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Steam News27 March 20263mo ago

Devlog #25

Hello, this is Team Samoyed! As we're now in the final stretch toward our Early Access launch, we plan to share development updates more frequently and briefly. Thank you for your continued 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! As we're now in the final stretch toward our Early Access launch, we plan to share development updates more frequently and briefly. Thank you for your continued interest!

What changed

0 fixes7 additions6 changes0 removals
  • Events
  • Balance
  • Gameplay
  • UI and audio
  • Performance
changedAuto Patch SystemWe've been working on making the auto patch system operate based on in-season statistics. The auto patch collects all win rate and per-champion statistics from matches during the season, then applies appropriate buffs and nerfs based on those statistics. The reasoning behind each patch can also be reviewed through the patch notes.
changedAuto Patch SystemUsing the updated balance from the generated auto patch, we re-run the same 200 matches with identical compositions, seeds, and player stats — only the balance values are changed — and collect the resulting statistics.
changedAuto Patch SystemSeparately, we run another set of approximately 200 matches based on the updated patch. From these matches, we calculate the meta rotation rate by checking whether meta champions (frequently picked champions) change, and whether previously unpicked champions see increased pick rates, verifying that picks are rotating properly.
addedAuto Patch SystemThrough this verification, we confirmed that the patches result in proper meta rotation, and that targeted champions show meaningful changes in pick rate and win rate. Additionally, a season patch feature has been added that changes game rules (Morgard buff, Serpen buff, kill gold rewards, etc.) at the start of each season. Like champion patches, season patches also adjust values based on statistical data. For example, if match durations are too long, the patch will aim to shorten them; if the Morgard buff is too powerful and the team that secures the first Morgard wins too often, the patch will nerf the Morgard buff.
changedPatch HistoryYou can view the full history of all past patches in the Game Info UI.
addedModsBeyond that, we've been developing the mod API to allow adding new champions through mods. The example above demonstrates adding the ghouls summoned by the Necromancer as a playable champion using the API.

Auto Patch System

We've been working on making the auto patch system operate based on in-season statistics. The auto patch collects all win rate and per-champion statistics from matches during the season, then applies appropriate buffs and nerfs based on those statistics. The reasoning behind each patch can also be reviewed through the patch notes.

For the auto patch system, we verify that meaningful patches are generated through our internal simulator using the following method:

  • First, we run approximately 200 matches to collect data.

  • Based on this data, auto patch changes are generated.

  • Using the updated balance from the generated auto patch, we re-run the same 200 matches with identical compositions, seeds, and player stats — only the balance values are changed — and collect the resulting statistics.

  • We compare the statistics before and after the patch. We check whether buffed champions actually see their win rates increase, and whether nerfed champions see their win rates decrease, verifying that the patch has a meaningful impact.

  • Separately, we run another set of approximately 200 matches based on the updated patch. From these matches, we calculate the meta rotation rate by checking whether meta champions (frequently picked champions) change, and whether previously unpicked champions see increased pick rates, verifying that picks are rotating properly.

Through this verification, we confirmed that the patches result in proper meta rotation, and that targeted champions show meaningful changes in pick rate and win rate. Additionally, a season patch feature has been added that changes game rules (Morgard buff, Serpen buff, kill gold rewards, etc.) at the start of each season. Like champion patches, season patches also adjust values based on statistical data. For example, if match durations are too long, the patch will aim to shorten them; if the Morgard buff is too powerful and the team that secures the first Morgard wins too often, the patch will nerf the Morgard buff.

Patch History

You can view the full history of all past patches in the Game Info UI.

Other Features

Mods

Basic mod functionality has been implemented, including enabling/disabling mods and viewing the local mod list.

Beyond that, we've been developing the mod API to allow adding new champions through mods. The example above demonstrates adding the ghouls summoned by the Necromancer as a playable champion using the API.

Skip Transfer Window

A feature has been added to skip the Transfer Window entirely and jump straight to the season start when there's nothing left to do during the transfer phase.

Fearless Ban/Pick

The Fearless ban/pick feature has been added. You can enable Fearless mode from the New Game options.

View Stats During Draft

A button has been added that allows you to access full statistical data during the ban/pick phase.

Power Ranking

Team and regional Power Ranking features have been added. Scores are determined based on recent matches, and a system has been implemented where international tournament seedings are distributed according to regional Power Rankings. Power Rankings are periodically delivered through the inbox.

Multiplayer

Work on the multiplayer feature is ongoing. Friendly matches have been implemented to a near-stable level, but league mode involves many complex aspects, and we are putting significant effort into improving its stability.

Match Result UI Improvements

Icons have been added to the graph to indicate the exact moments when each team killed Morgard or Serpen.

In addition to all of the above, we continue to work on various minor logic bug fixes and stability improvements 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 / 27 March 2026

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