
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 1728 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have around 30 hours in the game, so I feel like I've seen enough to give a fair opinion. (FYI: I haven't actively followed the Counter-Strike esports scene since around COVID-19, so some of my feedback comes from a casual CS fan rather than a competitive expert.) ------------------------------------------------------------------------------------------------------------------------ The Short version. The idea behind the game is fantastic. If you're a fan of Football Manager and Counter-Strike, this sounds like a dream game. Unfortunately, the execution isn't there yet. ------------------------------------------------------------------------------------------------------------------------ The GOOD thins. The sound design, maps and UI are clean and enjoyable. The overall concept of an esports management game is excellent. The game is genuinely addictive, in the same way Football Manager is, which is a compliment. I like the sponsor system. I also like the different player roles such as IGL, AWPer, 2nd AWPer, Lurker and Support. I'd actually love to see even more specialized roles in the future. ------------------------------------------------------------------------------------------------------------------------ Now on to the many BAD things. No Manual Save / Load; Releasing a management game without manual save and load is honestly unacceptable. This should have been in the game from day one. The AI needs a massive overhaul; This is probably the biggest problem. Players often, Stand on top of each other. Rarely use cover or play off-angles. Make bizarre rotations, I've had my lurker gain complete control of one bombsite, only for the team to suddenly rotate to the other site that is clearly stacked by the CTs. Sometimes they run around like headless chickens. I've also seen players, Ignore someone planting or defusing the bomb. Hide instead of taking obvious fights. As Terrorists, wait for the Counter-Terrorists to rotate onto the bombsite before actually committing to the attack, which makes no sense. The AI simply doesn't behave like a team that understands Counter-Strike. Transfers & Contracts; Negotiations feel unfinished. Teams never make counter offers, and players don't negotiate salaries. You're just left guessing what anyone actually wants. Tactical Freedom; One thing I was looking forward to was creating fun or meme strategies. Things like, Tec-9 rushes, Negevs in Palace and Full-auto sniper doors hold on Dust2. Sadly, the tactical system doesn't really allow for this kind of creativity. Economy Management; Managing your finances feels more frustrating than interesting. It could definitely use another pass. Female teams signing male players, seeing teams called things like MIBR Female signing male players completely breaks immersion, either prevent that from happening or remove the "Female" team branding. Sponsor Search; Why can't I filter sponsors? I'd like to search specifically for: Hardware, Automotive, Energy drinks, Clothing, etc. Map Picks & Training; You also can't easily see your team's training percentage on each map during map picks. Map training itself needs a complete overhaul or some changes because keeping track of your map pool simply isn't fun. Attributes and Morales; I don't like that player morale directly changes player attributes. Confidence affecting performance makes sense. Changing actual stats does not. No Community Strategy Sharing; There is no built-in place to share or download tactics, I shouldn't have to join Discord just to find strategies made by other players. Maybe Steam Workshop or an in-game tactic sharing system would be a huge improvement. Weapon Purchasing Logic; The buying AI is frustrating. For example, If I create a tactic with two AWPers, then switch to a standard tactic with only one AWPer, my second AWPer simply drops his AWP instead of keeping it for future rounds. If my team survives an eco round with FAMAS rifles and the next round is a full buy, they'll often buy M4A1s immediately instead of keeping the FAMAS and saving money. The purchasing logic needs to be much smarter. ------------------------------------------------------------------------------------------------------------------------ Final Thoughts. Right now, I cannot recommend this game. If this had been released as a free Alpha or Demo, I'd say it shows a lot of promise. But as a paid full release, it simply isn't worth the money in its current state. That said, I genuinely hope the developers keep working on it because the foundation is there. Fix the AI, add manual save/load, improve the management systems, and polish the game, and I could absolutely see myself changing this review to a positive one in the future.
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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 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Если смотреть с высоты тех же футбольных менеджеров понятно что игра сырая, но перспективы есть и очень хорошие. Как окажет выход Rush B : EM, на игру - не ясно, может начнется конкуренция, а может и нет. Писать плюсы и минусы даже не хочется, т.к. невольно падаешь в сравнения с футбольными менеджерами которые выпускались с 2000 годов. Да... - Пока интерес игры заканчивается после первого мажора; - Глюков куча, в т.ч. и с достижениями; - Т3 Т4 сцены и развития команды с низов нет как факта; - Фин модель очень простенькая ; - Функционал медийки отсутствует ; - Статистика нулевая ; - Тренировки простенькие, влияние базы минимальное; - Диалоги и их влияние, около нулевое, главное жми зеленую кнопку в диалоге и плати зеленые деньги за эти решения; - ИИ за пределами карты делают какие то нереальные трансферы ; - Штат, как-тоработает, но тот же скаут тащит одно дно. - Редактор стратегий... прокачался, но хочется гибче В общем перечислять можно до утра. Но, хочется поставить этой игре положительно за позитивные 20 часов и вернутся через год, когда игра обрастет модами\доработками и сыграть еще как миниму один сезон... Для тех кто ожидает как от FM - пока мимо. Для фанатов этого самого стрелятельного киберспорта - к ознакомлению можно рекомендовать , тем более ценник крайне гуманный.
Must be early access labeled.
[h2]Лицензии? Не, не слышал! Лучше обманывать г*ев[/h2] На данный момент я не могу рекомендовать Esports Manager 2026. И проблема даже не в огромном количестве мелких багов - у игры сломаны фундаментальные вещи, на которых должен строиться весь игровой процесс. Начну с того, что произошло после крупного августовского обновления. Раньше игра использовала более-менее реальные названия команд, игроков, турниров, логотипы и т.д. Теперь всё это превратилось в какую-то нечитабельную белиберду: команды переименованы, логотипы перерисованы, игроки переименованы. Иногда ещё можно догадаться, кто перед тобой, но о нормальной базе реального киберспорта можно забыть. Почему именно это произошло - я могу только предполагать. Скорее всего у разработчиков просто не было необходимых лицензий и в какой-то момент их прищучили! Особенно неприятно это выглядит потому, что раньше игра создавала совершенно другое впечатление и наличие реальных команд и игроков было одной из её особенностей, даже сейчас в описании игры они врут, что тут реальные команды! Но они навернули мастерскую и кастомные базы, с помощью которых пользователи могут самостоятельно вернуть реальные названия, игроков, команды, турниры и т.д. То есть, разработчики просто умыли руки: официальная база теперь вымышленная, а хотите реальный киберспорт - устанавливайте то, что сделало сообщество. [u]Но даже это не главная проблема игры.[/u] [h2]Главная проблема - полностью сломанная лестница прогрессии для созданной команды.[/h2] Моя кастомная команда начинает примерно с 331-го места в рейтинге. Это буквально команда ноунеймов с игроками на одну-две звезды. Логично предположить, что смысл такого прохождения заключается в том, чтобы начать с самого дна, играть против таких же слабых команд, постепенно развивать игроков, зарабатывать деньги, подниматься в рейтинге и со временем добраться до топового уровня. Так вот - [b]нормально играть таким образом невозможно[/b]. Раньше проблема была совсем абсурдной: слабую кастомную команду могли отправить играть против Na'Vi и других топовых организаций. В результате оставалось либо использовать абузы и эксплойты игровых механик, либо на лёгкой сложности покупать в свою ноунейм-команду звёзд уровня s1mple, donk, m0NESY и т.д. Но какой тогда вообще смысл создавать команду с нуля? Разработчики наконец добавили турниры T3 и T4, которые вроде бы должны были решить эту проблему. Не решили! На T4-турнир моя команда с 331-го места попадает против команд примерно со 180-го места и выше. Более того, по моим наблюдениям ситуация становится только хуже: на следующем турнире уже практически не было команд ниже примерно 120-го места, а дальше начали появляться команды с 80-го и даже 60-го мест. [h3]Возникает простой вопрос: ГДЕ КОМАНДЫ С 200–330 МЕСТ?[/h3] Они существуют в базе игры. Но где они играют? Почему команда с 331-го места должна играть против топ-100, когда между нами существуют больше сотни команд сопоставимого уровня? [h3]Для кого тогда вообще создан T4?[/h3] И после последних изменений ситуация стала ещё абсурднее. Теперь топовые игроки не хотят переходить в слабую команду. И это абсолютно нормально - я даже поддерживаю такое ограничение. Слабая команда также не может записываться на турниры более высокого уровня. Это тоже нормально. Но в результате получается замкнутый круг: - купить сильных игроков нельзя; - пойти в более высокий тир нельзя; - играть против команд своего уровня тоже нельзя, потому что T4 забит гораздо более сильными командами. [h3]Что именно я должен делать?[/h3] Можно вообще не участвовать в турнирах. Можно бесконечно проигрывать. Можно снова искать абузы игровых механик и каким-то образом оставаться в плюсе по деньгам даже при постоянных поражениях. Но это не нормальный игровой процесс. Это попытка обойти сломанный игровой процесс. И мне совершенно неважно, как именно устроены реальные турниры. Это в первую очередь ИГРА. Мне не нужен абсолютный реализм. Мне нужна нормальная лестница прогрессии. Причём решить проблему элементарно. Например: T1 - топ-50, T2 - до топ-150, T3 - до топ-200, T4 - команды ниже 200-го места. Конкретные цифры можно балансировать как угодно. Суть в другом: у каждой команды должен существовать уровень соревнований, соответствующий её силе. Тогда появляется нормальная прогрессия: создал команду ноунеймов → играешь против других ноунеймов → становишься сильнее → поднимаешься в рейтинге → переходишь на следующий уровень турниров → постепенно доходишь до элиты. Это буквально базовый игровой цикл, который ожидаешь от подобного менеджера. Сейчас его нет. На фоне этого кривые информационные сводки, странные трансферы, недоработанная академия, проблемы с поведением игроков во время матчей и огромное количество других багов выглядят уже второстепенными. У Esports Manager 2026 есть идея игры, в которую я действительно хотел бы играть. Именно поэтому особенно раздражает её нынешнее состояние. Я хочу взять никому не известную команду с самого дна рейтинга и постепенно превратить её в топовую организацию. Но сама игра не предоставляет нормального пути, по которому это можно сделать. По состоянию на сейчас Esports Manager 2026 ощущается не как релизный продукт, а как ранняя альфа, в которой разработчики всё ещё пытаются заставить работать фундаментальные игровые системы. Поэтому пока - отрицательная оценка.
Jogo tem uma proposta muito interessante mas deixa a desejas em muitos aspectos que influenciam na sua experiência jogando. [h1] Menus e Ferramentas [h1] Para mim é aqui onde o jogo mais peca, o menu é muito simples e pouco detalhado, você tem que adivinhar o que as coisas fazem e deixam de fazer, para quem está mais habituado com cs e joga o game, tem uma compreensão melhor das ferramentas, mas em caso de você cair de paraquedas, vai se confundir o tempo todo, o jogo não tem um guia que te explica o que as ferramentas fazem e como elas podem ser ou não úteis para você montar suas estratégias da equipe e buscar seus torneios. Quase todas as ferramentas do jogo pode-se dizer que são descartáveis, você tem acesso a criação de táticas, passa horas criando elas e detalhando como você quer que elas sejam mas in-game elas não funcionam como deveriam. O mesmo se aplica a treino de mapas, não faz diferença nenhuma no jogo se estão em 100% ou 1% pois não vai afetar o resultado do seu jogo. Finanças são muito mal feitas, não tem informativos do que cada um faz, e no final vc só acaba investindo em salário e estrutura pra poder comprar equipamentos que são extremamente caros, sem fundamento nenhum. [h1] In-game [h1] Os mapas são muito bonitos e bem detalhados e representam bem o CS2, visualmente é agradável e tem um sistema de táticas bem organizadas, mas onde o jogo peca MUITO e estraga 100% a sua experiência é que vc não pode dar decisões pros jogadores, vc só fica assistindo a simulação acontecer, não da para passar instruções, vc só passa a tática e a I.A executa de forma mal feita, pois ela está sempre programada para andar pelo mapa aonde a maior quantidade de inimigos estão, isso é fixo e acontece contra qualquer time em qualquer campeonato, você vence mais partida simulando no menu do que assistindo e passando as táticas. Além disso a balança pesa sempre mais pro lado CT, os Terroristas são implacáveis e conseguem na maior parte das vezes criar uma diferença brutal no placar, é muito comum você começar do lado TR e fazer 8 a 0 em 90% das partidas e extremamente raro e incomum realizar algo próximo a isso começando de CT, o jogo se baseia em você começar de TR e garantir uma ótima vantagem no placar e rezar para que quando passar pra CT seu time marque 2 rounds ou mais, se vc empata o jogo começando de TR é quase certeiro e garantido que você vai perder a partida/mapa. [h1] Considerações Finais [h1] Acho que o jogo tem um grande futuro e torço para que engrandeça e fique melhor, o jogo tem uma proposta muito interessante, principalmente para amantes de simulação, vale a pena testar, essa foi apenas a minha opinião jogando o game, talvez a sua experiência seja melhor do que a minha e tenha uma visão diferente, contudo, mediante a tudo eu atualmente não recomendaria esse jogo para ninguém devido a falta da qualidade e pela experiência que obtive, talvez isso mude no futuro quando o jogo receber mais atualizações.
Don't get me wrong. I like this game, it has REALLY high potential and the devs clearly are putting some love into this, the updates are flowing and the game IS getting better. But there's a lot of problems still. 1- First and foremost: The current save I'm in is with a Tier 4 Team which I created which is now ranked #284, so take into account that my players are NOT good. Also, the tactics I'm using are the avarage competitive tactics in the real game maps, so that's not the problem either. (Thanks NeRdYViKiN) 2- The T-side is a screaming issue: T-Side is FAR SUPERIOR than CT and doesn't even come close. The amount of times I just hit a bombsite with 4 CT or even 5 waiting for me and absolutely demolished them (even being a worse rated squad) is absurd. I've won matches by just spamming rush B every round. CT is worse in positiniong, rotation and the worst and most annoying problem of them all UTILITY. At the same time getting points and momentum in the CT side seems to be a struggle in every single match I play. 3- Utility is not balanced in the slightest. Flashbangs are the most overpowered thing I've ever seen, waiting in a site for a push or anywhere and getting hit with a flashbang is a guaranteed death and my players are full taking 90% of the flashes the enemies are throwing, unless you get REALLY lucky with a blind kill. That's why I think T-side is so unbalanced, getting in site with 2 or 3 bangs gets you EASILY 2 or 3 kills and I'm saying that even in my TIER 4 team. Also sometimes some weird grenades happen, like molotov heaven from outside T-side (Nuke) or smoke Cavern from Mid (Mirage) or even just flashbanging in the beggining of the round out of nowhere. 4-IA as a whole. IA is still quite messy even though the devs have already upgraded for what it was in the beta and official launch and it shows. There are a bunch of little things which can become quite frustating like a Rifler with absolute no AWP stat getting an AWP from the ground while being full health and dipping his AK or completely clearing a bombsite and going on the opposite one just because the tactic says so or taking WAY too long to plant ( I know there's a tactics option that says to clear the bombsite before planting but sometimes they stand 5-10 seconds doing nothing after that). 5- Other necessary improvements. It bothers me that the tactics overules the loudout, I can have a tactic that usually doesn't have an AWP, but then my team won last round and grabbed an AWP from the enemy, if I choose my tactic that pushes B, for example, without an AWP the gun just vanishes. Also the fact that teamates can't drop guns for eachother is quite a huge aspect of the game that isn't implemented yet. Last but not least, there are still quite some limitations in the tactics creation menu (ESPECIALLY in CT side). I understand that devs are improving it, but somethings like not having mountain in Nuke or not being able to properly set someone to stay in underpass in Mirage is quite frustating. Also I think there's some bug when creating a tactic and setting the Personalized Push and Personalized Initial Positions, if you select the positions first the Push will get blocked just to certain places of the map, I've tried with multiple maps and it's most definetly a bug. To sum up, the game is fun but needs improving. Winning a game with your ♥♥♥♥ team makes it really enjoyable but there's still a LOT of handicap that makes me wanna wait other updates to continue playing.
ai slop, features listed in changelogs don't actually exist in the game
Игра в целом хорошая. В начале она очень интересная и затягивает, но со временем становится скучно, когда начинаешь выигрывать абсолютно все турниры. Поднять слабую команду тоже не так уж сложно. Советую играть с модами, они делают игровой процесс намного интереснее. Охаешечки^^
Too much AI slop. If were comparing to games like Football Manager, there's a long way to go. Everything is just too shallow.
Comprei o jogo praticamente no lançamento, depois de já ter jogado a demo. Desde a demo eu já achava a ideia muito boa e o jogo bem divertido, mas ele ainda tinha muitos problemas, bugs e algumas mecânicas que pareciam incompletas. Quando comprei a versão completa, já senti uma melhora enorme, mas ainda faltavam algumas coisas importantes. Não existiam torneios Tier 3 e Tier 4, a Academy ainda não funcionava como um sistema completo, e algumas partes da administração precisavam de bastante polimento. O sistema de transferências também tinha alguns problemas bem estranhos. Era possível comprar jogadores que estavam emprestados, vender jogadores emprestados e acontecerem algumas situações que simplesmente não faziam muito sentido. Além disso, depois de jogar por bastante tempo seguido, o desempenho começava a piorar bastante, com quedas de FPS e menus ficando cada vez mais lentos. Mas tenho que elogiar muito o trabalho que os desenvolvedores estão fazendo. Nas atualizações recentes, muita coisa melhorou. As IAs parecem bem menos bugadas, o sistema de transferências ficou mais consistente, chegaram os torneios Tier 3 e Tier 4, os formatos dos campeonatos estão muito melhores e a Academy finalmente foi adicionada de uma forma realmente divertida. Poder montar um time de jovens, desenvolver jogadores e escolher quando mandar a Academy para disputar torneios deixou o jogo muito mais interessante para saves longos. O desempenho também melhorou bastante. Ainda percebo o uso de memória aumentando depois de bastante tempo jogando, mas não acontece mais aquela queda absurda de desempenho que eu tinha antes. Ainda existem coisas para melhorar. Em alguns mapas sinto que o handicap ou a diferença causada pelo mapa pode ficar forte demais, e algumas partes da IA e da simulação ainda podem ser refinadas. Mesmo assim, hoje o jogo está indo por um caminho muito bom. Dá para perceber que os desenvolvedores estão ouvindo a comunidade e realmente trabalhando nos problemas. Estou muito curioso para ver como o jogo vai estar daqui a alguns meses. Super recomendo para quem gosta de Counter-Strike, gerenciamento de equipes e jogos no estilo Football Manager. 🐺🔥
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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| $15.6K | 120 | 88% | $4.99 | |
| $10.3K | 41 | 90% | $6.49 | |
| $4.6K | 11 | 82% | $12.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 13.4K | 90% | $12.99 | |
| $3.2M | 4.5K | 81% | $22.99 | |
| $3.2M | 3.5K | 85% | $29.99 | |
| $3.2M | 17.9K | 83% | $10.99 | |
| $3.1M | 5.9K | 25% | $14.99 | |
| $3.1M | 3.9K | 68% | $39.99 |