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Steam News8 December 20256mo ago

Devlog#18

Hello, this is Team Samoyed! We plan to consistently share the development process of Teamfight Manager 2 through dev logs every 2-3 weeks. We look forward to your support.

Full notes

Full Teamfight Manager 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello, this is Team Samoyed! We plan to consistently share the development process of Teamfight Manager 2 through dev logs every 2-3 weeks. We look forward to your support.

What changed

0 fixes1 addition9 changes0 removals
  • Maps
  • UI and audio
  • Balance
changedMap Visual ImprovementsWe have proceeded with an overall improvement of the game map background.
addedChat (Voice) ConceptAs we strengthened communication between players during the match engine improvement process, we also added an in-game chat concept so that you can see this communication taking place.
changedChat (Voice) ConceptThis is a situation where the Ninja was attempting a mid gank but heard a request for help from the bottom lane and moved to support. We intend to allow you to grasp the intentions behind each player's movements in overall skirmishes and the flow of the match through chat.
changedChat (Voice) ConceptIn terms of macro management, previously, situations often occurred in the mid-to-late game where, after defeating an objective monster, players would split up—some wanting to go mid, others bottom—or a player would push a lane alone and get picked off while nearby allies recalled. These situations happened because they proceeded with their own ideas without sharing their intentions within the larger framework. Now, through the communication process, we aim to show them sharing the team's macro goals to execute plays together, or conversely, show plays getting tangled due to conflicting calls.
changedChat (Voice) ConceptWe would like to share more details regarding the match engine improvements, but unfortunately, we spent most of the development period experimenting and facing failures, so we are currently at the stage where we have just established the broad framework and need to refine the details. We have established the infrastructure for player communication and team operation concepts, but the actual operation processes, tactical aspects, and detailed interactions are at a stage where they need to be implemented going forward. We will try our best to share more details about the match engine improvements in the next dev log!
changedHealth Bar ImprovementsAs you can see in the image above, we have improved the health gauge bar to make it easier to check the total health amount of each champion.

Map Visual Improvements

We have proceeded with an overall improvement of the game map background.

Match Engine Improvements

We spent most of the last 3 weeks working on improving the match engine. The most critical aspect of this improvement was the macro-level game management and team play. While the existing match engine had basic coordination based on pings, it lacked a structure where AI players could share what specific plays they intended to make or what they considered the team's current primary objective.

Under such a structure, it is difficult to convey the feeling that the players are playing with a shared context as a single team. We went through a significant amount of trial and error to establish a basic framework to resolve this, and we have now established that foundation to some extent.

Chat (Voice) Concept

As we strengthened communication between players during the match engine improvement process, we also added an in-game chat concept so that you can see this communication taking place.

This is a situation where the Ninja was attempting a mid gank but heard a request for help from the bottom lane and moved to support. We intend to allow you to grasp the intentions behind each player's movements in overall skirmishes and the flow of the match through chat.

In terms of macro management, previously, situations often occurred in the mid-to-late game where, after defeating an objective monster, players would split up—some wanting to go mid, others bottom—or a player would push a lane alone and get picked off while nearby allies recalled. These situations happened because they proceeded with their own ideas without sharing their intentions within the larger framework. Now, through the communication process, we aim to show them sharing the team's macro goals to execute plays together, or conversely, show plays getting tangled due to conflicting calls.

We would like to share more details regarding the match engine improvements, but unfortunately, we spent most of the development period experimenting and facing failures, so we are currently at the stage where we have just established the broad framework and need to refine the details. We have established the infrastructure for player communication and team operation concepts, but the actual operation processes, tactical aspects, and detailed interactions are at a stage where they need to be implemented going forward. We will try our best to share more details about the match engine improvements in the next dev log!

Health Bar Improvements

As you can see in the image above, we have improved the health gauge bar to make it easier to check the total health amount of each champion.

Ultimate Ability Implementation

Lancer

The Lancer's ultimate involves dashing in a straight line, knocking airborne all enemies in the path and dealing damage.

Ghost

The Ghost basically possesses the following two skills:

  • Skill 1 (Lv.1)Becomes untargetable and moves a long distance in a straight line. Passively gains increased Attack Power, Attack Speed, and Health Recovery capabilities upon kill participation.
  • Skill 2 (Lv.3): Dashes a short distance quickly, dealing damage to the first target hit. This skill can be charged up to 3 times.

The Ghost's ultimate grants immunity to all Crowd Control (CC) effects for a certain duration upon activation. From Lv.5, it gains an effect where kill participation resets the cooldowns of basic skills.

That's it for this dev log. Thank you for reading!

Source

Steam News / 8 December 2025

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