
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 827 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
推荐
꽤 괜찮은 시스템으로 잘 만든 카드 전략 & 팀 성장 전략 게임. aos 게임을 모티브로 만들었다고 한들, 실제 게임 방식에 빗대면 불만이 있을수 있다. 아쉬운 점은, 분명 pve 대전 게임인데 상대가 선택하고 플레이하는게 지나치게 느리다. 컴퓨터가 선택을 하는데 수 초 걸리고 이걸 계속 반복하다보면, 진짜 사람이 플레이하는건가 싶을 정도로 답답하다. 그거만 아니면 더 플레이 했을텐데...
其实比起打牌我更喜欢养成,比起手动操作更喜欢自走棋电子斗蛐蛐来着……
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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 829 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Um ótimo jogo no estilo MOBA e CARD GAME, jogo é bem completo, o melhor do estilo de gerenciamento moba. existe tradução em pt br na comunidade. Super recomendo o jogo para passar o tempo.
[h3]2025/11/03[/h3] 游戏时长:156小时 成就进度:69/107 让我不推荐的最关键一条: 你不买DLC,就做不了全成就。 DLC只是新英雄和装备、没有游戏机制(俱乐部经营、赛制)上的改变; 我不觉得买DLC回来、让已经玩得很累了的游戏变得更臃肿, 对于我来说是一件快乐的事情。 ——可这个游戏不就是电子斗蛐蛐? 多做几个电子蛐蛐给你玩, 不就是在丰富游戏内容吗? 你去MOBA里买个皮肤的钱, 就能把这些蛐蛐买回去了呀? 蛐蛐们做得又好又不贵,不是挺好的? ……(呃) 回想去年买这个游戏的时候, 我好像还在看《全职高手》、在某个MOBA游戏里打到了王者。 那时候,在这个游戏里招募选手的时候, 我还会往小说上套, 给他们起名叫叶某、苏某某。 而现在呢? 我变得非常讨厌MOBA游戏—— 不论是不是ELO机制的MOBA。 只要是MOBA, 一个人快乐一定是建立在别人的痛苦之上的。 或许应该说, 这是一款很不错的电子斗蛐蛐游戏。 遗憾的是, 时过境迁、我不再是这个游戏的目标客户了。 ——而这款游戏不是刚好解决了一部分MOBA游戏玩家的痛点吗? 在这个游戏里作为教练模拟MOBA比赛, 既不会让别人痛苦、也不会有人让你痛苦。 ……(啧) 好吧,抛开DLC不说,这个游戏还有一些在我看来是毛病的地方: ·学习成本高。 ·UI设计上似乎有让玩家沉迷的倾向、游戏内看起来没有结局。 你自己不放弃、就会被永远困在游戏里。 [h4] 也许真正劝退我的、 正是这种无休无止所带来的疲惫感吧。 [/h4] [hr][/hr] [h3]2025/11/01[/h3] 打了一个星期,几十个小时, 第一次打到世界锦标赛的决赛时, 突然发现难度有些太高了—— 我得用全A的队伍、打全S的队伍, 技能命中率只有50%、60%,很难用战场技能单杀; 团战的话、对面每一路都比自己的选手优秀,也很难打过。 虽然最后我想尽办法打过了, 之后有针对性的去提高队员的属性, 再打世锦赛就没那么有难度了, 但我还是会觉得挺火大、挺冤—— 这游戏自动存档。 当你意识到你平日里训练没有抓得很紧、 导致在冠亚军争夺赛上很难打过对方的时候, 你已经无法读档重来了。 (而有个成就要求你全胜的战绩、获得世锦赛冠军) [hr][/hr] [h3]2025/10/31[/h3] 玩了快一个星期, 目前总游戏时长126小时, 成就解锁进度51/107。 我觉得最大的问题是, 当我找到了一套非常好用的打法之后, 那么我可能就很少换打法了—— 比如 [spoiler] 按照游戏王的思路 镰鼬等堆墓、 八戒检索墓地、 塞特/阻塞者等检索卡组、 战术卡都换成一次性的、以达到减少实际卡组的牌数,加速过牌效率。 [/spoiler] ……也许等我打了高难度、 会不得不用别的战术也说不定? 还有就是时间成本太高了: 这个游戏想要打到世锦赛决赛, 起码得一个星期—— 还得是每天玩四五个小时以上。 而对于我来说, 时间是最宝贵的资源—— 之前遇到促销就忍不住想要买买买, 买太多结果遇到这个卡住了、别的根本玩不过来。 [hr][/hr] [h3]2025/10/27[/h3] 重新查攻略、 重新开档选择初始的五个队员, 重新打到了乙级联赛。 开档的时候仔细看了一下“自定义”的各个选项—— 昨天搞得我很烦的、初始队员的职业生涯周期什么的, 看起来是能够去掉的。 由于涉及到全胜的成就, 打不过去的时候, 我也知道重新读档再打了。 剩下最让我不爽的、 强制被迫看战斗动画这个问题 我还没找到解决办法…… 暂时改回推荐吧—— 毕竟竞品现在还不多, (Teamfight Manager的1代不是MOBA, 二代还是个Demo, 美术上个人觉得也比不过这个。) [hr][/hr] [h3]2025/10/26[/h3] AFK的时间太长了,打算当作新游戏重新开始。 选了普通难度、凭借着模糊的记忆, 磕磕绊绊的打到了乙级联赛。 游戏体验对于我来说算不上好—— 初始成员虽然不要钱, 但是随着年龄增长等原因, 状态会出现下滑,好像不能一直用。 (后记: [spoiler] 第三赛季的时候老队员的状态可能一次掉7、8点, 只能忍痛放弃 [/spoiler] ) 而新招的人要签约金、工资, 就让我在遇到不顺的时候, 总给我一种游戏之后再想要纠正错误, 就得付出代价的挫败感—— 虽然这很显示,但挫败感总是让人不舒服。 网上查了查阵营搭配、技能选择 感觉最近没什么人在更新新的内容, 成体系的东西都是一年前的(做得也不是特别好理解)。 学习成本降不下来的话, 我拿本该用来休息的时间, 来这里上课,我这是有多闲? 最让人怒气值上涨的,是游戏里的战斗—— 你一下我一下,一个团战打四五分钟, 你什么也干不了,就只能眼巴巴看着。 直接给我演算结果不可以么? 还没一些网游玩起来爽利。 [hr][/hr] [h3]2025/10/25[/h3] 上一次启动是24年9月的事情了。 游戏时间71小时。 成就解锁进度 43/107 当初弃坑是因为 1.经营管理方面的游戏内容当时没做完,说是以后会补。 2.作者当时似乎是把做英雄卖DLC当作之后的经营方针 etc. 总之就是当时还是不完全体—— 比半成品的完成度要高,但明显不像是做完了。 未完成的作品自然不好给人推荐。 现在让我看看这一年过去了, 这游戏都有些什么进步。
进游戏就被全AI立绘给雷一大跳,接着是被毫无新手指引的卡牌moba打一大闷棍。我是来当教练的还是来当选手的怎么还要我手把手打比赛,感觉在一个不错的主题下拉满了玩缩力。
我是真服了哎每次都是打到一半闪退重启,逆风局还好你知道顺风局有多搞人心态吗特别是重开之后又被吊打的 你麻痹把把一波的时候闪退谁受得了啊
bad
蠢B游戏,数值有问题,平均领先20点属性,站着不动就平推。
I mean, it looks very simple the graphics, but it is a very catchy game! It is a MOBA manager game, and it is kinda interesting, because you are in charge of managing the team and you are the coach at the same time, you have to know what heroes are suitable for the player, have to select the patches (yes, you have to select what changes from one patch to another), select academy players and get players from the window transfer post-season.. It has a lot of details, and they are consistently updating the game, so it has a lot of potential
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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