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Steam News11 May 20261mo ago

Devlog #29

Playtest A total of 10,227 players participated in the playtest. Thank you so much for your strong interest! In this dev log, we would like to talk about the playtest that took place.

Full notes

Full Teamfight Manager 2 update

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

What changed

0 fixes1 addition8 changes0 removals
  • Performance
  • Gameplay
  • Events
  • Balance
  • UI and audio
changedPurposeThe purpose of this playtest was to perform one final check on the stability and play experience of the multiplayer features before the Early Access launch.
changedFeedbackWe would like to share our thoughts and planned direction for improvements regarding the various opinions we received through the playtest. Since we received a great deal of feedback, we cannot cover every single point here, so we have organized this around the topics that were mentioned most often. Even if your feedback is not included here, please know that we are carefully reading every valuable piece of feedback you sent us and doing our best to reflect it in the game. Please do not think that we ignored your opinion just because it is not written here!
changedMultiplayer League ProgressionFor league progression, the most common feedback was that the process becomes more cumbersome as the number of players increases. We agree with this feedback, and we plan to apply various improvements so that minor progression steps can be skipped as much as possible and the game can move forward more quickly. We are considering features such as allowing all player matches to be scheduled on the same day, as well as reducing interruptions caused by minor inbox events, transfers, and similar situations that repeatedly break the progression flow. We will continue listening to your feedback and improving this area going forward.
addedMatch EngineHowever, we also fully understand that because this is a game where players cannot directly control the match, it can be very frustrating when the AI does not play in the way you expect. To help address several areas that the AI has difficulty judging on its own, and that many players have consistently mentioned, we plan to add the following tactical instruction options.
changedMatch EngineObjective Finish: You can choose between Kill Priority and Fight Priority. With Kill Priority, when an objective has low health remaining, the team will focus on finishing the objective rather than fighting nearby enemies. With Fight Priority, the team will prioritize fighting enemies. The behavior in the current playtest version is the same as Fight Priority.
changedMatch EngineClosing Out: You can choose between Stable, Flexible, and Aggressive. With Stable, unless the AI judges that the game can be ended with very high certainty, it will focus on plays such as securing objectives rather than ending the game. Flexible is the same as the behavior in the current playtest version. With Aggressive, the team will try to end the game as quickly as possible. If there is even a slight chance to end the game, it will focus on actions that can close out the match.

Playtest

A total of 10,227 players participated in the playtest. Thank you so much for your strong interest!

In this dev log, we would like to talk about the playtest that took place.

Purpose

The purpose of this playtest was to perform one final check on the stability and play experience of the multiplayer features before the Early Access launch.

Thanks to the many pieces of feedback you sent us, we were able to sufficiently verify the areas we wanted to check through this playtest, and we also received many opinions on what players want from the game. Once again, we sincerely thank you for your active participation.

Feedback

We would like to share our thoughts and planned direction for improvements regarding the various opinions we received through the playtest. Since we received a great deal of feedback, we cannot cover every single point here, so we have organized this around the topics that were mentioned most often. Even if your feedback is not included here, please know that we are carefully reading every valuable piece of feedback you sent us and doing our best to reflect it in the game. Please do not think that we ignored your opinion just because it is not written here!

Multiplayer League Progression

For league progression, the most common feedback was that the process becomes more cumbersome as the number of players increases. We agree with this feedback, and we plan to apply various improvements so that minor progression steps can be skipped as much as possible and the game can move forward more quickly. We are considering features such as allowing all player matches to be scheduled on the same day, as well as reducing interruptions caused by minor inbox events, transfers, and similar situations that repeatedly break the progression flow. We will continue listening to your feedback and improving this area going forward.

Match Engine

For the match engine, we received a wide range of feedback, from bug-like behavior to questions about various AI decision-making choices. As we have mentioned several times before, the match engine is not something where we can pursue absolute perfection, and there are certainly areas with technical limitations.

However, we also fully understand that because this is a game where players cannot directly control the match, it can be very frustrating when the AI does not play in the way you expect. To help address several areas that the AI has difficulty judging on its own, and that many players have consistently mentioned, we plan to add the following tactical instruction options.

  • Objective Finish: You can choose between Kill Priority and Fight Priority. With Kill Priority, when an objective has low health remaining, the team will focus on finishing the objective rather than fighting nearby enemies. With Fight Priority, the team will prioritize fighting enemies. The behavior in the current playtest version is the same as Fight Priority.

  • Minion Wave Management: You can choose between Wave Priority and Join Priority. With Wave Priority, if there is a big wave, the team will focus on clearing that wave. With Join Priority, the team will prioritize team plays even if it means losing some value from minion waves. The behavior in the current playtest version is the same as Join Priority.

  • Closing Out: You can choose between Stable, Flexible, and Aggressive. With Stable, unless the AI judges that the game can be ended with very high certainty, it will focus on plays such as securing objectives rather than ending the game. Flexible is the same as the behavior in the current playtest version. With Aggressive, the team will try to end the game as quickly as possible. If there is even a slight chance to end the game, it will focus on actions that can close out the match.

UI/UX Improvements

We are working on applying various pieces of feedback across the overall game. This includes improvements such as making champion information accessible from anywhere, making it clearer when it is your turn to act during Ban/Pick, improving UI readability, and improving areas where it is difficult to understand progress, such as when skipping the Transfer Window. We are continuing improvement work across the game as a whole.

In addition to the above, your active and passionate feedback has allowed us to fix many bugs related to connection stability and usability. Thank you!

Early Access Launch

Although the game still has many areas that need improvement, through multiple rounds of testing, we have confirmed that it has reached a level of completion sufficient for Early Access.

Teamfight Manager 2 is scheduled to launch on Steam Early Access on May 26. We hope you will continue to show your support and interest.

That wraps up this dev log. Thank you!

Source

Steam News / 11 May 2026

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