Teamfight Manager is available for purchase and play on Steam. We apologize for the long anticipation.
Since many have given us various opinions and questions through diverse channels, we have summarized a few of our stories for better understanding of the game and who we are.
Development Background
Teamfight Manager is the first game that we have developed as a full-time indie game developers. To a certain extent, the game had an experimental purpose to it. We wanted to test out what kind of game we could develop when we had given it our best for a period of exactly 1 year. Naturally, the game was developed with no grand expectations, but users have given so much more attention to the game than we had expected. We are grateful on one hand and burdened by a feeling of responsibility on the other.
The game development was mainly focused on implementing the core gameplay in a condensed and concise manner. For this reason, the game was intended to be played lightly until a user has won World Championship, after which the game is finished. In view of all the support and interest of our users, we are contemplating of the ways we can increase playtime and improve the game itself.
We are planning on providing free updates until we have fixed all the things that require fixing. You can check out upcoming updates on the roadmap below.
In this regard, we would like add further explanation regarding the NO DLC, NO Discount, etc. policies which were fixed in the previous Announcement as to avoid any misinterpretation.
In general, we are somewhat reluctant towards Early Access System and paying extra for games' additional contents such as DLC. In case of Early Access, we are reluctant to sell a game which is not complete. In case of DLC, we are reluctant to receive a new payment for the game's value that has already been paid for. Of course, we have no intention of implying that Early Access and DLC are always bad. Our policies came about from where we stand on Early Access and DLC and we would be much appreciative for you understanding.
The first game experience cannot be recreated. The advantage of launching through Early Access is securing funds for further development. However, from the player's point of view, replaying the completed version of the game, only after trying out an unfinished version, is inevitably less fun, than playing the completed version for the first time. We did not provide Early Access because we wanted to release the game at a time when a complete fun experience could be provided.
For this same reason, we feel sorry that the game was indirectly exposed through broadcasting. But as an indie game team we did not have many viable marketing options to choose from. Hence, we ask for you understanding.
No DLC does not mean that the development of Teamfight Manager is over. It means that any additional content or upgrades of the game can be enjoyed without additional payment. No Discount means that the cost of enjoying the game is fixed and in order to enjoy the game users only need to pay the fixed cost. This policy's purpose is to prevent any feelings of loss for the people who have purchased the game at a full price. We want our games to be recognized for their fair value and we will do our best to create games that deserves to be considered in such a manner.
Donation DLC
Although there will be no DLC where users pay extra to get additional contents, we are planning on making Donation DLC available. Purchasing Donation DLC(does not contain any contents) does not affect the game in any way. As its name suggests, Donation DLC is a DLC that you purchase as a donation. When users purchase Donation DLC, it greatly helps our team in its further development of the game. Purchasing Donation DLC does not change the gameplay experience. Since perceived value of the game varies from user to user, our team has decided to set a minimal price for the game but at the same time make Donation DLC available for users who experience a greater value from playing the game. This kind of pricing policy will be applied to all future games developed by Team Samoyed.
Development Roadmap
After the release, we are planning on making updates outlined below. Update order or details may change according to changes in development priorities.
- Additional Champions: We are planning on increasing the number of Champions up to 40.
- Off-season content: alleviate dullness during offseason by making available special trainings for players' growth, acquisition of materials through various activities such as streaming, etc. We are in the process of creating training functions that can be unlocked through facility improvements. Through special trainings players' champion mastery may be adjusted to bring about more desirable outcomes.
- New game+: Because 2v2 and 3v3 settings, in a way, serve as tutorials, users who have experienced 4v4 may feel boredom when they replay the game from the beginning starting from 2v2 or 3v3 settings. For users who crave for a more challenging replay of the game, we are planning on making 4v4 available from the beginning and adding Ban & Pick time limit, game difficulty, champion configuration options as to allow the game to be played in a way desired by users.
- Interviews and incidents: as to increase immersiveness we are planning on adding game details such as coach interviews, various events and incidents within a team, etc.
- Trade market: Due to the game's system it may be difficult to implement a complex player trade market that can be seen in other management games such as FM, but we are thinking of ways to implement a limited trade market within the game, where players can be searched and traded as to increase fun of the game.
- Improvement of Stats: planning on making available additional information about individual stats/records, club history, etc.
- Workshop: as much as we would love to provide workshop, the game was not developed with mod in mind. Therefore, it is uncertain how much work workshop would require. Although we would like to promise workshop, it is uncertain at this stage. We will do our best to provide workshop, even if it may be a partial one.
- Convenience Improvement: We are planning on improving details such as marking of special effect application, omitting award ceremony, etc.
We would like to thank all of our users who love the game and support our team. Although we cannot reply to each of your emails and comments, we do read all of them and try to incorporate them in the development process. We will continue to put in hard work in order to bring to you exceptional games. Thank you.
If you happen to find any bugs in the game, please feel free to report them to [email protected]
We will fix them ASAP.
