Dear community, This is a sad day for us and this announcement is very hard to write. As Eyoel stated last week, we needed to see that the community was interested enough and that the sales looked ok to be able to continue with the development. Unfortunately this has not been the case and we wont be able to continue the development of PGM2. There simply isnt enough money in it to sustain the development financially. This will be our last official patch for the game. Were of course all very saddened by this and had hoped it would have turned out differently but as much as we hate to admit it, this is after all a business, and a business requires an income to stay alive. The company has today filed for bankruptcy and all the things that come with that has now been put in motion. Therefore we cannot say anything more about the future at this point. We do not know if development will continue in any shape or form. As it stands now, this is the last update there will be. This has, for all of us involved, been a labour of love and passion for making games in general and for making this game in particular. Weve all believed wholeheartedly in the concept and would have loved to see it to its conclusion. Of course a time like this would cause anyone to reflect and second guess decisions made. Would that decision have made things different in any way and so on. But in truth, we believed in them when they were made, and thats all you can do. No one can foresee the future, and its hard to know how a product will be received outside your team. Wed like to take this opportunity to thank you all from the bottom of our hearts. Its been amazing to be on this journey with you. Thank you for your feedback, your support and your faith in us and the project. Thank you to all of you whove taken the time to make translations and send us bug reports and crash logs. To have the opportunity for great wins you have to be able to take great losses. / Eyoel and Anna and the rest of the dev team: Alex, Desire, Emil, Gary, Jacob, Ludvig, Marcus, Michael, Nils, Sara, Sofia, Thomas, William T.T
Dear community, This is a sad day for us and this announcement is very hard to write. As Eyoel stated last week, we needed to see that the community was interested enough and that the sales looked ok to be able to continue with the development. Unfortunately this has not been the case and we won’t be able to continue the development of PGM2. There simply isn’t enough money in it to sustain the development financially. This will be our last official patch for the game. We’re of course all very saddened by this and had hoped it would have turned out differently but as much as we hate to admit it, this is after all a business, and a business requires an income to stay alive. The company has today filed for bankruptcy and all the things that come with that has now been put in motion. Therefore we cannot say anything more about the future at this point. We do not know if development will continue in any shape or form. As it stands now, this is the last update there will be. This has, for all of us involved, been a labour of love and passion for making games in general and for making this game in particular. We’ve all believed wholeheartedly in the concept and would have loved to see it to its conclusion. Of course a time like this would cause anyone to reflect and second guess decisions made. Would that decision have made things different in any way and so on. But in truth, we believed in them when they were made, and that’s all you can do. No one can foresee the future, and it’s hard to know how a product will be received outside your team. We’d like to take this opportunity to thank you all from the bottom of our hearts. It’s been amazing to be on this journey with you. Thank you for your feedback, your support and your faith in us and the project. Thank you to all of you who’ve taken the time to make translations and send us bug reports and crash logs. To have the opportunity for great wins you have to be able to take great losses. / Eyoel and Anna and the rest of the dev team: Alex, Desirée, Emil, Gary, Jacob, Ludvig, Marcus, Michael, Nils, Sara, Sofia, Thomas, William T.T
ADDED * Characters will now idle when not told what to do. * Outline when hovering the cursor above interactable objects. * If a Pro Gamer has a prefered weapon it should now align with their prefered Unit. * Characters will now idle when not told what to do. In better words: Characters will now lead their own lives. Stream, Practice, Walk around and such. * You can now toggle if a unit should be manually or auto-controlled. You can toggle between the two modes with the new button above the unit portraits. You can also take manual control of a unit by just giving it an order. FIXED * ghost player can appear * Tooltip disappears when cancelling an action * Hightlight on interactable objects sometimes failing * Line showing unit's path sometimes starting from unit position when it shouldn't * Selling a gamer the same season it was bought is no longer possible * Audio Volumes are no longer mute when under 50. * Projectile render delay. Weapons with high rate of fire should now render all projectiles. * Money earned from Inheritance and Birthdays has been re-adjusted for better scaling. * Don't update cursor texuture. This is to avoid missing cursor error * Game shouldn't freeze when starting an arena match * Error which can occur when generating names TWEAKS/MISC * Double all bed energy increase * Halvera alla sponsorcash * doubled the time it takes to pee on the floor * Gamers panel gives you a better overview of the gamers' conditions * LeagueEarnings has been adjusted to match a shorter season. * Rent is now paid 5 times per season instead of 1. * Adjusted sleeping so that it will make hygiene, hunger and thirst decline in half rate again * Game always pause when opening a hud * You can't move the camera while having the house main menu up Thanks for all the feedback. If you encounter any more bugs or have nay other feedback, pleas get in touch. /Dev team
ADDED * Characters will now idle when not told what to do. * Outline when hovering the cursor above interactable objects. * If a Pro Gamer has a prefered weapon it should now align with their prefered Unit. * Characters will now idle when not told what to do. In better words: Characters will now lead their own lives. Stream, Practice, Walk around and such. * You can now toggle if a unit should be manually or auto-controlled. You can toggle between the two modes with the new button above the unit portraits. You can also take manual control of a unit by just giving it an order. FIXED * ghost player can appear * Tooltip disappears when cancelling an action * Hightlight on interactable objects sometimes failing * Line showing unit's path sometimes starting from unit position when it shouldn't * Selling a gamer the same season it was bought is no longer possible * Audio Volumes are no longer mute when under 50. * Projectile render delay. Weapons with high rate of fire should now render all projectiles. * Money earned from Inheritance and Birthdays has been re-adjusted for better scaling. * Don't update cursor texuture. This is to avoid missing cursor error * Game shouldn't freeze when starting an arena match * Error which can occur when generating names TWEAKS/MISC * Double all bed energy increase * doubled the time it takes to pee on the floor * Gamers panel gives you a better overview of the gamers' conditions * LeagueEarnings has been adjusted to match a shorter season. * Rent is now paid 5 times per season instead of 1. * Adjusted sleeping so that it will make hygiene, hunger and thirst decline in half rate again * Game always pause when opening a hud * You can't move the camera while having the house main menu up Thanks for all the feedback. If you encounter any more bugs or have nay other feedback, pleas get in touch. /Dev team
ADDED
* If a unit is standing still or roaming and decides to shoot someone, it won't chase the enemy but hold the ground
* Missing text in translations.
* Experience bars now update in real time.
* More one-time notifications, to inform players.
* If a Pro Gamer has a prefered weapon it should now align with their prefered Unit.
* Outline when hovering the cursor above interactable objects.
* Characters will now lead their own lives. Stream, Practice
FIXED
*A bug causing updated experience to crash in Transfer and Management.
* Contract Lengths now display correctly.
* A rotated object will go back to its previous rotation if moved to a place it cannot be placed
* Units can walk through narrow spaces
* Computer should reset action queue even when Shift is pressed.
* Fridges always ends up last in the character action.
* Portraits in the arena should not be twice as many after a round.
* You will no longer see other charaters auto actions unless that character is selected.
* Sponsors no longer expects you to demote.
* Units will no longer spawn in walls on the map "The Core".
TWEAKS/MISC
* Decline rate of bladder, thirst and hunger has been reduced by half.
* Coffee now grants 60 in thirst instead of 35. Water now grant 80 in thirst instead of 50.
* The action queue now displays a sprite of the object it is using
* Grenade cool down has been increased from 5 seconds to 20 seconds.
Grenade detonation timer has been reduced from 3 seconds to 2.5 seconds.
* Now you can press on the X button of a characters action to cancel it.
* Pro Gamers no longer start with 5 attribute points to spend.
* The first league match is on day 3
* A Season is 25 days long
* A day goes past a lot faster
* NightOwl experience boost reduced from 200% to 150%.
* Characters never stops practicing or streaming unless ordered to do something else
* One hour is now 20 minutes (it was 4 before)
* Streaming, conditions, experience and income adapted for new timescale.
* Fixed a few spelling errors.
* BAMG bullet damage has been reduced from 35 to 32.
* Can now move the camera when the mouse is above any UI.
REMOVED
* Flee action
* Mood Boost notifications.
* Low Condition notifications.
Old save files should be compatible with this update
If you encounter any glitches or have feedback, you know where to find us! ;)
/
ADDED
* If a unit is standing still or roaming and decides to shoot someone, it won't chase the enemy but hold the ground
* Missing text in translations.
* Experience bars now update in real time.
* More one-time notifications, to inform players.
* If a Pro Gamer has a prefered weapon it should now align with their prefered Unit.
* Outline when hovering the cursor above interactable objects.
* Characters will now lead their own lives. Stream, Practice
FIXED
*A bug causing updated experience to crash in Transfer and Management.
* Contract Lengths now display correctly.
* A rotated object will go back to its previous rotation if moved to a place it cannot be placed
* Units can walk through narrow spaces
* Computer should reset action queue even when Shift is pressed.
* Fridges always ends up last in the character action.
* Portraits in the arena should not be twice as many after a round.
* You will no longer see other charaters auto actions unless that character is selected.
* Sponsors no longer expects you to demote.
* Units will no longer spawn in walls on the map "The Core".
TWEAKS/MISC
* Decline rate of bladder, thirst and hunger has been reduced by half.
* Coffee now grants 60 in thirst instead of 35. Water now grant 80 in thirst instead of 50.
* The action queue now displays a sprite of the object it is using
* Grenade cool down has been increased from 5 seconds to 20 seconds.
Grenade detonation timer has been reduced from 3 seconds to 2.5 seconds.
* Now you can press on the X button of a characters action to cancel it.
* Pro Gamers no longer start with 5 attribute points to spend.
* The first league match is on day 3
* A Season is 25 days long
* A day goes past a lot faster
* NightOwl experience boost reduced from 200% to 150%.
* Characters never stops practicing or streaming unless ordered to do something else
* One hour is now 20 minutes (it was 4 before)
* Streaming, conditions, experience and income adapted for new timescale.
* Fixed a few spelling errors.
* BAMG bullet damage has been reduced from 35 to 32.
* Can now move the camera when the mouse is above any UI.
REMOVED
* Flee action
* Mood Boost notifications.
* Low Condition notifications.
Old save files should be compatible with this update
If you encounter any glitches or have feedback, you know where to find us! ;)
/
Hey, Thanks again to everyone who has supported the game! We are gathering a lot of valuable feedback from the you right now and below is a compiled list of stuff to be addressed and our current solution to it.
Micromanaging isn't fun or even necessary?
We wanted to give you an opportunity to care more about your Pro Gamers. That said, we acknowledge that taking care of full grown Pro Gamers as if they were babies, is not the way to do this or what we really intended. Sure, they can't game all day, but having to tell them what do all the time is not great or that much fun. We are currently working on the following things to make this better.
- Speeding up the time in the house, A LOT. The transferwindow, i.e. the days before the league starts will be set to 3 instead of the current 7.
- We'll speed up the time in the house, (perhaps times 8? we're trying it out) since there isn't that much to do at the moment.
- Pro Gamers will automatically take better care of themself and when idle they will either choose to practice or to Stream instead of just standing around.
- Conditions, like bladder and hunger, will not drop as rapidly any more. This to give the Pro Gamers more time to GAME.
I want to have my units actually perform without me having to tell them every single move to make.
Yepp, you are right. This should be a simulation, where your tactical moves have an impact as well as your Pro Gamers skills, more than you button mashing the mouse. The current solution looks as as follow:
- If you don't give them any orders they will automatically roam around and try to their best in accordance to their abilities, and seek to win the game.
- If you tell them to go to a corner, they will stop there and no longer chase the enemy, unless you tell them to do that.
- Flee-action has been disabled. So no more running around like maniacs.
There are a lot of bugs
Thanks to your feedback we will have eliminated a lot of bugs in the upcoming patch making the game much more fluent to play. That said, you'll probably keep finding more, please keep sending them in when you do, and we'll fix them as soon as we can. Hopefully we can ship most of this today. We will keep you posted on how things are going. The quickest updates will continue to come on Twitter. Again, thanks for supporting us. /Eyoel
Hey, Thanks again to everyone who has supported the game! We are gathering a lot of valuable feedback from the you right now and below is a compiled list of stuff to be addressed and our current solution to it.
Micromanaging isn't fun or even necessary?
We wanted to give you an opportunity to care more about your Pro Gamers. That said, we acknowledge that taking care of full grown Pro Gamers as if they were babies, is not the way to do this or what we really intended. Sure, they can't game all day, but having to tell them what do all the time is not great or that much fun. We are currently working on the following things to make this better.
- Speeding up the time in the house, A LOT. The transferwindow, i.e. the days before the league starts will be set to 3 instead of the current 7.
- We'll speed up the time in the house, (perhaps times 8? we're trying it out) since there isn't that much to do at the moment.
- Pro Gamers will automatically take better care of themself and when idle they will either choose to practice or to Stream instead of just standing around.
- Conditions, like bladder and hunger, will not drop as rapidly any more. This to give the Pro Gamers more time to GAME.
I want to have my units actually perform without me having to tell them every single move to make.
Yepp, you are right. This should be a simulation, where your tactical moves have an impact as well as your Pro Gamers skills, more than you button mashing the mouse. The current solution looks as as follow:
- If you don't give them any orders they will automatically roam around and try to their best in accordance to their abilities, and seek to win the game.
- If you tell them to go to a corner, they will stop there and no longer chase the enemy, unless you tell them to do that.
- Flee-action has been disabled. So no more running around like maniacs.
There are a lot of bugs
Thanks to your feedback we will have eliminated a lot of bugs in the upcoming patch making the game much more fluent to play. That said, you'll probably keep finding more, please keep sending them in when you do, and we'll fix them as soon as we can. Hopefully we can ship most of this today. We will keep you posted on how things are going. The quickest updates will continue to come on Twitter. Again, thanks for supporting us. /Eyoel
Thanks to all who have played PGM 2 tonight! There are issues and mechanics that we have to adress and we will give you a patch tomorrow. It's been a long and hard day, but we are determined to straighten out as many flaws as possible to make the game as enjoyable as possible! Have a good evening! /Eyoel
Thanks to all who have played PGM 2 tonight! There are issues and mechanics that we have to adress and we will give you a patch tomorrow. It's been a long and hard day, but we are determined to straighten out as many flaws as possible to make the game as enjoyable as possible! Have a good evening! /Eyoel
Finally! We made it!
Its been a bumpy road, but Pro Gamer Manager 2 is finally relased as Early Access! Its your time to go pro!
Best Regards,
Millenway
Finally! We made it!
It’s been a bumpy road, but Pro Gamer Manager 2 is finally relased as Early Access! It’s your time to go pro!
Best Regards,
Millenway
Hi everyone! It’s all coming down to one single event. One of those rare occasions where everything you’ve done in your life for the past few years will be reviewed and judged. One single event that may change your future. A rendezvous with destiny. We in the dev team have put our blood, sweat and sometimes tears, into this game for a long time now. It’s been a rollercoaster ride, full of the highs of success and lows of failed ideas. At the end of last year we took over PGM and we tried to make it work. But we had too small of a team and way too little time to be able to sort through the rocky foundations it rested upon. We took a shot, and failed - miserably. That is the hard truth. We all make mistakes, and believe me, we’ve made plenty during this journey, but we’ve also learned - a lot. And here we are. With a product I’ve personally invested a lot into, in terms of cold hard cash, but also in countless hours. But NOTHING would be of any value at all for me if it wasn’t for the fantastic team I’ve managed to create. A team that on a daily basis works their as*** off for this project, and for one another. For these people I have nothing but respect. I can’t code to save my life myself, I can barely do math, but I love games with every cell in my body, and everything that comes with it. And because of this, I chose to invest everything I own in all of this. And I couldn’t be more proud of our accomplishments. These past 5-6 months, with this team of 14 people has been the best of my life. And I doubt that I will live to experience anything close to this again if this fails. To make up for past mistakes, and to show our gratitude to all of you who’ve supported the idea from the start, both the original game and this one, we decided on letting our long time supporters get the new game for free. That means that a lot of people should be getting this game automatically in their Steam library tomorrow when we press the button. We hope that this small gesture will make up for past mistakes so we can put them behind us, as well as earn back your trust in the project which might have been tarnished. - I have never, ever, trusted people a group of people more than I trust this team. - I have never, ever, loved a group of people more than I love this team. If this fails, no one can question the capability of this team. Ever. Question me, not them. It’s my decisions along the way which have led to this point. And if this goes well, all credit should go to these people who have put in their all everyday to make this game great. We know the game won’t be perfect tomorrow when we release it. We know that we have a long way to go before we reach the heights we’re aiming for. Both in terms of production and in building trust with the community. We are determined to see this through and make PGM 2 the best management game there is. And we hope you’ll all tag along for the ride. /Eyoel Lundberg
Hi everyone! Its all coming down to one single event. One of those rare occasions where everything youve done in your life for the past few years will be reviewed and judged. One single event that may change your future. A rendezvous with destiny. We in the dev team have put our blood, sweat and sometimes tears, into this game for a long time now. Its been a rollercoaster ride, full of the highs of success and lows of failed ideas. At the end of last year we took over PGM and we tried to make it work. But we had too small of a team and way too little time to be able to sort through the rocky foundations it rested upon. We took a shot, and failed - miserably. That is the hard truth. We all make mistakes, and believe me, weve made plenty during this journey, but weve also learned - a lot. And here we are. With a product Ive personally invested a lot into, in terms of cold hard cash, but also in countless hours. But NOTHING would be of any value at all for me if it wasnt for the fantastic team Ive managed to create. A team that on a daily basis works their as*** off for this project, and for one another. For these people I have nothing but respect. I cant code to save my life myself, I can barely do math, but I love games with every cell in my body, and everything that comes with it. And because of this, I chose to invest everything I own in all of this. And I couldnt be more proud of our accomplishments. These past 5-6 months, with this team of 14 people has been the best of my life. And I doubt that I will live to experience anything close to this again if this fails. To make up for past mistakes, and to show our gratitude to all of you whove supported the idea from the start, both the original game and this one, we decided on letting our long time supporters get the new game for free. That means that a lot of people should be getting this game automatically in their Steam library tomorrow when we press the button. We hope that this small gesture will make up for past mistakes so we can put them behind us, as well as earn back your trust in the project which might have been tarnished. - I have never, ever, trusted people a group of people more than I trust this team. - I have never, ever, loved a group of people more than I love this team. If this fails, no one can question the capability of this team. Ever. Question me, not them. Its my decisions along the way which have led to this point. And if this goes well, all credit should go to these people who have put in their all everyday to make this game great. We know the game wont be perfect tomorrow when we release it. We know that we have a long way to go before we reach the heights were aiming for. Both in terms of production and in building trust with the community. We are determined to see this through and make PGM 2 the best management game there is. And we hope youll all tag along for the ride. /Eyoel Lundberg
Its time go pro!
On the 5th of October, 2017 the Pro Gamer League will start to look for new talents!
Lucky coincidence, this is also the release day of PGM2!
PGM 2 will be released as an Early Access title in Alpha state on Steam, the 5th of October, 16:00 CEST 2017. It will cost $19.99 USD (or equivalent to your country) with 10% launch discount during the first week.
/ Millenway
It’s time go pro!
On the 5th of October, 2017 the Pro Gamer League will start to look for new talents!
Lucky coincidence, this is also the release day of PGM2!
PGM 2 will be released as an Early Access title in Alpha state on Steam, the 5th of October, 16:00 CEST 2017. It will cost $19.99 USD (or equivalent to your country) with 10% launch discount during the first week.
/ Millenway
Hi guys!
This is an exciting day for us. Finally the day has arrived for us to share what weve been working so hard on with the world!
Pre-Alpha trial
Introducing the pre-alpha on Steam trial. Weve tested extensively ourselves, with a smaller group of testers and now were ready for testing with a great volume of players. Therefore weve decided to release the game as download here. This to be able to gather feedback from our longtime supporters and fans. Originally wed planned to do a closed alpha on Steam, but due to technical issues, it couldnt be done over the weekend. We did not want to break our word on giving you access to the game, so this is the way we found around it. This means, that anyone who follows the link will be able to test this version of the game. It does not in anyway change our promise to the people who bought the game before our announcement on August 26th. If you did, you will still get the game for free upon release directly in your Steam library. This download is a once off and will not be updated with bug fixes or anything else.
Restrictions on pre-alpha test
We would very much appreciate if you dont make any lets play videos of the game in its current form or share any game play footage on social media or elsewhere on the internet at this point. Wed also appreciate it if you refrain from uploading the game anywhere else on the internet as well.
Feedback on pre-alpha test
As weve mentioned, were doing his to enable you giving us feedback and helping us make the game even better before we release it on Steam. Ingame (in settings menu) you should find a contact form that goes directly into our feedback system. Please use this with any and all feedback you have. Of course we will try to be as available as possible on our usual social media channels as well. But if you want to make sure we dont miss your feedback, please use the form. If you want quick responses on anything, Twitter will at this point be your best bet for this.
So what does pre-alpha mean?
In addition to whats described above, and what weve previously said about our upcoming alpha release in general, this means: bugs are likely to happen, please let us know about them all story progression might be illogical, for reasons that will become obvious when testing, weve not been able to play through every scenario that might happen through the seasons in the game, please note inconsistencies and logical gaps for us spelling and grammar might be lacking, even though weve worked hard on keeping on top of this, mistakes may have slipped through, were human after all, please let us know about any you find.
Translations
Were humbled and grateful that so many of you have been in touch about making translations for the game. It means the world to us. Well continue to update the files with the latest text files to enable continues translations. Language packs will not work with this solution since thats based on the Steam workshop. When the game is released on Steam you should easily be able to upload your language packs from inside the game. If you have any more questions about this, or any technical issues regarding uploading, please contact us through Twitter or support@progamermanager.com and well get back to you as soon as possible. Looking forward to hearing what you guys think! /Dev team
Hi guys!
This is an exciting day for us. Finally the day has arrived for us to share what we’ve been working so hard on with the world!
Pre-Alpha trial
Introducing the pre-alpha on Steam trial. We’ve tested extensively ourselves, with a smaller group of testers and now we’re ready for testing with a great volume of players. Therefore we’ve decided to release the game as download here. This to be able to gather feedback from our longtime supporters and fans. Originally we’d planned to do a closed alpha on Steam, but due to technical issues, it couldn’t be done over the weekend. We did not want to break our word on giving you access to the game, so this is the way we found around it. This means, that anyone who follows the link will be able to test this version of the game. It does not in anyway change our promise to the people who bought the game before our announcement on August 26th. If you did, you will still get the game for free upon release directly in your Steam library. This download is a once off and will not be updated with bug fixes or anything else.
Restrictions on pre-alpha test
We would very much appreciate if you don’t make any let’s play videos of the game in it’s current form or share any game play footage on social media or elsewhere on the internet at this point. We’d also appreciate it if you refrain from uploading the game anywhere else on the internet as well.
Feedback on pre-alpha test
As we’ve mentioned, we’re doing his to enable you giving us feedback and helping us make the game even better before we release it on Steam. Ingame (in settings menu) you should find a contact form that goes directly into our feedback system. Please use this with any and all feedback you have. Of course we will try to be as available as possible on our usual social media channels as well. But if you want to make sure we don’t miss your feedback, please use the form. If you want quick responses on anything, Twitter will at this point be your best bet for this.
So what does pre-alpha mean?
In addition to what’s described above, and what we’ve previously said about our upcoming alpha release in general, this means: bugs are likely to happen, please let us know about them all story progression might be illogical, for reasons that will become obvious when testing, we’ve not been able to play through every scenario that might happen through the seasons in the game, please note inconsistencies and logical gaps for us spelling and grammar might be lacking, even though we’ve worked hard on keeping on top of this, mistakes may have slipped through, we’re human after all, please let us know about any you find.
Translations
We’re humbled and grateful that so many of you have been in touch about making translations for the game. It means the world to us. We’ll continue to update the files with the latest text files to enable continues translations. Language packs will not work with this solution since that’s based on the Steam workshop. When the game is released on Steam you should easily be able to upload your language packs from inside the game. If you have any more questions about this, or any technical issues regarding uploading, please contact us through Twitter or support@progamermanager.com and we’ll get back to you as soon as possible. Looking forward to hearing what you guys think! /Dev team
Keep up with all the latest info about the closed alpha, please follow our Twitter feed.
Keep up with all the latest info about the closed alpha, please follow our Twitter feed.
Just a quick heads up!
Tomorrow afternoon CET we'll be releasing PGM 2 as closed alpha to our longtime supporters and fans.
Stay tuned for more info as it happens.
/Dev team
Pro Gamer Manager 2
Millenway
Millenway
2017-10-05
Strategy Simulation Sports Singleplayer EA
Game News Posts 21
🎹🖱️Keyboard + Mouse
Very Negative
(144 reviews)
http://progamermanager.com
https://store.steampowered.com/app/656530 
The Game includes VR Support
Pro Gamer Manager 2 Linux [4.06 G]
Pro Gamer Manager 2 is incomplete and currently in a alpha stage.
PGM 2 puts you in charge of creating your very own successful e-sport organization. To achieve this you, as Manager, need to take good care of your Pro Gamers physical and mental health to make sure they can deliver on match day. If they do, your team may survive another day in the dog-eat-dog world of professional e-sport.
- Build and customize your own house according to your own dreams and your Pro Gamers needs. Build a toilet to avoid accidents. Make sure the fridge is well stocked and the beds comfy to keep everyone at their best.
- Choose how your Pro Gamers should improve their performance in the area you find most important using the attribute points.
- Name and design the logo for your team.
- When you’ve taken care of the Pro Gamers earthly needs it’s time to embark on the road to stardom. Choose the lineup that will perform best right now and enter the arena. Do you prefer the bad shooter that has great leadership skills or the pro gamer with lightning fast reactions but with a real bad temperament?
- Join your Pro Gamers as they face off against the other teams and help them make the right choices to win the match. Throw a grenade to clear out the enemy. Position your units to your advantage. Charge in head on or set up ambushes for your unsuspecting enemy.
- Join the Pro Gamer League to gain fame and fortune as your team fights to become the top team of them all.
The current version of Pro Gamer Manager 2 is a alpha version of the game.
What does this mean? It means that PGM 2 is still in its early stages of development. We have completely rebuilt the game from its predecessor, so this is a completely new game. It’s built on the original PGM idea and it’s designed to be developed through an early access process.So what can you expect from PGM 2 in its current form?
While there are final and core game play features implemented, there are many that aren’t or will need to be tweaked.
- Bugs and crashes are to be expected.
- There might be performance issues for some players.
- And more.
This is all part of the development process and we’d love for you to join us early on, on this road to finish the game. So if you think our gameplay is enough for you to want to back PGM 2 in its pre alpha stage, we’d love your support. Otherwise we recommend you to wait until we’ve come further along in the development process when the game is more stable and we’ve implemented additional gameplay and other content. We’re committed to making PGM 2 the best game it can possibly be and having you join us on this journey is a vital part in making this happen.
- Processor: Core 2 DuoMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 3000 with 384 MB of RAM
- Storage: 4 GB available space
[ 5950 ]
[ 1903 ]