
Build and lead your own professional esports organization. Scout players, manage contracts, develop talent, hire staff, grow your brand, and compete for championship titles in a deep and realistic management simulation.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 26.57/day in the week to Aug 26 → 31.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Welcome to Esports Manager 2026, a strategy-simulation game where you take charge of a competitive esports organization from the inside out
Start from scratch or take over one of the existing teams. Navigate the complexities of player recruitment, team development, tournament schedules, and business operations. Whether you're optimizing training, making key transfer decisions, or managing the mental health and motivation of your roster, every move counts toward your legacy.
There’s no scripted campaign or forced ending—your journey continues as long as your manager stays active. Grow, adapt, and lead your team to the top.

Simulation Mode
Step into the match yourself with the Simulation module—an immersive, highly detailed experience where you control tactics and react to dynamic in-game events in real time.
Realism and Depth
Inspired by the real-world challenges of esports management—balancing financial, psychological, legal, and organizational responsibilities with no hand-holding.
Real Organizations, Real Players
Choose from a wide range of authentic teams and manage a roster filled with real professional players. Build your lineup your way.
Player Market and Transfers
Buy, sell, and loan players to create the best roster for your goals. Market dynamics, contract negotiations, and timing all matter.
Player Development and Morale
Design weekly training plans that target both skill growth and well-being. Use team-building, psychology sessions, and smart scheduling to shape high-performance athletes.
Leadership and Player Interaction
Get to know your players. Understand their needs and motivations, and guide them through ups and downs both on and off the stage. Use the in-depth Talk module to communicate with players and staff, understand their needs, and leverage the result of the conversation into something truly unique and useful.
Tournaments and Rankings
Enter your organization into a full calendar of events, from smaller competitions to major championships. Aim for the Grand Slam and leave your mark.
Build Your Support Team
Recruit and manage a full backroom staff: analysts, coaches, junior managers, media specialists, and more. Every role contributes to success.
Organization Growth and Branding
Expand your business, sign sponsorship deals, increase visibility, and grow your influence across the scene.
No story mode. No game over screen. Just you, your team, and the long road to becoming a legendary manager in the competitive esports world.
Updates
Engagement
Reviews
Themes across 1746 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
不想做就滚,更新后还不如测试版,一堆队伍没版权都没代入感了玩你妈逼。 我操你妈了个逼的,你更新你妈呢?战术跟TM逼的弱智一样抱团反清现在都请不明白,战术让5个摸后路结果走哪里的都有,抱团反清变成一个个去送,谁他妈是教练?老子让你去死你就去死,选手不需要有其他想法 还有你这个鸡巴保枪机制雷包要炸了不一起跑非要几个人跑去送枪?你制作组是家里人死光光了冒出来这种送终思路?还有那个Rush B战术,一波B不听非要什么A大绕中路绕,进点不下包还去外面送一波,选手的AI智商是根据你制作组的是不是?是脑子里装狗屎了吗?还是先天脑肿瘤的唐氏瘫痪儿,人话听不懂手势看不懂 最后是那个选手数值,AI战术智商削得跟弱智一样还加强数值差距,加强长枪打短枪优势?长枪把把接4、5个手枪我去玩CS得了还玩你这个?战术直接被弱智更新毁了,数值也拉打差距,那二三线队伍还做出来干什么?全部去玩TOP10队伍不就得了,还小队伍经营模拟,不会做游戏就赶紧去死,跟现实一样大俱乐部碾压还玩你妈逼的游戏
好玩啊,连着玩了将近两天, 不过说实话问题的确不少 以下是我发现的问题,还望官方采纳并改正 1.汉化不完全 2.官网卡顿 3.基地升满消耗巨大 4.角色AI依旧不聪明 不过也确实没有替代品就是了
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German*, Spanish - Spain*, Polish, Russian, Portuguese - Brazil, Simplified Chinese, Swedish*, Turkish, Ukrainian**languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Гуд джоб парни, типы зазнаются и просят зп 30к+ будучи выращенными и откормленными мной с самого 0 своей карьеры Игра супер всем советую
不知道在玩些什么,招完人然后干啥?看着他们打比赛,我还有啥需要操作的吗?我的电脑不知道是配置太低还是怎么样,模拟速度还超级慢
im addicted (kinda).i have magixx, kyousuke, yuurih, jL, and broky in my new team lol, its kinda op
I will say that I enjoy this game at the moment but I can see it getting stale for the reasons outlined below. If you really like CS then it's worth the $16. This game is trying too hard to be like other sports simulators when Counter Strike is fundamentally different from other sports. Unlike in F1 Manager or Football Manager, you're not watching the actual thing. You are watching a top-down view of a CS match, which is different from watching a CS match. The things that make CS exciting to play and watch just don't come across in the match thing. You're not watching insane flicks or 3k lurks, you're watching dots move around on the map and are relying on the killfeed to communicate that excitement, which just isn't the same. The players don't move or react like actual pros -- there's no slow creep of map control or targeted risks, the dots just mill about near chokepoints until everyone rushes something. Because of this, you never really feel like the strats you choose actually have any bearing on the game -- they're just buttons you click and then the round plays out how it was going to anyway. Modern CS is all default-based anyway. And the fact that in the base game the skip button basically turns everything into a 50/50 is annoying -- if I'm world #2, I really don't want to spend five minutes watching the dots jiggle for a group stage match against Lynn Vision or something. I'm not going to say that it's not worth it per se, because it is pretty neat to watch happen, and what's the point of signing donk and zywoo if you can't watch them in-game? But it has a very very long way to go before it becomes really compelling. The game has enough outside of that to have real potential. The allure of a game where you can have donk and ZyWoo transfer to an Algerian team called "sippy cup esports" is obvious. But the parts outside of the match viewer are underdeveloped. The real-life nuances that would be most interesting to explore -- things like scene politics, scouting for detailed in-game tendencies, finding a coach whose in-game philosophy matches your IGL's -- are boiled down to "what is the biggest number you can afford?" I hardly have any incentive to scout players once I have a good lineup because we can just win things. Those parts of the game -- scouting, roster management, negotiation transfer -- badly needs to be more developed because those are the parts of the game where you are actually in control. Your judgement matters. And once you have a good team, they are rendered basically irrelevant because there's no reason to change a roster that's winning. So, yes, an academy system would be very nice, because then you could keep scouting and trading while your main team tears it up on the big stages. There also need to be more tiers of tournaments to support having two or three teams. (For that matter, being able to sign players as streamers would be pretty cool to.) The scouting system also needs to be made deeper than, "this player has bigger numbers than my guy, but sometimes I can't see them because I don't pay my scout enough." I want there to be a reason to pick a guy with worse numbers than someone with better numbers, because if there's not, then it's not an exercise in savvy roster construction, it's just an exercise in waiting until you have enough money to buy the big number guy -- perhaps by giving the non-tangible stats a more transparent in-game outcome. Personally, I think it would be better if we were given the real-life stats available to teams to make decisions -- ADR vs top 10 teams, HS%, clawback kills and bozo deaths -- and then the intangibles learned through conversations with their teammates and coaches so it's not just "click on person, see the numbers." There are also a number of QoL things to fix as well. You can only delete one item in your inbox at a time or all of them, so if you want to keep some emails but not others you have to manually go into each one and delete it. You can either see prospective sponsors or the ones you currently have, and when you are looking for new ones when you go back it forgets what tier sponsor you were looking at, so every time you want to check out a new sponsor you have to click back into the menu entirely. The HLTV Top 20 (in addition to being emailed to you one at a time with no recap, so if you want to view the whole thing it runs into the email thing above) is really weird. Karrigan top 10 over donk and zywoo? In the news, every single player is referred to as "she" or "her," which is funny but not accurate. How the hell is the world #2 squad a 27% chance to win against BC game with four players and no IGL? Some players you don't care about consistently reject their team's (their team, not yours) extension offers and you get an email every time. It has good bones and if you are looking for a silly CS-themed management game then sure, throw a few bucks at it. But right now it sems to have its focus in the wrong place and too little development has yet been spent on making the management part of the game thorough.
Un jeu correct dès sa sortie. Les développeurs sortent des mises à jours régulières grâce aux retours de la communauté. Un gros potentiel à confirmer dans les semaines à venir.
很难相信这是一款“完整”的游戏,只要有一套能覆盖工资的阵容,训练2年就可以一键扫荡任何队伍,因为AI不会训练选手。前10-15小时游戏是好玩的,充分解决了“谁还有major梦”的问题。但现实中的头部俱乐部在游戏里总会莫名其妙的签下各种数值底下的路边选手导致自己也变成路边俱乐部,再加之ai不训练选手导致了新鲜劲过去后直接陷入无脑下一天,无脑扫荡冠军的模式。 但话又说回来,制作组起码现在还在优化,而且听取建议。同时市面上模拟CS的类经理人游戏也很少见。如果后续能持续更新还是看好的。
ии очень сильно тупое, иконки находятся друг на против друга и они не могут убить, что это за дермище вообще
нищеебская игра в плане геймплея не могу выйти из группы 5 раз подряд проебывая бомжам 2 0, может быть это я рак но игра все равно нищая и сделанная на коленке
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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| — | 0 | — | — |