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Steam News7 April 20262mo ago

Devlog #26

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

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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 fixes6 additions3 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Performance
addedDatabase EditorA feature to edit the entire database has been added. You can edit each team's logo, name, roster, and even individual player stats to your liking. You can also save, load, and share your edited files, or start a new game based on a custom database.
addedPersonal Tier ListA feature has been added to the Champion Info UI that lets you assign your own personal tier rating to each champion. These tier ratings are also visible during the ban/pick phase.
addedPlayer SearchA feature has been added to search and filter the entire player database based on various conditions.
addedStaffBasic staff functionality has been added. There are four staff roles:
changedPre-Match Analysis ReportThe inbox feature that analyzed your next opponent before a match has been further improved. The report becomes more detailed based on the Analyst's skill level.
addedTrainingAdditionally, a stress system has been added for individual players. Continuously running high-intensity training or streaming increases a player's stress level, and excessive stress reduces training efficiency.

Database Editor

A feature to edit the entire database has been added. You can edit each team's logo, name, roster, and even individual player stats to your liking. You can also save, load, and share your edited files, or start a new game based on a custom database.

Personal Tier List

A feature has been added to the Champion Info UI that lets you assign your own personal tier rating to each champion. These tier ratings are also visible during the ban/pick phase.

A feature has been added to search and filter the entire player database based on various conditions.

Staff

Basic staff functionality has been added. There are four staff roles:

  • Head Coach: Can perform most of the manager's duties on your behalf.

  • Scout: Can handle most tasks related to player scouting and recruitment.

  • Analyst: Analyzes the next opponent's information before a match.

  • Coach: Responsible for player training.

Head Coach, Scout, and Analyst are limited to one per team, while there is no limit on the number of Coaches you can hire.

Pre-Match Analysis Report

The inbox feature that analyzed your next opponent before a match has been further improved. The report becomes more detailed based on the Analyst's skill level.

Training

The overall training allocation system has been revamped. You now set the ratio between Training / Streaming / Rest, and within Training, you further allocate ratios across three programs. Control Training improves Last Hit, Skill Hit, Skill Dodge, and Control Speed stats. Decision Training improves Positioning and Judgement stats. Mental Training improves Mental and Concentration stats.

Additionally, a stress system has been added for individual players. Continuously running high-intensity training or streaming increases a player's stress level, and excessive stress reduces training efficiency.

The Training Efficiency indicator on the right reflects how efficiently the team can run a given training program, based on the number and skill level of coaches, roster size, and training duration.

Manager Appearance

You can now set your manager's name and appearance in the New Game UI.

Gaming House

Similar to the original game, the Gaming House tab lets you view the actual gaming house where your players live. We are preparing a feature that will allow you to customize the facilities inside the gaming house.

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 / 7 April 2026

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