Patch 1.1.4 — 11 October 2026
The biggest update since August: match replays you can save and share, a kit editor, roster buyouts, a trophy room, a glossary of the whole game, Major sticker money, a new world ranking and a long list of smarter decisions in the live match. Everything below changed since 1.1.3.1.
New features
Match replays
Every live 3D match is now recorded, map by map. The last screen of a match gets a Share button that saves the match as a file: pick the smoothness, the maps and what goes in (grenades, shots, sounds and casters, the camera, logos and photos) and see the exact file size before you save.
Also you can set up an autosave option in the settings that will save your match automatically into \\AppData\\LocalLow\\NeuronaGames\\EsportsManager\\Replays folder after you click "Continue" button right after simulation.
A new Replays menu under Workshop lists your saved matches with date, teams, score, maps and length. The viewer needs no career: seek, speeds up to 8x, pause, free or automatic camera, round plates, half and overtime screens, a map switcher and the final statistics. Fog of war in a replay shows exactly what each side saw.
Club kit editor
Dress your club in its own kit: eleven garment cuts, colours, patterns, your own PNG, and the crest, flag and sponsors placed anywhere by dragging, rotating and scaling, with layers, undo and redo. The shirt appears on the club page and the sponsors page. Kits are cosmetic and do not change sponsor money.
Kit sets can be shared through the Workshop and are matched to clubs by name; a club's own kit always wins over a set. Browse, search, try a set on as a draft, or build your own.
Roster buyout
Bid for another club's starting core, three to five players, straight from its club page, an academy's five included. The seller answers by letter within a few days and you confirm from the inbox.
The bid window shows the five players, the seller's ranking history, a strength comparison, a premium slider, the seller's willingness with every reason behind it, and what the deal does to your budget and wages. Buy three or more of the five and the seller's ranking points move with them; the seller's sponsors may follow, each with its chance shown before you bid.
The bought players start, your own starters step down to the bench, and anyone beyond the squad limit of ten is released with severance. Every rule that stops a normal purchase stops a buyout too, and a waiting bid can be withdrawn.
Trophy room
The club page opens a trophy hall: every honour stands in one row ordered by its worth, the greatest on the tallest plinth, lit from above and reflected in a marble floor. Filter by placing, tier, year or text; a trophy's card names the five who won it. The club page itself opens much faster.
Glossary
A library of 124 articles in all 21 languages explains every system of the game: attributes, mood, finances, the ranking, transfers, the live match and more. Open it from the main menu or from the left menu. Articles link to each other, the search reads every word, and attribute articles have a 0–20 slider that shows what each level means.
Major audience and sticker money
Major matches now have an audience, shown live in the corner of the match. Every club that plays a Major gets a sticker set with its players' autographs, sold for 12 months and closed with a fire sale; the money arrives monthly and has its own tab in finances.
The organization page holds a shelf of the club's stickers in every rarity, an enlarged view and the facts of each tournament. The money depends on how far the club went and how many people watched, and a five from countries with a big player base brings its own crowd. AI clubs collect their sets too.
Academy budget
The academy has its own purse with the same five budget baskets as the club. It earns its own tournament prize money and the fees for its sold players, and pays its own wages, signings and severance.
Move money between the club and the academy with the new Club/Academy switch in the finances window. If the academy's wages run short, the club covers the gap at the end of the month and tells you. Closing the academy returns its money to the club.
Selling and trading bases and devices
A base or device can be sold for its current value, and buying a new base trades in the old one: the credit is shown on the shop card, in the order and in the shop's letter. Every paid item loses 1–2% of its value per week.
Base prices climb one clear ladder again, from 30,000 for the first room to 25,000,000 for the penthouse, and a better base always costs more. Shops in existing careers are put right on load; bases you own keep their price.
New world ranking (as in real life sports)
ERS is recalculated every day from the last six months of results, weighing who you beat and how. No club ever drops below 400, and a club is ranked only after five counted matches with at least one win. Lower tiers count for less: Tier 2 half, Tier 3 a quarter, Tier 4 a tenth.
The ranking belongs to the players: when three of a club's five leave, its points go with them. Top-32 clubs resist selling their core, and a warning tells you before you break yours. A club's rating follows its place in the ranking.
Match screens show the ERS each match earned; it is counted when the tournament ends. The results letter shows every club's ERS change and place before and after, and explains when a club placed lower climbs higher.
New email design
Key emails are rebuilt as rich cards. The analyst's monthly report: record, form, every match with flags and crests, maps, player of the month. The daily transfer news: a podium of the biggest fees, each player's last five maps, the clubs that spent and earned the most, your own deals included.
The CFO's finance report: where the money came from and went, a month-by-month chart, and every category down to its transactions. The pre-match analysis: the opponent's expected pick and ban, his map pool by threat, his rounds per side. The tournament results: podium, prize split, full table and the MVP.
Map veto with club identity
Every club has three standing map picks and three bans and plays them in the veto, in Bo1, Bo3 and Bo5. The veto asks for your side after the opponent's pick.
AI clubs are genuinely stronger on the maps they pick and weaker on the maps they ban: a small edge that decides maps between equal clubs without overturning a real gap. Clubs born during a career get a map identity of their own.
New career options
Choose the year your career starts, from 1970 to 2026: the calendar and contract terms move with it, and people too young for that year are replaced.
The founding agreement has a new option, "Only players from the organization's country": your club signs only compatriots, staff can come from anywhere, and the scout follows the rule. A club built with "Fill with free agents" now starts with one AWPer and four others.
Smarter live match
Dozens of decisions in the 3D match were reworked: players turn to a teammate's killer, hold angles towards the enemy, pick up better guns, share money for rifles, hold the bomb after the plant, retake together and stop standing in fire. The full list is in the Live match section.
Live match
Buying
A player who survives with an AWP, AUG or SG keeps it; the gun no longer vanishes when nobody picks up a hand-over.
A CT who picked up an AK keeps it for the next round.
On a round the money does not survive (the end of a half, the opponent's map point, an overtime match point) the team buys at least a force, and a force buy can include the top rifle.
Teammates who can afford it buy rifles for players stuck with a Galil, a Famas, an SMG or nothing; the receiver spends his own money on armour and grenades.
The sniper stops saving for an AWP when there is no next round to buy it in.
The side that lost the pistol round forces as often as real teams do.
Attack
The bomb carrier plants on a site the team holds clear instead of waiting for a straggler, and is no longer called away from it.
After the plant attackers take spots that see the bomb, each covering a different entrance, throw molotovs at defusers and smokes at entrances, and contest the defuse.
The last attacker runs to the bomb when time is short or a defender is on it, instead of arriving as the defuse finishes; in a clutch he faces the last enemy.
The attack walks back to a dropped bomb instead of the map centre.
A round that is already lost is abandoned and the rifles are saved for the next one.
Fake tactics show the false site, then hit the real one; Double Pump A is renamed Fake A.
The bomb carrier picks a site the defence was not seen at only if he can still reach it in time.
Defence
"Hold Positions" tactics now hold their positions early in the round.
A defence that is clearly ahead holds instead of chasing the last attacker.
Retakes weigh wounded attackers, choose the entrance by the whole route to the bomb, and the first player waits a few seconds at the door for a teammate.
A kit holder takes over a defuse from a teammate who cannot finish it.
Cache: the defence has a real mid player, and the Retake B tactic is played again.
Awareness
A player turns to a fresh enemy sighting near him in any state but planting or defusing; a sighting a teammate already covers is left to him.
A waiting player answers the shot that killed a teammate by turning to the nearest open line in that direction.
Waiting players rotate between the best forward angles towards the enemy or the nearest site, never back, and favour passages where enemies were seen earlier; two players no longer hold the same passage.
A player walking away from the contested site glances back at it; after the plant one attacker guards his own side's way in.
Plants and defuses make a noise the other side hears, and a loud enemy at arm's length is noticed outside the view cone.
A head above low cover can be seen and shot.
Grenades are thrown on information, never blind.
Aim suffers when a player is hit or faces two or more enemies.
The look while walking never points into a wall, and corners are pre-aimed.
Fire and movement
A molotov near a group no longer freezes everyone for its whole burn: players keep checking their angles. A player inside fire walks out, and smokes his own feet only when there is no clean way out.
Players do not walk under their own team's molotov in flight, fire does not burn through walls, and a teammate's body no longer traps a player in fire.
Players no longer wedge against boxes and railings, and several players sent to one spot spread out.
Snipers pick up an AWP lying at their feet; any player goes for a clearly better gun nearby when no enemy is known to be close; a CT without a kit picks one up on his way.
The end-of-round window lasts 7 seconds.
Maps
Ancient: the A site wall, the crate on the B ramp and the mid half walls can no longer be seen or shot over.
Mirage: the mid wall no longer shows the ledge.
Anubis: the water parapet can no longer be shot over;
Dust: neither can the attack spawn wall.
Cache: no more shots through the two mid houses and the container doors.
Dust: the attack reaches B through the upper tunnels again. Nuke: the A–B vent is walkable, and the Secret stairs no longer end in a dead end.
Spawn markers and a Dust poster are no longer solid; the Train A plant point lies inside the site.
On screen
Fog of war no longer shows enemies at their spawn at round start.
The death mark is drawn over stairs and railings instead of being cut by them.
The vision cone ends where walkable ground ends instead of running off the map.
The viewer counter sits in the top-right corner with the kill feed below it, and the LIVE chip fits its word in every language.
The kill feed shows the right name for a team kill.
The card in the middle of the top line follows the in-match replay.
The statistics window jumps to a kill mid-round, and the round waits for a replay to end.
The map and match MVP go to the highest rating; surviving a timed-out round is credited to the right round.
Transfers and contracts
Player prices and wages are 25% lower, and players above a typical starter improve 20% more slowly. Existing careers are rescaled once on load.
A player's price no longer changes when he moves between the academy, the bench and the starting five.
AI clubs no longer leave players listed far below their worth, and a listing comes down after six months.
You can loan out as many players as you like; AI clubs keep their cap.
An AWPer you list late in a career now finds buyers like any other player.
A player whose contract expired at his club can be signed by anyone for free.
An agreed sale, loan or renewal survives moving the player between the club and its academy.
An agreed purchase reserves the player against AI loans; a deal whose player has left is cancelled before the fee is charged.
A player who cannot return from loan to a full squad gets a clear letter from your club, in every language.
Loans to AI clubs: letters read as a loan and a return, not a farewell; the player asks no contract length; the fee is booked as a loan fee; the club is not told a member left.
A player whose wage ask the deal already meets simply agrees.
A club may renew a player in the six weeks after his move, and renewal talks reach contracts shorter than 30 days.
A player in the six weeks after his move no longer complains about the bench.
Your own deals appear in the daily transfer news, and deals waiting for it survive save and quit.
Clubs playing a tournament neither buy nor borrow players.
No moves between a club and its academy while either plays a LAN.
A Tier 1 runner-up or a Major semi-finalist is frozen from the moment it is knocked out, so it no longer bids for your player and withdraws the same day.
A free agent who turns down a club below his level names the bar, and an equally strong full squad counts.
The scout no longer advises signing a staff member, and his tips never name a player already in a transfer.
Club, sponsors and finances
The sponsors page has a working filter: search, kind of business, status, "reward waiting" and tier, with a count of matches.
Club and sponsor descriptions are translated into every language, and 29 sponsors got new names.
The finance screen counters say they cover the current year.
Selling an item paid its full price instead of the value shown, and selling or installing an item with the base window open crashed it: both fixed.
The CFO no longer asks for more sponsors while an offer awaits a reply or for 14 days after a sponsor answered, and his "more sponsors" promise can be kept at the six-sponsor cap.
Sponsor objectives: "win maps after trailing" asks for what a season can give, a map counts once, and "win after losing in a series" says it means a comeback.
Achievements: Dream Team needs five starters at four stars, Coaching Hire a four-star coach (managers who already signed one receive it), Rising Star a four-star prospect; Financial Cushion is granted to clubs already past the line.
Injuries and illness no longer start while your club is still in a tournament.
Players returning from a loan now keep the language cohesion they had built with their club. Time spent on loan counts as time together, so the cohesion bar no longer drops back and takes another six months to recover. Teammates signed while the player was away still build cohesion with him from their own arrival date.
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A free agent signed by a club that once loaned him out is now treated as a new signing, not as a player coming back from loan: cohesion starts fresh and the usual post-signing period applies.
Note for existing saves: a player who is already out on loan when you update will lose his cohesion once more when he comes back. Every later loan works correctly.
Scrims: only a day with your own official match closes them; entering an event no longer blocks invites; a starter at a PR event plays scrims at 80%; academies and disbanded clubs send no invites.
Tournaments and AI clubs
T4 qualifiers add a play-in round, so lower clubs get matches; a club and its academy share a T4 seat, and it goes to the squad that has waited longer.
Tournaments that finish in the morning count before the day's registration, invites and seeding.
Quick-match odds favour the stronger club more clearly, T1 qualifiers are Bo3, and up to two idle top clubs join each T2.
Impact rating is linear: a bad game now rates as low as it was. Existing careers are converted once on load.
Reputation follows skill and honours and is recalculated monthly; lower-tier titles are capped, and Legend needs a Major or a top-20 place.
AI clubs give the captain's armband to the best leader of their five.
Every retirement is answered with a new young player, so the world no longer shrinks over the years.
The opponent's crest next to Play match no longer disappears on some match days.
The end-of-match screen no longer shows a scoreline that contradicts Victory or Defeat.
Tournament cities are named in your language: list, page, trophy room, stickers and letters.
The tournament arrival letter no longer claims the first match is today.
Interface
Hovering a player's honour shows it enlarged, with the rank on top-20 medals.
A player's tournament history scrolls through the whole career.
Scouting filters: range bands on every row, a gender filter and a live count of players found.
A click on the year figure of a squad card switches it between KDA, K/D and rating; the choice is remembered per player. Squad stars use the 0–20 scale.
The attribute tooltip shows the base value, buffs, penalties and the actual value.
The home ranking shows the place change for any jump.
Chats get a "Don't answer" button, so an open chat never locks the day; activities in chats quote their length and return date; a double click no longer posts an old reply.
The low-form warning is measured from each player's own level and says "below their usual level".
The training screen no longer fills with placeholder players when one card fails.
Base names are translated in the shop, nine missing countries are added, and colour names fit on one line.
The club creation screen: a click anywhere on the "Fill with free agents" row switches the choice.
The map veto names a Bo3 and a single map correctly in Russian, Ukrainian, Polish and Slovenian; eleven wrong words in other languages are corrected.
The main font no longer lets letters overlap.
A tooltip hides when the game window loses focus.
The squad, tournaments and home screens open faster.
Saves and stability
Saves reach the disk before they replace the old file, and a save the disk has no room for is refused before it overwrites anything.
Saves are kept safe on startup even when their version mark cannot be read.
Custom tactics are no longer lost to one bad read of their file, and the main menu says when the file could not be read. Deleting a custom tactic no longer copies the default ones.
An unreadable save is listed as corrupted instead of vanishing.
Custom databases: huge prize funds, broken numbers and other date spellings no longer break the world.
The Workshop catalogue no longer fills with blank rows.
Days run faster, the freeze on the first of each month is gone, and career files are much smaller.
Clubs left behind by an interrupted tutorial send borrowed stars home on load.