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Esports Manager 2026

Esports Manager 2026
Platform
PC
Release Date
File Size
1.54 GB
Views
752
Patch Notes
2
Comments
1
Languages
English, French, German, Spanish - Spain, Polish, Russian, Portuguese - Brazil, Simplified Chinese, Swedish, Turkish, Ukrainian
Added by
Download Game v1.1.4.1

Version Status

Current Version
v1.1.4.1
Current Build
26012398
Latest Build
26012398
Last Steam Update
Update Available v1.1.4.1

Screenshots

Esports Manager 2026 — Screenshots 1
Esports Manager 2026 — Screenshots 2
Esports Manager 2026 — Screenshots 3

Description

Esports Manager 2026 is a strategy simulation from Neurona Games that puts you in charge of a professional esports organization without a predetermined plot or mandatory ending. You can start from scratch or take control of existing teams featuring real professional players and organizations, managing everything from recruiting and training to finances and player mental health. The simulation module allows you to immerse yourself directly in matches, controlling tactics and reacting to events in real time as they unfold.

Balance player development with customized training plans while managing morale, motivation, and personal relationships with an in depth communication system. Navigate the player market by buying, selling, and loaning athletes, while simultaneously negotiating contracts and assembling a full support staff of coaches, analysts, and specialists. Participate in a full tournament calendar, striving for championship titles and Grand Slams, while expanding your business through sponsorships and brand development.

The game emphasizes realism, reflecting the psychological, financial, and organizational challenges faced daily by real esports managers. Your journey continues endlessly as long as your manager remains active, allowing you to create a lasting legacy in the world of competitive gaming. Every decision from roster changes to scheduling directly impacts your path to becoming a legendary esports manager.

System Requirements

Minimum

RAM:
2 GB RAM
Storage:
4 GB available space
DirectX:
Version 10

Installation Guide

Step-by-step setup process for TENOKE

  1. Mount the .iso image — Windows 10/11 mounts it from the right-click menu, otherwise use Daemon Tools or a similar tool.

  2. Run setup.exe from the disc and install the game — Tenoke builds are already cracked, installation is all it takes.

  3. If the disc contains a Tenoke folder, copy its contents into the installed game directory.

  4. Launch the game from the desktop shortcut (as administrator).

Game Info

Developer
Neurona Games
Publisher
indie.io
Platform
PC
Release Date
File Size
1.54 GB
Status
Scene (ISO)

Update Available

v1.1.4.1

Upgrade to v1.1.4.1 without re-downloading the full game

TENOKE

  1. Base download v1.1.3.1

    You get this version with the full game download below

How to apply this update

  1. Download the update archive from the links in this section — it is much smaller than the full game, so the download will be quick.

  2. Extract the archive (RAR/ZIP) with WinRAR or 7-Zip to a short, Latin-only path like C:\Games\GameName.

  3. Run setup.exe inside the update folder and install the update into your existing game folder — the one that already holds the installed game. Do not install into a new folder.

  4. Copy the updated files included with the release and confirm replacement when prompted, then launch the game and check the new version in its main menu.

Download Game

The download below is the base version v1.1.3.1. To reach v1.1.4.1, apply the updates in the chain above.

Full game 6

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Patch Notes

Official changelists for the builds of this game

Patch 1.1.4.1

Build 26012398

Patch 1.1.4.1 — 17 October 2026

A focused update after 1.1.4: molotovs beside smokes keep burning, the pause between rounds follows the match speed, kits take pictures on the back and sleeves and can go without sponsor logos, the kit editor reaches the Workshop during a career, a monthly letter follows player reputation, the top reputation titles are won with trophies, promises to players hold, one loss no longer sinks a winning squad's mood, a player no longer plays one event for two clubs, the board no longer fires a manager whose club is playing, lawyers work by their Contract Work, Workshop errors say what to do, Chinese, Japanese and Korean text is sharper, older saves get a fair world ranking, AI clubs field a single AWPer and fill empty squads sooner, a player's potential no longer changes, and the tutorial's first match is played again. Everything below changed since Patch 1.1.4.


New features

Kit pictures on every place

A kit now carries up to four pictures of your own: front, back, left sleeve and right sleeve; a sleeveless top takes two. Each lies over the colours and the pattern and can be moved, turned, resized and set above or below the logos. A kit from an older save keeps its picture on the front.

Workshop kit sets carry the picture of every place. A set that lacks one is refused, and the message names the place and the section to pick it again in.

Kits without sponsor logos

A kit can now hide every sponsor logo, in any career that wears it, Workshop kit sets included. In the kit editor's Workshop tab a button puts a set's kit on the shirt for a look.

Reputation won with trophies

Skill alone now lifts a player up to World star. Above it trophies decide: World elite needs a Major or a tier 1 win, Legend needs a Major. Stars of the database keep the title the database gave them while their skill holds it. A new glossary article explains the rules.

The ERS figure explained

The ERS under a match now reads as an estimate that becomes final after the event.

An "i" next to it, in the match window and on the result screen after your own match, opens a card that explains the figure and the ranking rules. On a touch screen a tap keeps the card open until you tap again.

Monthly reputation letter

On the first of each month EMTV reports how player reputations changed: how many players rose and fell, how your own club fared, the change of the month with the player's photo and club, and lists of risers and fallers with the old and the new rank, the biggest names first. A player you have loaned out counts as yours. No letter comes in a month when nobody moved.

The Workshop inside the kit editor

The kit editor's Workshop tab now works during a career, with no trip to the main menu. It lists the Workshop's kit sets page by page with Subscribe and Unsubscribe on every row, and a set you subscribe to appears in your list at once. The search runs as you type; Enter and the Search button still work.

Your own private and friends-only sets are shown at the top. Every row shows the set's up-votes, subscribers and publish date, and for your own hidden sets who can see them.

From the same tab you can publish or update your own set with a title, a description, its visibility and a cover picture (PNG or JPG up to 1 MB). The upload can be cancelled while it runs.

Staff pictures by name

A staff member's picture in the mod folder is now also found by the name the game shows: "Name Surname.png" or "Name_Surname.png", in the Staffs folder or in the folder of the role. Both the name and the surname are needed. A face picked in the game still comes first.


Live match

  • A molotov thrown at the edge of a smoke keeps burning. Before, about one fire in eight thrown next to a team's own smoke went out the moment it landed.

  • The pause after a round runs at the speed you are watching, never slower than 1x: about 2 seconds at 4x instead of 7. The win banner and the round MVP fade with it.

  • An attack that holds an empty site with the bomb now plants instead of walking off to the other site. Players on the far part of a large site did not count as being on it.


Squad and players

  • Promises made to players are kept. Before, a promise disappeared the next day, with no reward and no penalty.

  • When a player demands a higher wage, "let me see what I can do" now promises a new contract within 30 days. A new contract keeps the promise and settles the demand; failing to offer one costs only what any broken promise costs. A player out on loan is not offered that answer.

  • When a player asks to leave, "let me see" now postpones the answer instead of making a promise. Such promises in older saves are dropped without a penalty.

  • A renewal, an expiring contract or a wage demand answered after a new contract has already started counts as kept at once.

  • A lost match lowers the squad's mood by two steps at most, not three, so a happy squad no longer turns nervous after a single defeat. The first loss after five or more wins in a row costs one step, and the squad starts recovering the next day.

  • A player's potential no longer changes. A player without a potential in the database had it worked out again every day from age and Skill, so it rose with each point of Skill and dropped on each birthday. It is now set once, on the first day of the career, and shown unchanged for life; from 25 on, age still lowers how much it counts in training, prices and loans. A career saved before keeps the figure each player shows on the day it is loaded. The glossary says so in all 21 languages.


Staff

  • A lawyer now works by his Contract Work, the rating his description names. Before, every lawyer answered as slowly as the weakest one, whatever his rating. An answer takes about 7 days without a lawyer and about 3 with a strong one; the role description and the Contract Work tooltip show the days.

  • The coach's description says what his ratings do: each one sets how fast the player's attribute of the same name trains, a strong coach about a fifth faster than a weak one.

  • The CEO's Leadership and Delegation tooltips are in every language, and Leadership shows how much it adds. Tooltips that promised effects the game does not have, on Communication, Financial Literacy, Vision and Public Image, are gone.

  • Mood texts say that mood drifts toward Happy every day, and the Morale tooltip shows how fast it moves from above and from below and that the CEO's Leadership speeds up both.


Transfers and contracts

  • A player no longer plays one event for two clubs. A deal agreed while either club is playing an event now waits until both are out. Before, it went through the day the selling club was knocked out, and the buying club fielded the player in the next round of the same event. A free agent signing for a club in an event waits too.

  • A loan that ends while the club that owns the player is playing an event keeps him with the borrowing club until the owner is out.

  • When a loan runs past its end date because of an event or the squad freeze before a Major, the player's profile says so under the date.

  • A loaned player cannot be sent back early while the club that owns him is playing an event; he goes once it is out. The button in that window now reads "Return" instead of "Fire".

  • A roster buyout you accept while your own club is playing an event waits until your club is out, and the letter says why. The days of waiting do not shorten the offer.

  • The tournament banner on a held transfer names the event of the club that holds it, and the later end when both clubs are playing.

  • Renewal talks left stuck on older saves by a move between the club and its academy are repaired on load: the player stops writing "I accept" every day, and the renewal can be signed.

  • The context menu no longer offers contract talks with the CEO, whose contract renews by itself.


AI clubs

  • AI clubs no longer keep two AWPers in the five for months. A club that sold a rifler could not buy one back, so its spare AWPer took the seat; it now buys the best rifler it is allowed to sign, and he takes the second AWPer's place.

  • After an AI club signs a stronger AWPer, the old one sits on the bench and goes up for sale. The club keeps the rifler without whom the old AWPer would have to play: it no longer releases him, lets his contract run out, or sells or loans him, to you included. Your bid or loan request for him is turned down with that reason, and so is a roster buyout that would leave the club fielding both AWPers.

  • A club with an AWPer no longer signs a young free-agent AWPer, and its academy no longer calls up an AWPer into a five that already has one. A seat freed in the five goes to a bench player who is not an AWPer when there is one.

  • A player already up for sale who is benched again no longer brings a second letter about the sale.

  • AI clubs no longer give a clearly weaker reserve a week in the five in place of a starter, which cost them matches they used to win.

  • AI clubs left short at the start of a career fill their squads sooner: the weekly limit on emergency signings is lifted for the first four weeks of the transfer market.

  • AI clubs may sign again four months after a signing instead of six; careers in progress switch over when loaded. A club with nobody under contract can always sign again.

  • A women's club signs only women and every other AI club only men, on every road: signings, loans, poaching and bids for your players. Nobody already in a squad is removed. A women's club's academy signs only women and promotes no man into the women's five, Workshop databases included; a men's club's academy promotes no woman.

  • An academy you close no longer signs players after it is closed.


Career

  • The board no longer fires a manager whose club has played within the year. The board could lose track of the club's last match, and a playing club then got the half-year warning and the dismissal for "a full year without a match". The board now checks the club's match record first. A career already ended this way continues when it is loaded, and the board withdraws the dismissal in a letter.

  • A club taken over from the list starts with one sponsor, and one that would sign with it at its rating. Before, a club rated 0 could start with a tier S sponsor, which signs only with clubs rated 17 or higher. AI clubs keep their sponsors.

  • The main menu no longer hangs on loading when the club of your last career has no logo.

  • A new career can no longer start at an empty copy of the chosen club. This happened when a Workshop database applied itself while you were picking a club; the game now returns you to the club list with a message.

  • If the game's own database cannot be read, the main menu says so: New Game and the tutorial stay closed, and saved careers still load.

  • The tutorial's first match is played again. The opponent was a player short, so the qualifier was settled without a game; it now signs a free agent when the tutorial starts. The tutorial always runs on the game's own database, and the database you picked, a Workshop set or a file, comes back when it ends. New Game, Load and Continue wait while the game's database is being read.


World ranking

  • On saves from older builds, a lower-tier champion no longer gains less ERS than the clubs it beat. On load, the game fills the ranking history with the save's own matches and tournaments of the last six months.


Club and Workshop

  • Club stickers: a logo whose white parts reach its edge now sits on the dark plate, so white beside a coloured emblem no longer disappears into the paper. The enlarged view matches the shelf.

  • In the Stickers section of Finances the Majors history scrolls every time, and the fire-sale bonus no longer shows thin yellow slivers.

  • A failed Workshop publish says why and what to do: the upload broke off (turn off VPN, proxy or antivirus web protection, try another network, restart Steam), the Workshop is busy, there is no licence on this account (Family Sharing), the waiting period after a password or email change, a full Steam Cloud, a title already used, a full disk and more. Steam not running or in offline mode is named too.

  • Problems with the item itself are named instead of "Publishing failed": a missing kit picture, more than one kit set, more than one database file, over 500 MB, or files changed while the item was being prepared.

  • Workshop titles and creator names in Chinese, Korean or symbols are shown whole instead of leaving the row empty, and characters no game font can draw no longer show as squares.


Interface and languages

  • Chinese, Japanese and Korean text is drawn in the Regular face. It used the Thin face, and some strokes vanished at small sizes. Light text styles draw these languages in Regular, and bold Chinese and Korean stay bold. Korean has its own Regular and Bold fonts.

  • The Teams and Players tabs in Statistics switch without the pause.

  • Scouting filter attribute names show in Chinese, Japanese and Korean.

  • Attribute figures are written with a dot whatever your system language.

  • Hovering a shop item over the gear panel shows only the change, such as "+0.022".

  • The gear bonus tooltip no longer describes the bonus as an attribute level.

  • The training card's efficiency counts Productivity the way training does: with gear, condition and the CEO's delegation.

  • Text fields show their cursor again in the library search, the trophy room search and the kit editor.

  • The comparison window keeps a decorated player's honours inside the player's card when it is opened from a list. Before, they ran over the other player's row and off the window.


Glossary

  • Every article was checked against the game in all 21 languages, and checked again against how the mechanics work: training speed by potential and by the attribute's level, who trains and who does not, the daily decline at any age, the potential curve, the mood drift, the lawyer, sponsors, and Quick Result against the 3D match. The glossary now holds 123 articles.

  • New explanations: how reputation titles are earned, how a Top 20 place adds to a player's Reputation, how much the CEO's Leadership adds to mood, and what the starred figure on a shop card means.

  • The Veto article says who moves first: the higher-seeded club bans first, picks first in a Bo3 and a Bo5, and makes the last ban in a Bo1 and a Bo3. Seeding opens by ERS, then follows the stage's results.

Source: Steam announcement SteamDB

Major Update 1.1.4

Build 25869291

Patch 1.1.4 — 11 October 2026

The biggest update since August: match replays you can save and share, a kit editor, roster buyouts, a trophy room, a glossary of the whole game, Major sticker money, a new world ranking and a long list of smarter decisions in the live match. Everything below changed since 1.1.3.1.


New features

Match replays

Every live 3D match is now recorded, map by map. The last screen of a match gets a Share button that saves the match as a file: pick the smoothness, the maps and what goes in (grenades, shots, sounds and casters, the camera, logos and photos) and see the exact file size before you save.

Also you can set up an autosave option in the settings that will save your match automatically into \\AppData\\LocalLow\\NeuronaGames\\EsportsManager\\Replays folder after you click "Continue" button right after simulation.

A new Replays menu under Workshop lists your saved matches with date, teams, score, maps and length. The viewer needs no career: seek, speeds up to 8x, pause, free or automatic camera, round plates, half and overtime screens, a map switcher and the final statistics. Fog of war in a replay shows exactly what each side saw.

Club kit editor

Dress your club in its own kit: eleven garment cuts, colours, patterns, your own PNG, and the crest, flag and sponsors placed anywhere by dragging, rotating and scaling, with layers, undo and redo. The shirt appears on the club page and the sponsors page. Kits are cosmetic and do not change sponsor money.

Kit sets can be shared through the Workshop and are matched to clubs by name; a club's own kit always wins over a set. Browse, search, try a set on as a draft, or build your own.

Roster buyout

Bid for another club's starting core, three to five players, straight from its club page, an academy's five included. The seller answers by letter within a few days and you confirm from the inbox.

The bid window shows the five players, the seller's ranking history, a strength comparison, a premium slider, the seller's willingness with every reason behind it, and what the deal does to your budget and wages. Buy three or more of the five and the seller's ranking points move with them; the seller's sponsors may follow, each with its chance shown before you bid.

The bought players start, your own starters step down to the bench, and anyone beyond the squad limit of ten is released with severance. Every rule that stops a normal purchase stops a buyout too, and a waiting bid can be withdrawn.

Trophy room

The club page opens a trophy hall: every honour stands in one row ordered by its worth, the greatest on the tallest plinth, lit from above and reflected in a marble floor. Filter by placing, tier, year or text; a trophy's card names the five who won it. The club page itself opens much faster.

Glossary

A library of 124 articles in all 21 languages explains every system of the game: attributes, mood, finances, the ranking, transfers, the live match and more. Open it from the main menu or from the left menu. Articles link to each other, the search reads every word, and attribute articles have a 0–20 slider that shows what each level means.

Major audience and sticker money

Major matches now have an audience, shown live in the corner of the match. Every club that plays a Major gets a sticker set with its players' autographs, sold for 12 months and closed with a fire sale; the money arrives monthly and has its own tab in finances.

The organization page holds a shelf of the club's stickers in every rarity, an enlarged view and the facts of each tournament. The money depends on how far the club went and how many people watched, and a five from countries with a big player base brings its own crowd. AI clubs collect their sets too.

Academy budget

The academy has its own purse with the same five budget baskets as the club. It earns its own tournament prize money and the fees for its sold players, and pays its own wages, signings and severance.

Move money between the club and the academy with the new Club/Academy switch in the finances window. If the academy's wages run short, the club covers the gap at the end of the month and tells you. Closing the academy returns its money to the club.

Selling and trading bases and devices

A base or device can be sold for its current value, and buying a new base trades in the old one: the credit is shown on the shop card, in the order and in the shop's letter. Every paid item loses 1–2% of its value per week.

Base prices climb one clear ladder again, from 30,000 for the first room to 25,000,000 for the penthouse, and a better base always costs more. Shops in existing careers are put right on load; bases you own keep their price.

New world ranking (as in real life sports)

ERS is recalculated every day from the last six months of results, weighing who you beat and how. No club ever drops below 400, and a club is ranked only after five counted matches with at least one win. Lower tiers count for less: Tier 2 half, Tier 3 a quarter, Tier 4 a tenth.

The ranking belongs to the players: when three of a club's five leave, its points go with them. Top-32 clubs resist selling their core, and a warning tells you before you break yours. A club's rating follows its place in the ranking.

Match screens show the ERS each match earned; it is counted when the tournament ends. The results letter shows every club's ERS change and place before and after, and explains when a club placed lower climbs higher.

New email design

Key emails are rebuilt as rich cards. The analyst's monthly report: record, form, every match with flags and crests, maps, player of the month. The daily transfer news: a podium of the biggest fees, each player's last five maps, the clubs that spent and earned the most, your own deals included.

The CFO's finance report: where the money came from and went, a month-by-month chart, and every category down to its transactions. The pre-match analysis: the opponent's expected pick and ban, his map pool by threat, his rounds per side. The tournament results: podium, prize split, full table and the MVP.

Map veto with club identity

Every club has three standing map picks and three bans and plays them in the veto, in Bo1, Bo3 and Bo5. The veto asks for your side after the opponent's pick.

AI clubs are genuinely stronger on the maps they pick and weaker on the maps they ban: a small edge that decides maps between equal clubs without overturning a real gap. Clubs born during a career get a map identity of their own.

New career options

Choose the year your career starts, from 1970 to 2026: the calendar and contract terms move with it, and people too young for that year are replaced.

The founding agreement has a new option, "Only players from the organization's country": your club signs only compatriots, staff can come from anywhere, and the scout follows the rule. A club built with "Fill with free agents" now starts with one AWPer and four others.

Smarter live match

Dozens of decisions in the 3D match were reworked: players turn to a teammate's killer, hold angles towards the enemy, pick up better guns, share money for rifles, hold the bomb after the plant, retake together and stop standing in fire. The full list is in the Live match section.


Live match

Buying

  • A player who survives with an AWP, AUG or SG keeps it; the gun no longer vanishes when nobody picks up a hand-over.

  • A CT who picked up an AK keeps it for the next round.

  • On a round the money does not survive (the end of a half, the opponent's map point, an overtime match point) the team buys at least a force, and a force buy can include the top rifle.

  • Teammates who can afford it buy rifles for players stuck with a Galil, a Famas, an SMG or nothing; the receiver spends his own money on armour and grenades.

  • The sniper stops saving for an AWP when there is no next round to buy it in.

  • The side that lost the pistol round forces as often as real teams do.

Attack

  • The bomb carrier plants on a site the team holds clear instead of waiting for a straggler, and is no longer called away from it.

  • After the plant attackers take spots that see the bomb, each covering a different entrance, throw molotovs at defusers and smokes at entrances, and contest the defuse.

  • The last attacker runs to the bomb when time is short or a defender is on it, instead of arriving as the defuse finishes; in a clutch he faces the last enemy.

  • The attack walks back to a dropped bomb instead of the map centre.

  • A round that is already lost is abandoned and the rifles are saved for the next one.

  • Fake tactics show the false site, then hit the real one; Double Pump A is renamed Fake A.

  • The bomb carrier picks a site the defence was not seen at only if he can still reach it in time.

Defence

  • "Hold Positions" tactics now hold their positions early in the round.

  • A defence that is clearly ahead holds instead of chasing the last attacker.

  • Retakes weigh wounded attackers, choose the entrance by the whole route to the bomb, and the first player waits a few seconds at the door for a teammate.

  • A kit holder takes over a defuse from a teammate who cannot finish it.

  • Cache: the defence has a real mid player, and the Retake B tactic is played again.

Awareness

  • A player turns to a fresh enemy sighting near him in any state but planting or defusing; a sighting a teammate already covers is left to him.

  • A waiting player answers the shot that killed a teammate by turning to the nearest open line in that direction.

  • Waiting players rotate between the best forward angles towards the enemy or the nearest site, never back, and favour passages where enemies were seen earlier; two players no longer hold the same passage.

  • A player walking away from the contested site glances back at it; after the plant one attacker guards his own side's way in.

  • Plants and defuses make a noise the other side hears, and a loud enemy at arm's length is noticed outside the view cone.

  • A head above low cover can be seen and shot.

  • Grenades are thrown on information, never blind.

  • Aim suffers when a player is hit or faces two or more enemies.

  • The look while walking never points into a wall, and corners are pre-aimed.

Fire and movement

  • A molotov near a group no longer freezes everyone for its whole burn: players keep checking their angles. A player inside fire walks out, and smokes his own feet only when there is no clean way out.

  • Players do not walk under their own team's molotov in flight, fire does not burn through walls, and a teammate's body no longer traps a player in fire.

  • Players no longer wedge against boxes and railings, and several players sent to one spot spread out.

  • Snipers pick up an AWP lying at their feet; any player goes for a clearly better gun nearby when no enemy is known to be close; a CT without a kit picks one up on his way.

  • The end-of-round window lasts 7 seconds.

Maps

  • Ancient: the A site wall, the crate on the B ramp and the mid half walls can no longer be seen or shot over.

  • Mirage: the mid wall no longer shows the ledge.

  • Anubis: the water parapet can no longer be shot over;

  • Dust: neither can the attack spawn wall.

  • Cache: no more shots through the two mid houses and the container doors.

  • Dust: the attack reaches B through the upper tunnels again. Nuke: the A–B vent is walkable, and the Secret stairs no longer end in a dead end.

  • Spawn markers and a Dust poster are no longer solid; the Train A plant point lies inside the site.

On screen

  • Fog of war no longer shows enemies at their spawn at round start.

  • The death mark is drawn over stairs and railings instead of being cut by them.

  • The vision cone ends where walkable ground ends instead of running off the map.

  • The viewer counter sits in the top-right corner with the kill feed below it, and the LIVE chip fits its word in every language.

  • The kill feed shows the right name for a team kill.

  • The card in the middle of the top line follows the in-match replay.

  • The statistics window jumps to a kill mid-round, and the round waits for a replay to end.

  • The map and match MVP go to the highest rating; surviving a timed-out round is credited to the right round.


Transfers and contracts

  • Player prices and wages are 25% lower, and players above a typical starter improve 20% more slowly. Existing careers are rescaled once on load.

  • A player's price no longer changes when he moves between the academy, the bench and the starting five.

  • AI clubs no longer leave players listed far below their worth, and a listing comes down after six months.

  • You can loan out as many players as you like; AI clubs keep their cap.

  • An AWPer you list late in a career now finds buyers like any other player.

  • A player whose contract expired at his club can be signed by anyone for free.

  • An agreed sale, loan or renewal survives moving the player between the club and its academy.

  • An agreed purchase reserves the player against AI loans; a deal whose player has left is cancelled before the fee is charged.

  • A player who cannot return from loan to a full squad gets a clear letter from your club, in every language.

  • Loans to AI clubs: letters read as a loan and a return, not a farewell; the player asks no contract length; the fee is booked as a loan fee; the club is not told a member left.

  • A player whose wage ask the deal already meets simply agrees.

  • A club may renew a player in the six weeks after his move, and renewal talks reach contracts shorter than 30 days.

  • A player in the six weeks after his move no longer complains about the bench.

  • Your own deals appear in the daily transfer news, and deals waiting for it survive save and quit.

  • Clubs playing a tournament neither buy nor borrow players.

  • No moves between a club and its academy while either plays a LAN.

  • A Tier 1 runner-up or a Major semi-finalist is frozen from the moment it is knocked out, so it no longer bids for your player and withdraws the same day.

  • A free agent who turns down a club below his level names the bar, and an equally strong full squad counts.

  • The scout no longer advises signing a staff member, and his tips never name a player already in a transfer.


Club, sponsors and finances

  • The sponsors page has a working filter: search, kind of business, status, "reward waiting" and tier, with a count of matches.

  • Club and sponsor descriptions are translated into every language, and 29 sponsors got new names.

  • The finance screen counters say they cover the current year.

  • Selling an item paid its full price instead of the value shown, and selling or installing an item with the base window open crashed it: both fixed.

  • The CFO no longer asks for more sponsors while an offer awaits a reply or for 14 days after a sponsor answered, and his "more sponsors" promise can be kept at the six-sponsor cap.

  • Sponsor objectives: "win maps after trailing" asks for what a season can give, a map counts once, and "win after losing in a series" says it means a comeback.

  • Achievements: Dream Team needs five starters at four stars, Coaching Hire a four-star coach (managers who already signed one receive it), Rising Star a four-star prospect; Financial Cushion is granted to clubs already past the line.

  • Injuries and illness no longer start while your club is still in a tournament.

  • Players returning from a loan now keep the language cohesion they had built with their club. Time spent on loan counts as time together, so the cohesion bar no longer drops back and takes another six months to recover. Teammates signed while the player was away still build cohesion with him from their own arrival date.

  • A free agent signed by a club that once loaned him out is now treated as a new signing, not as a player coming back from loan: cohesion starts fresh and the usual post-signing period applies.

    Note for existing saves: a player who is already out on loan when you update will lose his cohesion once more when he comes back. Every later loan works correctly.

  • Scrims: only a day with your own official match closes them; entering an event no longer blocks invites; a starter at a PR event plays scrims at 80%; academies and disbanded clubs send no invites.


Tournaments and AI clubs

  • T4 qualifiers add a play-in round, so lower clubs get matches; a club and its academy share a T4 seat, and it goes to the squad that has waited longer.

  • Tournaments that finish in the morning count before the day's registration, invites and seeding.

  • Quick-match odds favour the stronger club more clearly, T1 qualifiers are Bo3, and up to two idle top clubs join each T2.

  • Impact rating is linear: a bad game now rates as low as it was. Existing careers are converted once on load.

  • Reputation follows skill and honours and is recalculated monthly; lower-tier titles are capped, and Legend needs a Major or a top-20 place.

  • AI clubs give the captain's armband to the best leader of their five.

  • Every retirement is answered with a new young player, so the world no longer shrinks over the years.

  • The opponent's crest next to Play match no longer disappears on some match days.

  • The end-of-match screen no longer shows a scoreline that contradicts Victory or Defeat.

  • Tournament cities are named in your language: list, page, trophy room, stickers and letters.

  • The tournament arrival letter no longer claims the first match is today.


Interface

  • Hovering a player's honour shows it enlarged, with the rank on top-20 medals.

  • A player's tournament history scrolls through the whole career.

  • Scouting filters: range bands on every row, a gender filter and a live count of players found.

  • A click on the year figure of a squad card switches it between KDA, K/D and rating; the choice is remembered per player. Squad stars use the 0–20 scale.

  • The attribute tooltip shows the base value, buffs, penalties and the actual value.

  • The home ranking shows the place change for any jump.

  • Chats get a "Don't answer" button, so an open chat never locks the day; activities in chats quote their length and return date; a double click no longer posts an old reply.

  • The low-form warning is measured from each player's own level and says "below their usual level".

  • The training screen no longer fills with placeholder players when one card fails.

  • Base names are translated in the shop, nine missing countries are added, and colour names fit on one line.

  • The club creation screen: a click anywhere on the "Fill with free agents" row switches the choice.

  • The map veto names a Bo3 and a single map correctly in Russian, Ukrainian, Polish and Slovenian; eleven wrong words in other languages are corrected.

  • The main font no longer lets letters overlap.

  • A tooltip hides when the game window loses focus.

  • The squad, tournaments and home screens open faster.


Saves and stability

  • Saves reach the disk before they replace the old file, and a save the disk has no room for is refused before it overwrites anything.

  • Saves are kept safe on startup even when their version mark cannot be read.

  • Custom tactics are no longer lost to one bad read of their file, and the main menu says when the file could not be read. Deleting a custom tactic no longer copies the default ones.

  • An unreadable save is listed as corrupted instead of vanishing.

  • Custom databases: huge prize funds, broken numbers and other date spellings no longer break the world.

  • The Workshop catalogue no longer fills with blank rows.

  • Days run faster, the freeze on the first of each month is gone, and career files are much smaller.

  • Clubs left behind by an interrupted tutorial send borrowed stars home on load.

Source: Steam announcement SteamDB

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Comments (1)

  1. Skigameco



    Scout, sign, and develop real professional players from authentic rosters around the worldBuy, sell, and loan players on a dynamic transfer market where timing and smart negotiations matterCreate weekly training plans that improve skills while protecting your players’ morale and well-beingUse the deep Talk system to communicate with players and staff, understand their motivations, and turn conversations into real advantagesCompete in a full calendar of events — from smaller tournaments to major championships and the prestigious Major.Build a complete backroom team: hire coaches, analysts, media specialists, and more to support your visionGrow your brand through sponsorship deals, increase visibility, and expand your influence across the esports sceneStep into immersive match simulations where you make real-time tactical decisions and react to live eventsBalance finances, psychology, contracts, and strategy with deep, realistic management — no hand-holdingCreate your own tactics, edit, import and export them!Play amazingly realistic semi-3D simulation.


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