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Esports Manager 2026 on Steam - User reviews, Price & Information

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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.

Esports Manager 2026 is a esports, management and simulation game developed by Neurona Games and published by indie.io.
Released on July 06th 2026 is available only on Windows in 11 languages: English, French, German, Spanish - Spain, Polish, Russian, Portuguese - Brazil, Simplified Chinese, Swedish, Turkish and Ukrainian.

It has received 3,634 reviews of which 2,658 were positive and 976 were negative resulting in a rating of 7.1 out of 10. 😊

The game is currently priced at 18.99€ on Steam, but you can find it for 5.53€ on Gamivo.


The Steam community has classified Esports Manager 2026 into these genres:

Media & Screenshots

Get an in-depth look at Esports Manager 2026 through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • Memory: 2 GB RAM
  • DirectX: Version 10
  • Storage: 4 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

100 hours played
July 2026
I support making a game in this area, I believe it's a good first game in this genre, and people that really follow CS esport will most likely have a good time playing it . However, the game has a lot of issues . These problems are not "serious". They do not make the game unplayable. They will not make the game "unfun". They mainly limit the player experience (the game could be deeper) and takes him out of the game sometimes (unrealistic or even ridiculous things happen, whether "in management" or "in game"). The negative review left by Tommysalami includes a very long list of issues the game has. I can confirm that this is indeed the case for the most part and, as he said, they are still others that he did not mention. Fine my list below. But I do not see these issues as "that strong". I see them more as areas where the game can (should) improve . I then hope the game development will not stop already, and that they keep working on it. So far (10 days after release), devs have already been publishing regular updates. It's a good thing. They need to continue doing it. Conclusion : If you play or if you have played CS, if you follow CS esport, and if you believe you will like this genre (CS pro team management), I recommend buying it, even though I have no doubt you will detect tons of issues. I will update this review if the developers start fixing the issues I mentioned. _______________ Issues identified, among other: In CS matches : - [IU] It takes too many clicks to change from a strategy stratbook to another one while in game. - [Unrealistic] Once a T starts planting the bomb, he never stops, no matter what (even if a CT starts picking him). - [Unrealistic] CTs frequently save pistols instead of looking for exit frags. - [Unrealistic] Players sometimes save at the end of the half. - [Unrealistic] CTs consistently smoke top mid from CT spawn on Inferno right at the beginning of the round. - [Unrealistic] Ts will consistently go from mid to A through CT spawn and selfboost on Dust 2. - [Unrealistic] Ts will consistently go from mid to B without smoking CT spawn on Dust 2. - [Unrealistic] In game positioning don't make sense. Players are just points that move around withing certain areas randomly. They don't understand having a cover is important; not being exposed from multiple angles is important; that they have to take cover when blinded (they just stay in the open or keep moving the same way as before); they do not create crossfires with their teammates; they do not "play together"; when the bomb is planted pretty much all the Ts just stay one foot away from the bomb (they don't spread out); and anyway a "good positioning" wouldn't really be useful, since players seem to have no advantage even though they are in unexpected positions (all players seem to be able to consistently do 180º HS against an enemy that didn't even start shooting). - [Unrealistic] Teams you're playing against don't seem to be “thinking”: they seem to just be picking a strategy at random from the game strategies pool. - [Balance] The IG CS gameplay needs some strong balancing. There seem to be pretty much no "positional" or "element of surprise" advantage, whereas revenge is very strong. With the previous point, it means you can basically rush at 5 players wherever you want during 12 rounds, and make it work in tiers 1. In the management part of the game : - [IU] The back arrow doesn't work as it should. - [IU] No filter and no available data for language compatibility between players. - [IU] "Map training" is tedious, since you have to manually switch the maps you train every day to get the best from it. You should be able to select as many maps as you want, and the increase or decrease in your mastery of them should be proportional to the number of maps selected. - [IU] No tool for comparing multiple players against each others. - [IU] You cannot write a country name on the keyboard to find this country in a 200 countries list. You have to scroll down the list until you find this country name. - [IU] The staff roles in the filters are not listed in alphabetical order. - [Unrealistic] Dust 2 is called Dust (please fix). - [Unrealistic] Players generated by the game have nationalities that are far too diverse considering the world we're living in (it seems there is an equal chance that they come from each country). - [Unrealistic] Players generated by the game systematically have very high potential. - [Unrealistic] Players you want to sell will never refuse to join a team, for instance because it's an international one (when coming from a national one) or because its ranking is too low. - [Unrealistic] Nationality doesn't seem to matter in IA transfers: all single-nation teams will tend to disappear in favor of international teams. - [Unrealistic] Players that retire never become staff members. - [Unrealistic] When you put a player or a staff member up for sale, you will always receive an offer within 24 hours. - [Unrealistic] No changes to the official map pool. Why is Train in the game if it's never in the official map pool anyway? Why would we bother training on it? After each major one of the official map pool map should be replaced by the map that isn't in the official map pool. - [Unrealistic] Players can't train their "leading ability". It seems to be an innate skill. - [Unrealistic] Some skill level makes no sense (Ex6TenZ with a very low leading skill...). - [Unrealistic] Players scouting is unrealistic. If you have a good scout, you know just about everything about every player in the world. Players and their stats should be much more hidden. - [Unrealistic] A major match in the December Major tournament is always held on Christmas. - [Player experience limitation] No T3/T4 tournaments (meaning to play a "low tier team" is very hard: even if you're ranked 300th, you will face some team that are in the Top 30). - [Player experience limitation] No tournament between women's teams only. - [Player experience limitation] No connection or interaction between the "main teams" and the "academy teams" (they are dealt as completely separated teams). - [Player experience limitation] No evolution in terms of CEO and staff members skills. - [Player experience limitation] The strat tool has some serious flaws: stuff rules are too little (you cannot set up some specific smokes for instance); you cannot plan a basic bomb site execution in the middle of the round (for some reason you can only plan a split or a fake at this moment); the "custom push positions" and "custom checks positions" are very hard to understand and have some incomprehensible limitations (why am I even limited in where I can place the points on the map?); players will move from spawn to their "initial positions" no matter what, meaning you cannot make them rush immediately from their spawn; you can't plan an A push by short on Inferno (some Ts will go long no matter what, sometimes with the bomb); you can't really use B apps on Inferno because of the strat tool various and incomprehensible restrictions. - [MISC] Not enough explanations about how the "budget" works. I still do not know what the marketing budget is used for (if it is used). - [MISC] Not enough explanations about what the "player potential is". I initially believed it was the "maximum level" a player could reach (in their life). I then saw players with an actual level that was higher than their potential level. I started guessing that maybe the "potential" of a player changes in real time and was the "default value" a player level tended to reach over time. I'm still not sure about it. There is no explanation. - [MISC] Player biographies should update automatically including, at a minimum, tournaments won, tournaments MVP, and HLTV Top 20 rank. - [MISC] Team biographies should update automatically with tournaments won, and player history.
40 hours played
July 2026
- try to make an all NA team - realize NA has zero good AWPers - team sucks forever Incredibly realistic game, 10/10
36 hours played
July 2026
Great potential, but an Early Access launch would have been much smarter Overall Verdict (after 21 hours of playtime): The game is genuinely fun for me. I have been playing Counter-Strike since 2005 and have followed the esports scene ever since. If you are a fan of the tactical shooter world, the core concept definitely works. Early Access vs. Full Release: I honestly do not understand why the developers did not launch this game in Early Access. I believe a large portion of the negative reviews stems from people expecting a 100% finished, bug-free game at launch. In complex simulation games, certain bugs can only be detected once a massive player base puts hours into the game. An Early Access label would have managed expectations much better and prevented a lot of the backlash. Gameplay, Tactical AI & Transfer Flaws: The biggest issue I see right now is with the tactical and management AI. First, the in-game tactics feel scripted. I get the strong impression that opponents do not choose independent strategies; instead, the game looks at my input and deploys a direct "hard counter." For instance, when I call a "Late A Rush" on Anubis, the enemy suddenly stacks four players there out of nowhere. The AI needs to become more dynamic and unpredictable instead of just reacting to user inputs. Second, the transfer AI makes very unrealistic decisions. In my current save game, NiKo moved from Falcons to a random Tier 2 team. Even worse, karrigan moved to Heroic and then to another team, but he wasn't even playing as the IGL (In-Game Leader) in either team. For anyone who follows the real pro scene, transfers like these make no sense and break the immersion. Value for Money: Considering the price point, you cannot really complain. It is clear that the developers are actively working on the game, fixing issues via updates, and adding new features over time. Addressing the "Unwinnable" Reviews (How to win): I saw some reviews claiming that you cannot win this game. That is simply not true. I played all of my matches without using the fast-simulation feature, meaning I manually chose the team's tactics for every single round. During the first 2 games, I struggled because my team was not trained on the maps. Once I changed my approach and only picked maps where my team had at least 90% map knowledge, the game became easier. By doing this, I completely rebuilt Cloud9 with a new roster (Brollan, Jimpphat, SunPayus, Kvem, and Ag1l, with Fabre as coach) and successfully won the Major. Overall:I love CS, and this game gives me a completely different perspective on the game, which is highly entertaining (at least for me). Most aspects of the game already have a very solid foundation. If the developers keep investing time into updates, this game can become truly great. I highly recommend it if you love CS and its esports scene. However, please do not expect a polished Football Manager experience just yet.
12 hours played
July 2026
All I'm asking is to make the ai in game acctually act like the team they're playing as , I'm sick of my pros spinning around in a circle getting backshots
6 hours played
July 2026
I have been wanting a CS manager akin to Football Manager ever since I played Esports Club back in 2017 and while it has taken way too long for a studio to make one, I'm glad it is finally here. While this game does a lot of things right and brings in a lot of cool ideas, most of it still feels like a partially finished concept rather than a polished experience. What I like: I like the overall structure of the game and I think it shows a promising potential. They already successfully implemented all the basics you would expect from a manager, like all the personnel you can hire for your organization, how you can manage your budget, player scouting, sponsor deals, tournaments, the map veto system, the caster voice lines and in match coaching. Another thing I like is the overall UI design, after having completed the tutorial, I found it easy enough to navigate through pretty much the entire game and I easily found everything I needed. I also really like Train, as I found it the easiest and cleanest map to read visually. Not all maps are equally easy on the eyes, but I found Train to be the visually most pleasing. What still needs work: This is not gonna be in any particular order, I'll just list them down randomly as I wrote them down in my notes. The default team logos really suck, they don't make any sense for a CS team and they all look more like bad MOBA team logos. Also, neither of the default logos have transparent backgrounds, which makes them stand out even more when all the other teams in the game do. It also seems like you can't change your team logo again later on. This whole team logo thing just needs change. The "Live" casting during matches is a fun idea, but it quickly becomes repetitive with voice lines repeating too often and not always making sense to what actually seemed to have happened in the match. It is a missed opportunity to not have had James Banks actually voice all the tutorial dialogue instead of it just being text based. It doesn't seem like there is that much text in the tutorial for that to have become too much of a hassle. The tutorial only teaches the absolute very basics, so it leaves out quite a bit for you to figure out on your own and while that isn't necessarily bad, I would personally have liked a more advanced tutorial that goes over things like what to look for when scouting for players and how to build up a solid organization at the beginning of the game. Why do we keep facing the best teams in the tournament qualifiers with 1/10 odds against us. I thought it was just me being unlucky or whatever, until I saw multiple other players mention this. It just seems weird that a team on the absolute bottom of the ranking will have to beat a good tier 2 team in order to qualify for a low rank tournament. There seems to be no way to skip scrims, which got boring quickly to manually skip through when the outcome doesn't matter much. I wish that the odds on the different maps would be visible during veto. It is hard to know which maps the opponent is good at and sometimes even to know which maps your own team is good at. I would also prefer a static 2D map option instead of having to rely on the current 3D one. I just found the 2D map format from the game “Esports Club” much easier to follow. While I'm far from experienced enough to suggest what changes should and shouldn't be made to the AI, I did notice some of the weird choices it sometimes makes and often also the lack of choices it makes during matches. Most of the time it did seem fine to me though, but what do I know, I'm a casual. Conclusion: It seems that this game is built on a solid foundation and that most of the issues with it can be fixed relatively easy. It does worry me a bit though that this is seen as a full release rather than early access, since it might mean that the developers will just leave it here as is and start working on the 2027 version, but I hope that isn't the case. If you aren't short on money and really want to play it, then I won't hold you back, especially since they did price this game generously. However, if you are short on cash, I would recommend waiting it out a bit, maybe come back at the Autumn sale and see what the new reviews of the game say. I'll revisit this review again later on and update it as I usually do. However, I have enjoyed it even with its flaws, so I'll leave this review positive for now. ————————————————————————————— [url=https://store.steampowered.com/curator/45534557/]Help me out by following my Curator, I’d really appreciate it!!

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Frequently Asked Questions

Esports Manager 2026 is currently priced at 18.99€ on Steam.

No, Esports Manager 2026 is currently not on sale. You can purchase it for 18.99€ on Steam.

Yes, Esports Manager 2026 received 2,658 positive votes out of a total of 3,634 achieving a rating of 7.12.
😊

Esports Manager 2026 was developed by Neurona Games and published by indie.io.

Yes, Esports Manager 2026 is playable and fully supported on Windows.

No, Esports Manager 2026 is not playable on MacOS.

No, Esports Manager 2026 is not playable on Linux.

Esports Manager 2026 is a single-player game.

No, Esports Manager 2026 does not currently offer any DLC.

No, Esports Manager 2026 does not support mods via Steam Workshop.

No, Esports Manager 2026 does not support Steam Remote Play.

Yes, Esports Manager 2026 is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Esports Manager 2026.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 05 August 2026 22:57 UTC
SteamSpy data 16 August 2026 20:32 UTC
Steam price 22 August 2026 18:21 UTC
Steam reviews 21 August 2026 22:03 UTC

If you'd like to dive deeper into the details about Esports Manager 2026, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Esports Manager 2026
  • SteamCharts - Analysis of Esports Manager 2026 concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Esports Manager 2026 compatibility
Esports Manager 2026
Rating
7.1
2,658
976
Game modes
Features
Online players
836
Developer
Neurona Games
Publisher
indie.io
Release 06 Jul 2026
Platforms
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