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 images
Version Information
Steam Patch Notes
Official update history
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 how you can roll back to a previous version after an update.
Since the Steam Workshop may not work smoothly immediately after a new update is released, we have introduced a feature that allows you to play on previous versions.
The method is the same as joining the beta 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.
Save files played on a newer version may not be compatible with previous versions.
If you encounter any issues while playing or have feedback, please contact us at
or through 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 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 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 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.
Hello, this is Team Samoyed.
We would like to share details about bug fixes, balance adjustments, and added features.
Fixed an issue where region, league, and competition names changed in official competition editing could appear to revert to their default names on some screens after the new save creation screen. The names saved in the database are now displayed consistently on major screens such as standings, schedules and match information, award records in Team Info, Records/Statistics, and News.
Fixed an issue where some player records could be missing from the Records tab. Player team/contract periods and Playoff match records are now reflected correctly even when existing saves and newly recorded match information are mixed.
Fixed Solo Rank tab sorting so it now sorts the full ranking list instead of only the current page.
Fixed an issue where the shortcut for the opposing team jungler view was missing from shortcut settings, and some in-match shortcut guides did not reflect changed settings.
Fixed an issue where the game could close when starting a Ban/Pick tutorial match during Manager Training if there was no opponent team in the same league as the selected team, or if the opponent team's Ban/Pick data was missing.
Fixed an issue where loading and date progression could stop at certain competition schedule boundaries, such as after the Division 2 Spring season, due to past scheduled matches that had not yet been finalized or team matches waiting for multiplayer connection/match entry.
Added News content that delivers fan match predictions before a match begins. Predictions reflect team rating, starting roster strength, recent official match flow, head-to-head record, league standings, and fan atmosphere, and virtual odds are also displayed for immersion.
Added Thai to the supported language list.
Added an option to the Display tab in Settings that can apply the speed selected immediately before highlight playback to Highlight scenes. It is off by default; when off, highlights play at 1x as before.
Fixed an issue where, when accepting a contract renewal, salary would be paid under the existing salary until the existing contract ends. The new contract terms are now applied on the contract start date, and the changed salary and contract period are announced through News at the time of application.
Fixed an issue where the re-sign offer screen could show the post-contract team Salary Budget as if the full new salary were deducted, even though the existing salary is replaced. Transfer-interest guidance is also no longer shown on re-sign screens.
Fixed an issue where revenue such as prize money could be reflected in actual cash on hand, but not immediately reflected in the Recruitment Budget and Salary Budget. Cases where some competition prize payouts could be missing have also been corrected.
Fixed an issue where home stadium capacity, maintenance cost, and upgrade values could be applied incorrectly in custom databases or existing saves.
Fixed an issue where the Player Detail screen could fail to appear if some players' team, league, or Solo Rank information in a custom DB did not match the default data structure.
Fixed an issue where, when starting or restarting multiplayer 'League - Saved Game', some players could be assigned to the wrong team, or start/progression waiting could stop due to a player leaving before login.
Fixed an issue where, in multiplayer leagues with hidden stats enabled, stats for your own team players and players revealed through recruitment/scouting would no longer become hidden again after saving and reloading.
Fixed an additional issue where the 'Shonen Hero' achievement could fail to unlock on Steam for existing saves that had already met its conditions. The achievement unlock is now re-synchronized when loading saved progress.
Improved parts of the match engine logic related to defending the allied base. This improvement is intended to reduce cases where units suddenly moved elsewhere right before finishing an objective or attacking the enemy Nexus.
Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded results. We ask for your understanding regarding this.
Adjusted rookie player and FA candidate pool generation rules and top prospect distribution so they are maintained more consistently by region and position.
Adjusted the aging curve so overall stat inflation is reduced, player stats are maintained more stably into the late twenties, and later decline progresses more gradually.
(Added) Fixed an issue where transfer-fee negotiations could incorrectly reject offers as if the selling team had no replacement for that position, even when a usable replacement existed, or immediately reject offers that should have remained negotiable.
(Added) Fixed an issue where leftover translation files from Workshop mods could override official localization files after unsubscribing from or updating a mod, causing some languages such as Chinese to keep showing older text.
(Added) Fixed an issue where, after an accepted contract renewal was waiting for the current contract to end, submitting new renewal terms could keep showing the old contract end date or fail to show the negotiation-in-progress state. The Player/Staff Detail and re-sign offer screens now also keep the current salary as the main salary and show the accepted future salary in parentheses with its starting year.
If you encounter any issues while playing the game, please feel free to contact us anytime at
.
Thank you.
Hello, this is Team Samoyed.
We would like to share details about bug fixes, balance adjustments, and added features.
Fixed an issue where region, league, and competition names changed in official competition editing could appear to revert to their default names on some screens after the new save creation screen. The names saved in the database are now displayed consistently on major screens such as standings, schedules and match information, award records in Team Info, Records/Statistics, and News.
Fixed an issue where some player records could be missing from the Records tab. Player team/contract periods and Playoff match records are now reflected correctly even when existing saves and newly recorded match information are mixed.
Fixed Solo Rank tab sorting so it now sorts the full ranking list instead of only the current page.
Fixed an issue where the shortcut for the opposing team jungler view was missing from shortcut settings, and some in-match shortcut guides did not reflect changed settings.
Fixed an issue where the game could close when starting a Ban/Pick tutorial match during Manager Training if there was no opponent team in the same league as the selected team, or if the opponent team's Ban/Pick data was missing.
Fixed an issue where loading and date progression could stop at certain competition schedule boundaries, such as after the Division 2 Spring season, due to past scheduled matches that had not yet been finalized or team matches waiting for multiplayer connection/match entry.
Added News content that delivers fan match predictions before a match begins. Predictions reflect team rating, starting roster strength, recent official match flow, head-to-head record, league standings, and fan atmosphere, and virtual odds are also displayed for immersion.
Added Thai to the supported language list.
Added an option to the Display tab in Settings that can apply the speed selected immediately before highlight playback to Highlight scenes. It is off by default; when off, highlights play at 1x as before.
Fixed an issue where, when accepting a contract renewal, salary would be paid under the existing salary until the existing contract ends. The new contract terms are now applied on the contract start date, and the changed salary and contract period are announced through News at the time of application.
Fixed an issue where the re-sign offer screen could show the post-contract team Salary Budget as if the full new salary were deducted, even though the existing salary is replaced. Transfer-interest guidance is also no longer shown on re-sign screens.
Fixed an issue where revenue such as prize money could be reflected in actual cash on hand, but not immediately reflected in the Recruitment Budget and Salary Budget. Cases where some competition prize payouts could be missing have also been corrected.
Fixed an issue where home stadium capacity, maintenance cost, and upgrade values could be applied incorrectly in custom databases or existing saves.
Fixed an issue where the Player Detail screen could fail to appear if some players' team, league, or Solo Rank information in a custom DB did not match the default data structure.
Fixed an issue where, when starting or restarting multiplayer 'League - Saved Game', some players could be assigned to the wrong team, or start/progression waiting could stop due to a player leaving before login.
Fixed an issue where, in multiplayer leagues with hidden stats enabled, stats for your own team players and players revealed through recruitment/scouting would no longer become hidden again after saving and reloading.
Fixed an additional issue where the 'Shonen Hero' achievement could fail to unlock on Steam for existing saves that had already met its conditions. The achievement unlock is now re-synchronized when loading saved progress.
Improved parts of the match engine logic related to defending the allied base. This improvement is intended to reduce cases where units suddenly moved elsewhere right before finishing an objective or attacking the enemy Nexus.
Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded results. We ask for your understanding regarding this.
Adjusted rookie player and FA candidate pool generation rules and top prospect distribution so they are maintained more consistently by region and position.
Adjusted the aging curve so overall stat inflation is reduced, player stats are maintained more stably into the late twenties, and later decline progresses more gradually.
(Added) Fixed an issue where transfer-fee negotiations could incorrectly reject offers as if the selling team had no replacement for that position, even when a usable replacement existed, or immediately reject offers that should have remained negotiable.
(Added) Fixed an issue where leftover translation files from Workshop mods could override official localization files after unsubscribing from or updating a mod, causing some languages such as Chinese to keep showing older text.
(Added) Fixed an issue where, after an accepted contract renewal was waiting for the current contract to end, submitting new renewal terms could keep showing the old contract end date or fail to show the negotiation-in-progress state. The Player/Staff Detail and re-sign offer screens now also keep the current salary as the main salary and show the accepted future salary in parentheses with its starting year.
If you encounter any issues while playing the game, please feel free to contact us anytime at
.
Thank you.
Hello, this is Team Samoyed.
We would like to share details about bug fixes and balance adjustments.
Fixed an issue where, after Playoffs or other schedule progression, if AI match results from the same day were still pending, the date loading screen could appear stuck at 23:50 or an already affected save could have difficulty resuming progression. (Hotfix, additional fix applied)
Fixed an issue where long item names and effect descriptions in some languages overlapped with the tier display or appeared clipped.
Fixed an issue where Lifesteal was not applied to the basic attacks of some Champions, including Sniper.
Fixed an issue where scrolling did not appear when there were many Mods, making some entries impossible to select.
Fixed an issue where player stat changes made in Edit Database were displayed in the inbox as sudden stat changes caused by training.
Fixed an issue so that Champion values changed in Edit Database are reflected as the baseline values for automatic balance patches.
Fixed an issue where the "Land the Big One" achievement might not be achieved when recruiting a prospect player with Very High potential.
Fixed an issue where, after changing the output speaker or removing an existing device, game sound could remain on the previous output device or sound playback could repeatedly fail.
Fixed an issue in multiplayer where, after sending contract renewal requests to some players, no response would arrive even after dates passed.
Improved the Coach Detail screen so that owned coach names can be changed in the same way as players.
Fixed an issue in saves where league Playoff or international match format options were changed during a season, causing the already generated current-season schedule and new option values to mix. This could cause date progression to stop at the end of an international match, or brackets, standings, and news displays to appear incorrectly.
Fixed an issue where crashes could occur when entering Recruitment, Solo Rank, Player/Coach Detail screens, or during season progression if region IDs or league structures in a custom database differed from the default data.
Fixed an issue where, when creating a league save with a database containing many custom images, loading could become stuck at the "Receiving game data" state.
Fixed an issue where Berserker's ultimate cooldown could become shorter than intended at low HP.
Adjusted Necromancer's balance.
Increased the magic power coefficient of Ghoul attack damage from 10% to 20%.
Increased the magic power coefficient of Ghoul duration from 50% to 80%.
Improved the ultimate cooldown from 60 seconds to 50 seconds.
Changed Plague Doctor's ultimate penalty to reduce current HP by 50%.
Adjusted Voodoo Shaman's balance.
Increased the base damage of Skill 1 from 30 to 120.
Increased the range of Skill 1 from 70000 to 90000.
Increased the magic power coefficient of Skill 1 from 0.8 to 1.0.
Improved the ultimate damage interval from 1 second to 0.8 seconds.
Adjusted Whip Master's balance.
Increased the ultimate channeling time from 1 second to 1.5 seconds.
Increased the ultimate activation interval from 0.3 seconds to 0.45 seconds.
Decreased the ultimate damage coefficient from 0.5 to 0.4.
Decreased the ultimate bleed damage coefficient from 0.2 to 0.1.
Adjusted Gambler's balance.
Decreased the ultimate charm duration from 1 second to 0.6 seconds.
If you encounter any issues while playing the game, please feel free to contact us anytime at
.
Thank you.
Current Release
23410015
Uploaded May 26, 2026
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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
989 MB
23410015
67B977FB
935d28e4fa9393e7d5ab351c7f6e1d580edec90518f1ed05a5d75b57cab9796f
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