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Thank You to All Coaches! "The eSports Godfather" Has Sold 100,000 Copies!

Hello, coaches! This is Moto from Asteroid Studio!


We’d like to express our heartfelt thanks to all of you for your ongoing support of The eSports Godfather. Thanks to our collective efforts, the game has finally reached 100,000 copies sold! This is a wonderful achievement, and we are excited to share it with all of you!!!


We sincerely appreciate every coach who has supported us. It is through your feedback, suggestions, and tireless support that we have been able to continually improve and make The eSports Godfather even better. Every update and optimization we release is made possible by your encouragement and assistance. In the upcoming new year, we will continue to work hard, listen to your feedback, and strive to bring the World Tournament feature to you as soon as possible!


Additionally, with the Chinese New Year approaching, the studio will be on holiday. We will enter a semi-response state (after all, no one is superhuman). However, rest assured! If you send us feedback during this period, we may not reply immediately, but we will certainly record it and address it once we return to the office after the holiday.


Note: We expect to start unfreezing after the Chinese New Year holiday, around February 7th.
Coaches can reach us through the following channels for feedback:

Discord: https://discord.com/invite/Wpf6y7kFjp

Twitter (X) https://twitter.com/1000_Water_



Finally, we want to once again thank all of you for your support this year. On behalf of everyone at Asteroid Studio, we wish you all a Happy Chinese New Year! May all your wishes come true!

Esports Godfather First DLC Released Along with Some Common Q&A

Long time no see, I’m 1000Water the producer of Esports Godfather.

I’m excited to announce that the first expansion pack for "Esports Godfather" is now available! Honestly, it’s been five years since the game’s development began, and it’s been quite a journey watching the heroes grow from the initial 20-30 to now. I hope you all enjoy the new heroes—Quinn, Matata, and Foso.

Recently, I’ve noticed some concerns from the community regarding the DLC and future plans, so let’s address them here.

[h2]1.Why release the DLC before the World Championship update? [/h2]

This is a tough question. I know some of you may be worried that we’re rushing to balance the books or just trying to make a quick profit, especially since I mentioned in an earlier announcement that we only reserved six months of development funds.

I realize that trust still needs to be built, and in a time when many game companies shut down unexpectedly, talking about trust can feel awkward. But I truly want to establish a strong relationship with all of you because we all want "Esports Godfather" to keep improving.

There is no risk of the studio shutting down, so don’t worry. I promise that the World Championship update, version 3.0, will definitely launch in 2025. However, it may take some time to finalize the plans. We misjudged how long the major updates would take, and as game developers, we always want to make the game richer and more detailed. But plans often don’t keep up with changes, so I can’t confirm an exact release date for version 3.0 yet. We’ve already started working on some of its components, and while it’s too early to say, I think you’ll really enjoy the new regional competition format.


[h2]2.Why are heroes included in the DLC instead of system mechanics? [/h2]

This comes down to cost. Creating a hero, from the model to the portrait, from the MVP animation to the battle animations, as well as effects and cards—honestly, it’s something I really want to do, but the cost is just too high. We estimated that on average, developing a single hero costs about 40,000 RMB (around 6,000 USD).

I really want to add more heroes so we can have global ban & pick systems and more team-building options. The hero count can really influence a lot of aspects, from 50 to 60, or 60 to 70, it makes a huge difference.

I’d love to add more heroes, but I have to consider the studio’s future and make sure the team members can earn some financial benefit. I thought about solutions like launching another crowdfunding campaign (the previous one was on Modian), allowing people to customize heroes, but developing heroes is too expensive for that plan to be feasible.

So after much thought, we decided to go with the expansion pack format.

As for why big updates, like the World Championship or the recent major update, aren’t being turned into DLCs, I believe these are things we promised to do and, out of respect, they shouldn’t be charged for in any way.


[h2]3.Will there be more hero DLC packs in the future? [/h2]

I’d love to have a second hero DLC. I’ve already designed the characters’ abilities, and I really want to see them made and finished. But realistically, we’ve never released DLC content before, and honestly, we’re not sure how well the DLC will sell… So we’ll need to evaluate the financial results of the first DLC. If the profits or losses are acceptable, we will proceed with the second one.


[h2]4.Will making hero DLCs take up development time for the World Championship update? [/h2]

The bulk of hero creation is in the effects and animations. For the next World Championship update, aside from a small amount of UI work, the effect artists and animators don’t have other tasks lined up. I have two plans in place: if the first DLC performs well, we will continue creating more heroes. If it doesn’t do as well, we might prepare for the next project.

As for the programming and design aspects, because heroes have unique mechanics, some coding is required. I don’t know much about that, but based on our current development progress, the time required isn’t too much. A lot of the groundwork for mod support has already been laid.

As for the design side… Whenever I have free time, I like to try writing hero abilities. For me, it’s a relaxing time, and I can’t wait to make them.


[h2]5.Why launch the multilingual plan for the game?[/h2]

I noticed many translations other than Chinese and English have appeared in the game’s Steam Workshop (I’ve been sneaking around on the Korean "Esports Godfather" forum via the Workshop link), and through communication, I found a lot of players unhappy with the English translation. Now that version 2.0 is more stable, I think it’s time to reconsider the feasibility of supporting multiple languages…

But honestly, we haven’t fully discussed internally how many languages to support or how to cooperate with translators. What’s been confirmed so far is that we will re-translate the English version and also support German and Korean translations. If you want more languages, feel free to reach out to us anytime via the Steam community or Discord.

[h3]Alright, the above is what 1000Water wanted to share with everyone this time. [/h3]
[h3]This is Moto, and below are the store links for this DLC along with an introduction to the content included in the DLC. [/h3]

https://store.steampowered.com/app/3379820/_/
https://steamcommunity.com/games/1278540/announcements/detail/519700531080331430?snr=2___


[h3]Next, I will address some specific questions regarding the in-game combat mechanics.[/h3]


[h2]6.Combat Rules[/h2]

Each battle card has a unique activation range and duration. The participating heroes are determined based on the card’s activation range, and the battle ends when the specified number of rounds is reached.


The player who plays the battle card is the attacker, while the other side is the defender. If the defender has a defense tower at the position where the target hero is, the tower will also participate in the battle.


If a battle lasts more than 10 rounds, from round 11 onward, all heroes will gain a 10% damage boost that stacks each round.

(Note: Coaches can check the detailed rules in INFO.-> Rulebook.)

[h2]7.Presence[/h2]

Many coaches have mentioned that their heroes often don’t target enemy backline heroes in battle. This is because of the "presence" attribute, which affects the likelihood of a hero being selected as the target of an attack.

The formula for determining whether a hero is chosen as the target is:
Probability = Hero’s presence / Total presence of all participating units on the player’s side.

(Note: Some heroes' abilities, like Xiangxi Ke and Nihil, also affect target selection.)

Don’t worry! There’s no cheating with the AI. Both sides use this formula to determine who gets attacked.

(Note: If coaches want their heroes to prioritize attacking low-health enemies, they can adjust the setting in the save load screen by clicking the gear icon in the top-right corner of the save slot and turning on the "Increase presence for low-health units" option under "Battle Details.")


[h2]8.AI’s Long Turns[/h2]

Some coaches have reported that the AI takes unusually long to make decisions, often choosing to end the turn after a long time or playing a "hot hand" after thinking for a while.

This happens because sometimes the AI has too many options to choose from, and it needs to go through the data to make a decision. It’s not intentional delay; the AI genuinely needs time to think.


[h2]9.AI Intelligence[/h2]

Other coaches have mentioned that the AI isn’t smart enough, sometimes making repetitive decisions.

This is a result of our balancing decision during AI design. If the AI were too smart or automated, it might create strange situations that don’t align with players' expectations. For example, in a MOBA game, there was a moment when an AI team bought a resurrection item after dying in the laning phase, which went against players' instincts.

Therefore, the AI’s actions are mostly based on the cards it holds. All AI decisions are influenced by the hand it has, ensuring its behavior stays strong yet understandable.


[h2]10.Recent Fixes and Adjustments[/h2]


[h3]New Content:[/h3]

-Added the "Golden Eagle UNlimited Loans" feature——"Caw! Caw? Caw!"
(Can be accessed via Info. > Loans)
-Added the ability to view sponsors on the league information page.
-Added potential attribute grades to the player hover info.
-Added Random hero unlock batch to CustomRule .
-Added a one-click fill option for daily training combinations.
-Added a toggle for potential level and combat attributes in player hover info.
-Added additional player IDs.
-Added hover information for player satisfaction.
-Simulation battles now display opponents' total abilities and traits (only applicable to future uploads).
-Added a Hero and Equipment Statistics page (accessible via Info — League Info — Hero and Equipment Statistics).
-Added ReplaceCard to CustomRule(AdvanceTraining-TraitCardTraining)

[h3]Adjustments:[/h3]

-The number of rounds required to surrender has been adjusted to 20 rounds.
-Thundercloud Cost: 3 → 2 Stack of Thundercloud:3 → 2
-Deathmatch: When this card is in hand, add 1 token for each Nihil's card played.→Add 1 token for each Nihil's card played.
-Step A: On the next Deployment Phase, spawn Step B to the hand.→spawn Step B to the draw pile.

[h3]Fixes:[/h3]
-Fixed an issue where selling players and using loans to alleviate debt still didn't allow progression.
-Fixed an issue where modifying venue pricing scales would affect the prices of other seating sections.
-Fixed certain functionality issues related to influence currency.
-Fixed an issue where the venue occupancy rate would not display as 100%.
-Fixed incorrect display of seating area and quality upgrades.
-Fixed errors triggered by certain events.
-Fixed an issue where the hero Bunu Shan caused extremely low damage under certain conditions.
-Fixed a UI error when switching players in the regular season player market.
-Fixed an error when confirming enhanced training without selecting a hero for proficiency.
-Fixed an issue where Hero Gillis displayed abnormal ability stacks when attacked by certain heroes.
-Fixed incorrect targeting for Hero Fatty White's hero ability.
-Fixed the display of current mood and sense of belonging in player contract requirements.
-Fixed the display of honors and win rates on the player retirement page.
-Fixed an issue where selecting a different tactical style caused an error when replacing player cards during intensive training.

[h3]Finally, thanks to all the coaches for your continued support of Esports Godfather. Feel free to reach out to us anytime through the following channels to share your feedback and engage with us.[/h3]

Discord: https://discord.com/invite/Wpf6y7kFjp

Twitter (X) https://twitter.com/1000_Water_

Esports Godfather First DLC Beta Test Now Live

https://store.steampowered.com/app/3379820/_/?curator_clanid=39512508

Hello, Coaches! This is Moto from Asteroid Studio.


The long-awaited first content expansion for Esports Godfather is now available for beta testing on the beta branch! This test focuses on the effects of the new heroes and equipment introduced in the DLC. (Note: Instructions on how to join the beta are provided at the end of this post.)

The beta test will last for three days. Regardless of whether you’ve already purchased this DLC or are still considering it, you’re welcome to join the test and enjoy a free trial of the content. (If you could help us test for bugs in the process, we’d be extremely grateful!)


[h3]Important:This beta requires a new save file. Please DO NOT use your existing saves! [/h3]


For full details on this content expansion, check the announcement here:
https://steamcommunity.com/games/1278540/announcements/detail/519700531080331430?snr=2___

Additionally, this expansion introduces several new gameplay rules. For coaches up for the challenge, here are some of the new mechanics you can try:

Slow-Paced: All units gain +10 Armor.
All equipment prices are increased by 20%.

Gladiator Arena: Combat card costs are reduced by 1.
All heroes recover 2% of their max HP (up to 100) per turn.

Berserk: All heroes start with an additional +15% Critical Rate.
Critical Damage is reduced by 30% for all heroes (minimum critical damage is 120%).

Killing Frenzy: During battle, when a hero dies, all surviving heroes gain 2 × the turn count stacks of Attack Power.

Springtime: For the first 50 turns, heroes earn 125% increased gold.


[h3]How to access the beta branch:[/h3]

1. Right-click Esports Godfather in your Steam library.


2. Select Properties.


3. Go to the Betas tab.


4. Select the "beta" branch under the Select the beta you would like to opt into dropdown menu.



Lastly, thank you for your ongoing support of Esports Godfather! Feel free to share feedback and engage with us through the following channels:

Discord: https://discord.com/invite/Wpf6y7kFjp

Twitter (X) https://twitter.com/1000_Water_

Summary of the First DLC and Update Content for Esports Godfather

Hello, Coaches! This is Moto from Asteroid Studio.



Thank you, Coaches, for your continued support of Esports Godfather. The first DLC for Esports Godfather is about to launch. Below are the detailed contents of this DLC and a summary of the latest updates:


1. Future DLC Plans for Esports Godfather



Currently, the major updates for Esports Godfather are mostly complete. The DLC released this time can be considered a content expansion pack(USD Region: $5.99). Whether there will be more DLCs in the future will depend on the sales performance of this one.

Coaches looking forward to additional expansion packs need not worry—unless this DLC performs exceptionally poorly, causing major losses, or barely breaks even, we will continue development.

Note: All system-related updates, including future World Championship content, will be pushed to all coaches for free upon completion. We promise never to sell such features as paid DLC. DLCs will only include supplemental content like new heroes and equipment.

2. Contents of This DLC


[h2]2.1 Three New Heroes[/h2]

[h2](Note: Specific numerical effects may differ upon actual release.)[/h2]

Quinn
Type: Marksman / Physical / Ranged





If her attack kills a target, she deals excess damage to all remaining enemy units.
Gains [Spades] at the start of Fight.

[Spades]: Crits convert to [Hearts], granting 1 stack of [Contentment].

[Hearts]: Crits deal double the crit damage multiplier and then revert to [Spades].

[Contentment]: Increases crit damage by 10%, up to 4 stacks.


Cards:


Royal Etiquette (0 Cost):

Starts with 3 charges; each use consumes 1 charge. When out of charges, it is removed. Every time this card is discarded or moved to the discard pile by another effect, two specific cards, Afternoon Tea Time and Morning Greeting, are added to the hand.


Morning Greeting (2 Cost):

Choose an enemy hero, Attack,Then before the end of this round,
-lf Quinn participates in fight, gain 1stack of Contentment instantly.
-lf target is slain, restore 2 Strategy Points.


Tea Time (1 Cost):

Ends the turn after being played. Gains 1 stack of Afternoon Tea Time each turn, increasing crit rate by 0.75% per stack until the end of the game. If played when no tactical points remain, gains 2 stacks per turn instead.




Foso
Type: Mage / Magic / Melee


Gains extra armor (+10) and attack scaling based on shield value.

Targets 2 enemy heroes and all summons when attacking.
Cleanses debuffs and gains a shield (8% of the highest remaining HP hero's current HP) when an enemy hero dies.

Cards:


Libra (6 Cost):
Forces a battle between the ally hero with the lowest percentage HP and the enemy hero with the lowest HP until one dies. Passes Foso's shield to the ally.


Astral Guardian——Cannot play:
Grants Foso a shield equal to 12% of the highest HP unit's HP when this card enters the hand.


Black Star (3 Cost):
Attacks a target enemy hero, then chains attacks to adjacent enemy heroes within a 1-tile radius. Each enemy can only be hit once.


Matata
Type: Warrior / Physical / Melee



Gain 1 stack of Multi-Enhance upon playing a card associated with this hero.

Gains 1 stack of Enhance upon attacking.

If the target's current HP is lower than your own when hit, applies 1 stack of "Matata" to the target.

Enhance: Upon hitting the target, deals 30 armor penetration damage and removes all stacks of Enhance.

Cards:


Ferocious Roar (6 Cost):
Forces Fight for all heroes within a 2-tile radius (3 rounds, or 5 rounds if Fortify is ready).


Leap at Prey (2 Cost):
Moves 1 tile, destroying jungle monsters at the target location. Gains an extra Fortify stack upon killing.


Full-Power Swing (1 Cost):
Targets an adjacent enemy hero. If it hits the same position, applies armor break. If a non-matching target is hit, pushes them back 3 tiles and consumes Fortify stacks.



[h2]2.2 Twenty New Pieces of Equipment[/h2]
Examples:

Heartguard Mirror (Universal / 3600 Gold):
Reduces damage taken based on armor value, capped at 200 per attack.


Development Bell (Universal / 2000 Gold):
Boosts farming efficiency by 15% until all three equipment slots are filled. Once all slots are equipped, the stats of the Development Bell double.


Archmage's Hat (Magic / 4600 Gold):
Adds a free zero-cost card to draw one of the hero's random skill cards. Ignores 10 armor when attacking.

3.Update Summary


[h2]3.1 Two New Heroes (Raven, Qin Hu)[/h2]
Details on hero abilities can be found via the link.

https://steamcommunity.com/games/1278540/announcements/detail/4474982295507304826

[h2]3.2 System Updates Summary[/h2]
Updates include the arena system, player emotions, relationships and team management systems, scouting system, new AI card-playing logic, hero variants, and more.

For more information, see the link.

https://steamcommunity.com/games/1278540/announcements/detail/4478362535967327334


[h2]3.3 Recent Bug Fixes Summary[/h2]

[h3]Fixes:[/h3]

-Fixed an issue where card Revelation sometimes failed to trigger.
-Fixed a bug where hero Lan did not perform additional attacks after landing a critical hit that killed an enemy unit.
-Fixed an issue where clubs could not proceed during the transfer period if the player count had not reached the limit.
-Fixed a bug where hero Wolfgang incorrectly stacked effects when stealing through cards.
-Fixed the incorrect effect of card Aggressive Push (e.g., losing health would not trigger effects tied to heroes taking damage, or losing health causing self-elimination).
-Fixed an issue where hero Ada would sometimes exit the battlefield after participating in an attack.
-Fixed an error that occurred when closing a simulated match in training mode.
-Fixed incorrect resolutions and errors in some events.

-Fixed an issue where the equipment Angel jiejie's Redemption was not working on the battlefield.
-Fixed an issue with hero Crank where ability damage was behaving abnormally.
-Fixed a bug where hero Cubey's effect was being influenced by vulnerability when losing health through hero cards.
-Fixed an issue with BP rules that caused Fight card costs to incorrectly increase by one.
-Fixed an issue where hero Charon was unable to protect allies from AOE damage.
-Fixed an issue where the achievement Hawk and Hound could not be completed.
-Fixed a bug where hero Justice sometimes failed to stack Sword of Justice after executing an enemy.
-Fixed an issue where certain events could not proceed.
-Fixed an issue where the MVP screen prevented the game from continuing.
-Fixed an error occurring after earning influence coins in the player market.
-Fixed an error when switching players during disposal.
-Fixed an issue where venue environmental quality and viewing quality were displayed as numbers.
-Fixed an issue where candidates could not be signed before the deadline.
-Fixed an error that occurred after the schedule display (Monthly Awards).
-Fixed localization errors in certain events.
-Fixed some localization issues.
-Fixed abnormal data for opponent club players.
-Fixed several customization options.
-Fixed some cards in the Qube.
-Fixed errors caused by scout guidance option effects.
-Fixed attribute issues with custom players.
-Fixed the issue where Resource Group AI would not participate in battles.
-Enhanced training now supports configurations for more than 7 players.
-Fixed the error caused by the "Ability potential guaranteed to be Level S. " scout guidance option.
-Fixed the issue where the proficiency effect of the hero "Raven " was abnormal.
-Fixed the issue where the card "Climax" had incorrect starting rounds and participating units.
-Fixed the issue where returning heroes' health would not recover under certain circumstances.
-Fixed the error that occurred in the regular season market.
-Fixed an issue where Double Influence Currency would grant influence to AI clubs.
-Optimized stadium data.(Note: Due to the introduction of new data, this week's data may be zero.)
- Fixed the display of player contract requirements.
-Fixed an error caused by rapid clicking in the player market.
-Fixed an issue where the card Rapid Shooting dealt abnormal damage to defensive towers when Overclocking was in hand.
-Fixed incorrect execution of certain team management tasks.
-Fixed errors triggered by certain interviews.
-Corrected inaccurate progress displays for player contract requirements.
-Fixed the "Alluring Beauty" player trait.
-Resolved an error caused by Kid using Conviction on Bart .
-Fixed a bug when Strong Push was used in the jungle, causing an error.
-Resolved an error when canceling the use of Transfer .
-Fixed abnormal satisfaction provided by player contract preferences.
-Resolved an issue where personality traits that increased all abilities were not effective.
-Fixed errors in league ranking promotion predictions.
-Corrected abnormal player sale prices during transfer windows.
-Fixed an error caused by Conviction when used on Wukong.
-Resolved related errors occurring during monthly evaluations.
-Fixed an issue where the new scout's localization in the English version could appear in Chinese.
-Fixed an issue where the hero Tivie's post-battle health recovery effect did not work.
-Fixed incorrect display of certain data in player requests.
-Fixed an issue where selling players and using loans to alleviate debt still didn't allow progression.



Thank you again for your support of Esports Godfather! Please feel free to provide feedback through the following channels:

Discord: https://discord.com/invite/Wpf6y7kFjp

Twitter (X) https://twitter.com/1000_Water_

Q&A on the New Version of Esports Godfather

Hello, Coaches, this is Moto.



The new version of Esports Godfather has been live for some time now. Thank you all for playing and providing your valuable suggestions and feedback. We’ve been collecting your feedback and addressing the issues as quickly as possible. Recently, we noticed that most of the feedback revolves around the "Economic System" and "Venue Construction." Admittedly, the venue system does have several problems, and we are actively working on adjustments and fixes. At the same time, I will provide centralized answers and explanations for the key concerns raised by everyone.

[h2]Part 1: About Venues and Revenue[/h2]


The intention behind designing the venue system was to create a "black box" gameplay mechanic, allowing coaches to freely experiment and find the optimal arrangement that suits their style during the game. However, due to a lack of guidance, compounded by unreasonable economic system design, the current venue system has led to a poor experience for many of you. For this, we sincerely apologize for the inconvenience caused.

We have now redesigned the economic curve and comprehensively adjusted the players' market values and salaries. In the current version, coaches should no longer feel so financially constrained, and you won't be forced to part ways with your old team members anymore. (The designer responsible for this issue, “Planner XQ,” has been seriously dealt with.)

Regarding the lack of guidance in the venue system, we are actively working on improvements. In the meantime, let me provide a detailed explanation of the "Venue Construction" gameplay and its features:

In general, "Venue Construction" is a key method for coaches to improve their club’s revenue. In this system, coaches can expand the venue, improve its facilities, set ticket prices, and attract fans to purchase tickets for home matches.

Coaches can upgrade their club's venue to accommodate more fans and facilities. Within the venue, you can decide how to arrange these facilities to balance meeting fan expectations while leaving sufficient space for additional seating. Coaches can also decide how to set ticket prices. To assist in decision-making, the club's assistants have prepared key parameters reflecting fan reactions to the venue and ticket prices. Understanding and applying these parameters will require coaches to experiment and refine their strategies.

Unfortunately, we cannot disclose the exact relationship between these parameters as they involve the core gameplay of this system. However, I can introduce some key attributes of the venue and their main impacts:

Spectator Quality and Environment Quality: These attributes determine whether fans are willing to visit the venue. Coaches can improve these aspects by placing different facilities.

Fan Groups: Fans are divided into ten distinct groups, each with its average economic strength and venue expectations. For example, student groups may prefer economical viewing areas, while higher-income groups may have higher expectations for venue quality.

Venue Size: This determines the upper limit of seating and audience capacity. Each seating area and facility occupies different amounts of space. Coaches can opt to prioritize seating over facilities to maximize capacity, but fans may pay less as a result. Conversely, a luxurious seating area with fewer seats may command higher ticket prices.

[h2]Part 2: Addressing Temporary Financial Problems[/h2]


Among the feedback we received from coaches, a frequent issue raised is the financial strain during club operations—whether it’s struggling to pay player salaries or hesitating to sign favored players during the transfer window due to budget concerns.

We take this issue seriously and have designed a new system to address it.

This system, tentatively named "Golden Eagle Infinite Loan", serves as an emergency financial assistance feature. Coaches can use this system to borrow funds when experiencing cash flow issues, such as being unable to pay player salaries. These loans can then be gradually repaid once the financial pressure eases. (Rest assured, this loan system won’t accumulate debt to the point where it becomes unmanageable.)

(Note: The loan system has been fully designed and is currently being implemented. It will be available soon. A detailed introduction to this system will be provided in the corresponding update announcement.)

[h2]Part 3: Planner XQ’s Remarks on the New Version[/h2]


Hello, Coaches. I’m Planner XQ.



Recently, the venue and economic systems I was responsible for designing have negatively impacted your gameplay experience. I sincerely apologize for this. Through various feedback channels, I’ve received numerous suggestions and deeply reflect on the flaws in my design. Based on the feedback, I’ve worked to improve and refine the system.

On the Venue System:

Initially, we envisioned the venue system as a "black box simulation mini-game" where adjustments to various parameters would yield different outcomes. Players would identify patterns through a feedback loop: Adjust → Get results → Adjust further → Refine results. However, testing revealed several issues:

Data Display Issues:

The configuration page lacked clarity, making it difficult to understand data and its meaning. This left players without a reference point. Early versions merely listed intermediate values from calculations, which were abstract and confusing. To address this, we optimized the data to make it more practical. For example, "Expected Ticket Price" was derived from "Support Value," giving coaches a tangible reference for setting ticket prices.

Lack of Feedback Prompts:

Previously, adjustments to ticket prices and facilities would result in some metrics increasing and others decreasing, with no clear indication of fan reactions. We added displays showing fan satisfaction with venue attributes, enabling better judgment during configuration.

Insufficient Feedback on Results:

The venue settlement page lacked analysis and actionable insights. To address this, we introduced evaluations (e.g., "Most Lively Ever!") based on key metrics like attendance rates and unseated fans. This feedback encourages players by highlighting their achievements and guides further optimization.

On the Economic System:

Initially, I aimed to regulate player strength by limiting resources, preventing players from purchasing high-value players outright and rendering talent development meaningless. However, issues arose due to insufficient testing:

Discrepancies in Player Value and Economic Curve:

Poorly calibrated values left players struggling financially, especially during the first transfer period. This caused situations where coaches couldn’t retain their original five players. After collecting data from coaches, I adjusted player market values and the economic curve accordingly.

Lack of a Safety Net:

Coaches were forced to abandon players due to financial difficulties, leading to a negative feedback loop. To prevent this, we introduced the loan system, enabling coaches to temporarily borrow funds and avoid painful decisions.

Lastly, I’d like to sincerely apologize again and thank all coaches for your valuable feedback. I will continue listening to your suggestions to improve the venue and economic systems. If you have any questions or ideas regarding these systems, feel free to contact me:
Join the Esports Godfather Discord and @ me (ID:XQXQXQ777)

Thank you all once again for supporting Esports Godfather. If you encounter any issues while playing, please don’t hesitate to contact us through the channels above.

Discord: https://discord.com/invite/Wpf6y7kFjp

Twitter (X) https://twitter.com/1000_Water_