still empty before the transfer window closes, you will now be notified in advance through your News inbox. If a position is still vacant on the closing date, a free agent is signed automatically to satisfy roster requirements — but until now this happened with no notice at all, so it could look as though a player you had rejected in negotiations had joined your team. You will now be warned 14, 7, 3, and 1 day before the deadline, giving you time to finish signings yourself. The minimum roster guarantee itself remains in place so that the schedule can proceed.
Improved how save files are written. The existing file is now replaced only after the new save has been confirmed as fully written, and the save from just before the replacement is backed up automatically. Even if the game is force-closed or the power goes out mid-save, your previous save is no longer lost along with it, and if the main file is damaged it is automatically restored from the backup.
Improved how training ratios (weekly schedule and training programs) are adjusted. Previously, changing one entry recalculated the other two proportionally, which disturbed the value you had just set and made it hard to build the combination you wanted. Now only the amount you changed is taken from the other entries, and the value you set immediately before is preserved, so you can reach the ratio you want in two adjustments. The total always stays at 100%.
Expanded error diagnostics. When the game closes abnormally or multiplayer communication fails, the location and cause are now recorded in the log file. Until now this information was not written to the log, so in many cases the logs you sent us were not enough to narrow down the cause. From now on, the logs you send will let us identify the cause in a much wider range of cases.
Hovering over the Condition entry in a player's detail view now shows that player's condition temperament as scouting information. Every player has a different innate condition baseline and range of fluctuation, but until now only the current grade was shown, so there was no way to tell why one particular player stayed in poor shape even when housing and rest were perfectly fine. You are now told about tendencies such as "swings widely" or "rarely rises," and when the issue is difficult to improve through management, that is noted as well. Players with insufficient scouting information are shown as not yet identified.
Added match record reading to the Stable API for mod creators (ABI level 3). Mods related to match analysis and replays can now migrate to the Stable API. Match records are provided read-only, so mods cannot alter match results, and existing mods continue to work as-is without a rebuild.
Improved the Ban/Pick AI so that it adapts more flexibly to meta shifts caused by patches and other changes. The AI has also been tuned to run the draft in a way that brings out each team's own signature picks, based on that team's characteristics. In addition, there was a bug in the Ban/Pick AI's meta learning over the course of a season that caused certain champions to be over-favored during picks and bans regardless of their actual performance, with that bias never resolving; this bug has been fixed as well.
Improved the player rating formula in MOBA mode. The rating criteria have been revised to reflect a player's contribution to winning more accurately than before, and the gap in average ratings between positions and between champions has been reduced.
Optimized club management simulation, solo queue handling and more to shorten loading times.
Improved the match engine AI in Deathmatch mode. Part of the MOBA mode AI work from the previous patch had been applied incorrectly, causing overly passive fighting; this has been fixed. Some additional improvements from MOBA mode have also been applied, improving combat overall.
Improved the logic related to the transfer market.
High-level prospects are generated more often than before.
Improved how each team manages its finances. Fixed issues where teams failed to manage their salary cap properly and released all of their staff, or could not sign good players and let their roster quality deteriorate.
Teams now attempt transfers more actively rather than re-signing their existing players.
Offers that fell through because the response deadline passed are now reported in your News inbox. Until now, transfer, signing and re-signing offers left unanswered by the deadline — along with final approvals — were cleared with no notice at all, so negotiations in progress appeared to vanish without explanation. You are now told which player or staff case expired, along with the date on which you can propose negotiations again. Cases cleared in bulk by skipping ahead through the transfer window schedule are still cleared without a separate notice, as before.
Balance Changes
Adjusted the revenue structure for merchandise sales. Merchandise for players with large fanbases barely dropped in sales volume even at maximum price, which made it far too easy to secure funds through merchandise sales alone in the late game.
Demand for merchandise from players and teams with very large fanbases is now subject to saturation. Sales volume at low fan counts is almost unchanged, but the rate of increase flattens out as fan counts grow.
Different merchandise types now sell at different frequencies. Low-priced goods such as posters and light sticks sell frequently, while high-priced goods such as gaming chairs and keyboards sell more rarely.
Raising the sale price now reduces sales volume more sharply than before. High pricing is now an option with a large profit per unit but slow inventory turnover.
Increased streaming revenue to roughly three times its previous value. This change reflects feedback that streaming income was far too small compared to other revenue sources, so allocating time to broadcasting instead of training now works as a genuine source of income.
Improved fan satisfaction so that it follows your results. Until now, fan satisfaction only moved up and down at random based on match results, so a team contending for the title could still be shown as 'Very Dissatisfied'. It now converges toward a level appropriate to your league standing compared against fan expectations, creating a natural flow in which fans are thrilled when you exceed expectations and disappointed when you fall short.
Fan reactions also vary depending on the opponent. Beating an equal or stronger opponent raises satisfaction sharply, while losing to a clearly weaker opponent drops it sharply. When a weak team loses to a strong one, it is accepted as the expected result and the drop is small.
Individual player fan satisfaction and fan expectation are now dynamic as well. A player's fan satisfaction now rises and falls with set wins and losses and with MVP selections, and the more fans a star player has, the higher their fans' expectations become.
AI teams now train their players' signature champions. Previously, AI teams never assigned champion training at all, so AI players' mastery only rose through match appearances and then stagnated. Teams with a head coach who has high training ability now develop players who dig deep into their signature champions.
Bug Fixes
Fixed an issue where the achievement related to the popularity of your five starters could not be earned through normal play. This achievement needs to check each individual player's popularity, but it was using the threshold value for team popularity as-is. Player fan counts are on a very different scale from team fan counts, making the condition effectively impossible to reach. It is now evaluated against a threshold appropriate to player scale.
Fixed an issue in the Russian language setting where amounts were displayed at 1/10 of their actual value, and amounts entered in K or M units were applied differently from what was displayed.
Fixed an issue where a damaged save file produced only an error with no identifiable cause. The game now detects that the file was not fully written and tells you so. Please note that content already lost from a damaged file is not recovered by this fix.
Fixed an issue where the year information shown when hovering over title and runner-up counts was hidden behind the mouse cursor.
Fixed an issue where the mouse cursor could become invisible after switching to full screen or changing the resolution.
Fixed an issue where some sounds could play right after launching the game even with sound effect volume set to 0.
Fixed an issue where sales volume could fail to recover to its original level after raising a product's price sharply and then lowering it again.
Fixed an issue where creating a multiplayer room with a custom database let only the host proceed while other participants stayed in the lobby or were dropped back to the title screen. When sending the data needed for the team selection screen, exceeding the transfer size limit caused the data not to be delivered at all, leaving guests waiting for data that would never arrive. Data not used in team selection is now excluded before sending, cutting measured transfer size by roughly 45–82%, so large custom databases that previously exceeded the limit can now host rooms normally. Team logos are preserved, and player faces are still displayed during matches exactly as before.
If you do still create a room with a custom database that exceeds the transfer limit, the host is now notified in advance. Until now there was no notice at all — only the other participants could not join, with no way to tell why.
Custom team logos and player/staff face images are now organized automatically to match their in-game display size when newly registered. Visible image quality stays the same, while storage size and multiplayer transfer load are reduced.
Fixed an issue where contract expiry notices kept arriving at the end of the season for players and staff who had already re-signed, halting schedule progress each time. Re-signed terms take effect on the day the existing contract ends, but the expiry notice was not looking at the newly signed contract period and checked only the expiration date on the old contract. Since most contracts end at the close of the year, these notices piled up at the end of the season. Notices are now based on the date a player or staff member actually leaves the team, so those who have re-signed no longer receive them.
Fixed a bug where combat contributions such as granting shields or buffs were not counted as assists.
Fixed an issue where changing Twin Tower values in the database editor had no effect and simply followed the Outer Tower values instead. During matches, Twin Towers were reading the Outer Tower settings rather than the Twin Tower settings, so no amount of adjustment to Health, Attack, HP Regen or Gold was reflected. Configured values are now applied exactly as set.
To keep the existing balance unchanged, the default Twin Tower values have been set identical to the Outer Tower. Saves already in progress are normalized to the same values as long as you have not edited the Twin Tower values yourself, so this fix does not change how matches play out.
Automatic balance patches now adjust Twin Towers as well. When tower health and armor change due to match length or snowball adjustments, both towers move by the same amount.
Fixed an issue where newly generated players could end up with the same nickname as an existing player. When drawing from the name candidate list, the game did not check whether a name was already in use, so duplicate names could appear in saves that applied a custom database or imported only the personnel data. Names already used by players, staff or managers are now filtered out, including names that differ only in capitalization.
Fixed a bug where replays of some matches played out differently from the actual match.
Fixed an issue where the News inbox displayed a rejection as though our own club had made it, when in fact another club had rejected or broken off signing negotiations for one of our players. Rejection and acceptance news did not record which club made the decision, so the screen incorrectly showed the player's current team — our own team in a sale negotiation — as the other club. The club that made the decision and the reason for rejection are now presented with the correct subject, and when a transfer fee negotiation is accepted, the wording matches the selling or buying side accordingly.
Fixed an issue where the response deadline display in the News inbox and the automatic cleanup after the deadline did not work when a selling club sent a transfer fee counter-offer.
Fixed an issue where the body text was not displayed when re-opening a negotiation news item if the player involved had since left the team (for example by becoming a free agent).
In multiplayer, when the opposing player directly rejects our transfer offer, the News inbox now shows which club rejected it.
Fixed an issue where 'Skip Empty Period' could not be used during the year-end break after the Summer international tournament, forcing you to advance day by day until the following year's transfer window. The skip target calculation only checked the remaining schedule within that year, so the stretch from the end of the international tournament final to the transfer window opening on January 1 of the next year fell outside the skip range. The skip button now remains available after the final ends, and skipping takes you to the morning of January 1, when the next year's transfer window opens. This applies to saves already in progress as well, and the wording in the skip confirmation popup has been updated to match the actual behavior.
If you encounter any problems while playing, feel free to reach us at
anytime.
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
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.
Current Release
Build 25070852
Uploaded Sep 03, 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.
A1228929
3dcdb0b8cdd94816692b360b80b3e54a32d07e685dd7bdb4beb1534a8ed9b12c
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