
E-sports Godfather is a Deck-building game simulating MOBA e-sports. You will play a role as team coach and build your team. You need to train players and make strategies in various game versions, beat other teams and finally, take the Champion of the World. Be nobody, or lead your team to dominate!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 17 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About


Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 826 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While it's a fun game, I can't support games with AI art. They are also releasing 5 heroes costing 10€, created with AI. Translation is also poor in a lot of places.
Turning an esports management sim into a deckbuilder should not work, but somehow everything here comes together beautifully. Pick/ban is layered, items rotate in and out, patches determine different objective effects and rewards... it's all authentic to mobas in an addicting way. Adding deckbuilding mechanics on top of that formula really brings this over the top to be an experience that rewards your good decision making (and punishes poor decision making) in every match. Highly recommend!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, German, Korean
Hours played at review time, across 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
每次打团AI盯着一个杀,自己这边雨露均沾打法哪个也杀不掉,策划你真是那个
非常好玩,夸得话就不多说了,希望后续可以考虑出个选手模式,毕竟玩家心里代入的一般是职业选手,更具代入感,虽然技术上有一定难度,但还是希望官方能考虑下,后续dlc除了出新英雄外,这也是个很好的角度。
I haven't felt giddy playing a video game in a long time; playing this is addicting from the moment the music starts to the selection of the wacky coach to the scuffed team icons to the ridiculously bad translation errors on the level of ye ol' all your base are belong to us: it's just fundamentally charming on every level... And that is quite apart from the genuinely deep, intellectually involved, management sim behind it. The stakes are... pretty much nonexistent, in that you can win with bad comps but good stats/game strategy; it has the Arknights choose-your-own-difficulty factor: yes, you can bust out hypereffective supermeta team comps that don't care what the enemy builds at all because they'll have you effectively victorius before you even get the chance to play; but 'winning' for winning's sake isn't 'fun', just as you don't need Wis Adel in Arknights to play *any* map: nearly the entire game can be beaten using the cheapest units in the game effectively. The same holds true here. Yes: Frank is a top beast... but as a mid you can run Kid up top, and funnel everything into the final teamfight. Yes: Felyn+Blocker will obliterate towers, as Elmi+Bart will obliterate towers, both cannot be stopped... but protecting vulnerable supergankable Elmi mid pushing with a dedicated global support network makes victory 100 times sweeter... and every game's mix of bans/picks means you get to construct creative winning strategies on the fly that are so idiosyncratic to your current Players and their Pools and the state of the Balance Patches and currently available Items that: I can't expect any two games to ever be alike, unless I very carefully cookie cutter my way to victory. Without a doubt, I want more DLC for this game, because I love it and I genuinely hope that the developers are able to keep working on it for a long time. My infinite love, and highest recommendation. as a person who loves Binding of Isaac, Hades, Slay The Spire, Monster Train, and everything to do with a good management sim (though this element is still pretty lite: the aesthetics of a good management game are 100% here; and as no stranger to Animal Crossing? A good aesthetic is a good experience).
推出联机对战的话这个游戏绝对会更上一层楼,局内局外这些拼多多在一起体验确实是能找到的电竞模拟类型天花版级别了。
Getting too old for MOBA? Can't keep up with younger players? Why not do what many pro MOBA players that's getting old do? Become a MOBA Coach!! That's roughly what you do in this game, you manage your own team and contribute during playoffs. Many heroes and varieties (like rules & balance update) that keep the game fresh. Unless you played Dota, each game of this takes a long time, averages of 40 minutes for me and can go up to 1.5 hours if trying to think of combo wombo to get out of sticky situation. The game turn based and is based on LOL. Even though I am a Dota player, It is better than what Artifact is trying to be. You train your teams, replace them when they are getting old, trade, discuss contracts, setting up venue to get money, work with sponsor, and many more managements. It's time to sleep but just 1 more game, and might as well 1 more training, and well, it's reached game screen again, why not 1 more gam----aaannnnddd the sun is up. Eagerly waiting for more hero roster or mods that add more heroes.
游戏还是很好玩的 从1.0玩到现在3.0 刚刚18层地狱世界赛夺冠 一个497打野 带着平均430的队友纯野核夺冠 三慕斯附体了 如果还有更新的话提些建议 可以给手动存档的方式 还有人机谈转会谈的也太快了吧 前几个约谈失败一次就被买走了 然后就是快速跳过战斗功能 到后期超级联赛基本都是相似的bp 有点浪费时间了 可以直接模拟或者教练度假 后面还有大更新或dlc的话会再回来玩的 我的电竞教父之路先到这里告一段落了
先说结论:在玩肉鸽模式之前,这款游戏给了我十分优秀的体验;但在肉鸽模式里吃了35个小时的屎后,我的体验感已经被完全摧毁了。非常可惜,最后我只能给出不推荐。 首先说一下这款游戏的优点。作为市面上少有的电竞模拟类型的游戏,这款游戏抛弃了同类的越充越强,纯纯比拼战力的模式,将其与卡牌策略融合得恰到好处。许多英雄都有独属于自己的特点,围绕不同的操作者和英雄能构造出各式各样的玩法,不管是在bp还是在局内玩家都可以发挥很大的作用,喜欢电竞的玩家绝对值得一试。 但接下来,我就必须聊一聊这个极其重量级的肉鸽了。对于我来说,绝对是一颗老鼠屎坏了一锅汤。 第一:游戏周期和肉鸽中的养成要素完全不匹配。在这个游戏的肉鸽中,我们要养成操作者的特性、卡牌、能够操纵的英雄和该英雄的词条。个人体验下来,在专门选择培养英雄的情况下,整把肉鸽打完都只能出来一队宗师品质,词条完全养成的英雄两三个差不多了(千万不要开全英雄任意位置,开了词条刷得更恶心),但是高难度中增加了阵容冷却,三局内使用不了相同的英雄。在没有高品质的英雄,操作者的卡牌也不一定有用的情况下,作为玩家能做到的操作是十分有限的。经常什么都还没干,ai已经和玩家拉开了2k的经济差。诚然,在普通模式最高难度中,你搭配的好甚至可以每个位置越50的能力值赢游戏,但在肉鸽被限制的情况下只能被无尽地滚雪球然后被一脚踢死。 第二:这时有人会说了,“诶,ai没脑子,你可以在资源团前先让它减员,这样它一般都会放掉资源团。”我们先抛开资源团有时候给的奖励屁用没有,根本没法在巨大经济差下起到作用的问题。单说在这种对局中有没有抓人的空间,能不能抓死人,我都要先打个问号。普通模式中的缺点,在肉鸽中被进行了无限放大,那就是命中率。在这里,我向玩肉鸽模式的人推荐一下,一定要开全命中,命中全伤,不开绝对是牢底坐穿。虽然肉鸽没有能力值的标记,但不管是从推线率还是命中率,都能可见一斑。ai英雄熟练度没我高,但开5把还是能5把全部被推线,甚至掉一塔。命中率更是,ai55%的命中率能3下中3,我75%的命中能3下空2。很多时候,你看着是能翻盘的机会,结果一个miss跳出来,你就只能下一把了。 第三:阵容冷却只限制自己,ai一点限制都没有。本来玩家能选择的英雄就十分有限,结果对ai的阵容能造成影响的只能ban的5个位置。后期ai能选的英雄非常之多,很多时候玩家都得被迫被counter。谢谢你,在本来就破破烂烂的阵容选择上还要给我雪上加霜。 综上所述,这游戏的肉鸽模式体验极其糟糕,很多通用词条甚至不如普通模式给出的基本没用的英雄熟练度成长的词条选项,像极了一个没怎么打磨过的半成品,数值感觉直接照搬普通模式的最高难度。我能理解肉鸽最高难度肯定要难一些,不能随随便便瞎打就能通关,但给予玩家的提升空间过于有限,其他肉鸽的胡局在这里我是没见过。只能说确实是十分失望。
去年买的本体,当时体验很不错,最近看到更新了版本和dlc,就都打包买了重新玩,结果大失所望,DLC更新的英雄倒没什么好说的,憋了好久的世界赛版本,除了版本规则变化多还比较有意思外,数值和原先的联赛全都是割裂的,自己选手都是A,对手都是S或者SS,自己一顿操作打出优势,一回头自动被推到高地了,闹了半天原来我是外卡赛区?我请问这样游戏的能力养成系统还有什么意义?制作组不会真觉得为了玩你的世界赛版本还得去多打几次超级联赛刷数值吧?
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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