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Steam News20 March 20263mo ago

Devlog #24

Hello, this is Team Samoyed! We plan to share our development progress regularly through dev logs every 2-3 weeks for Teamfight Manager 2. Thank you for your interest!

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 share our development progress regularly through dev logs every 2-3 weeks for Teamfight Manager 2. Thank you for your interest!

What changed

0 fixes11 additions21 changes0 removals
  • Balance
  • Gameplay
  • Server
  • UI and audio
  • Workshop
changedChampion ImplementationWe have completed the basic implementation of skills and ultimates for all 60 champions that will be available at the Early Access launch. While there are still various detail adjustments remaining, we've finished the process of implementing all champions in a playable state. Going forward, we will continue to refine the quality through detailed balance adjustments and skill modifications as needed.
addedChampion ImplementationHere are some GIFs showcasing a few of the new champions in action!
addedChampion ImplementationThis is the Circus Blade, a newly added assassin-type champion.
addedChampion ImplementationThis is the Wind Mage, a newly added mage-type champion.
addedChampion ImplementationThis is the Spirit Guardian, a newly added support-type champion.
changedMultiplayer ImplementationThe ability to play 1v1 friendly matches in multiplayer has been implemented to a basic playable level. Additionally, the feature for playing league matches in multiplayer is currently under development.

We are now focusing on increasing the amount and quality of content as we aim for an Early Access launch! Since there are many changes and a lot of work to cover, and we'd rather spend our time on actual development than writing detailed dev logs, we'll be keeping these updates relatively brief from now on. You'll be able to see the details for yourself when the game launches!

Champion Implementation

We have completed the basic implementation of skills and ultimates for all 60 champions that will be available at the Early Access launch. While there are still various detail adjustments remaining, we've finished the process of implementing all champions in a playable state. Going forward, we will continue to refine the quality through detailed balance adjustments and skill modifications as needed.

Here are some GIFs showcasing a few of the new champions in action!

This is the Circus Blade, a newly added assassin-type champion.

This is the Wind Mage, a newly added mage-type champion.

This is the Spirit Guardian, a newly added support-type champion.

Multiplayer Implementation

The ability to play 1v1 friendly matches in multiplayer has been implemented to a basic playable level. Additionally, the feature for playing league matches in multiplayer is currently under development.

Player Appearance Changes

The player appearance system has been changed to match the same system used in the previous game.

Player Stamina & Condition

Stamina and condition mechanics have been added to players. Stamina and condition affect the player's stat levels — stamina decreases as sets progress, and longer match durations cause greater stamina loss.

Item Overhaul / Position Buffs

The item system has been overhauled: there are now 6 item categories, each with one item build path per category. The system has also been changed from a 3-tier format to a 5-tier upgrade system, allowing for more granular upgrade steps so that gold advantages can be converted into stats more quickly. The 6 item categories and their respective stats are as follows:

  • Attack Damage: Tiers 1-2 — Attack Damage / Tiers 3-4 — Attack Damage + Lifesteal / Tier 5 — Attack Damage + Lifesteal + Armor Penetration

  • Attack Speed: Tiers 1-2 — Attack Speed / Tiers 3-4 — Attack Speed + Critical Strike Chance / Tier 5 — Attack Speed + Critical Strike Chance + Movement Speed

  • Ability Power: Tiers 1-2 — Ability Power / Tiers 3-4 — Ability Power + Cooldown Reduction / Tier 5 — Ability Power + Cooldown Reduction + Magic Penetration

  • Armor: Tiers 1-2 — Armor / Tiers 3-4 — Armor + Basic Attack Damage Reduction / Tier 5 — Armor + Basic Attack Damage Reduction + Basic Attack Reflect Damage

  • Magic Resistance: Tiers 1-2 — Magic Resistance / Tiers 3-4 — Magic Resistance + Skill Damage Reduction / Tier 5 — Magic Resistance + Skill Damage Reduction + Tenacity

  • Health: Tiers 1-2 — Health / Tiers 3-4 — Health + HP Regen / Tier 5 — Health + HP Regen + Max Health-based AoE Burn Damage

Based on this system, the tactics UI has been updated so that individual tactics can be used to set which item category each player will build.

Position Specialization

A system has been added where each position gains specialized abilities unique to that role.

  • Top: Base health regeneration

  • JungleExecute ability when attacking Morgard/Serpen below a certain health threshold, increased movement speed in jungle areas outside of combat
  • MidIncreased experience gain
  • BotIncreased gold gain
  • SupportWhen killing minions, nearby allies receive the kill gold instead / Reduced base gold and experience gain

The above represents the current implementation, but specific details are subject to change. After adding position specialization, the AI's champion-to-position assignments have become more natural, and there has been a noticeable reduction in cases where the same champion is assigned to multiple positions.

Management UI

Game Info UI

To allow users to view detailed game information, we've added a UI for viewing information about game elements beyond just champions and items, and consolidated all game-related information views into a single tab.

Stat Comparison

A UI has been added that allows you to compare each player's stats with those of the players on your roster.

Champion Info Description Improvements

Icons and colors have been added to skill descriptions in the champion info panel to improve the readability of each skill's information.

Match Engine Improvements

Improvement work on the match engine is ongoing. Through various improvements in skirmishes, play decisions, and macro strategy, the AI now achieves approximately a 57% win rate compared to the playtest version's AI.

Stat Impact Improvements

Beyond that, we continue working on increasing the level of impact that stats have and making their effects more clearly visible. Currently, when a team with an average stat of around 80 (top-tier in Division 1) plays against a team with around 50 (bottom-tier in Division 1), the result is approximately a 78% win rate when ban/pick compositions are at a similar level.

In addition to these quantitative evaluations, we are also continuing to improve how the impact of stats feels visually during gameplay and in the statistical indicators.

Ban/Pick AI Improvements

The ban/pick AI has been improved to achieve a 70% win rate against the playtest version's ban/pick AI.

In-Game UI Improvements

Improvements include a 0.5x playback speed option and enhanced vision range display on the minimap.

Modding System Implementation

Work on the basic modding system has been completed, including basic modding API support, asset override functionality, mod enable/disable features, and Steam Workshop API integration. We are continuing work on mod settings UI, modding API expansion, and documentation.

In addition to all of the above, we continue to make various minor UI improvements and quality-of-life updates across many areas that are difficult to list individually. That wraps up this dev log. We appreciate your continued interest and support as we work toward the Early Access launch. Thank you for reading!

Source

Steam News / 20 March 2026

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