- Full manager sim: 28 orgs / 168 players, calendar, transfers, youth scouting, loans, training, board confidence - Simulation Mode with real-time micro-engine (live.js): A* pathfinding on map geometry, raycast ballistics (spread/falloff/armor/headshots), smokes/flashes/HE that matter, plant/defuse/retake AI, clutch detection - Canvas renderer (viz.js): follow/radar cameras, HP bars, CS2-style kill feed, callouts, synthesized Web-Audio SFX, speed x1-x3, AUTO-SPECTATE hands-free series playback - Round results flow from the firefight back into the career engine (score, economy, box score, MVP) - Playwright + Node VM test suites included (test/, plus external pwtest harness)
7.0 KiB
🎯 CS Manager 2026
A deep, single-player Counter-Strike esports organization manager — inspired by games like Esports Manager 2026. No story mode, no game-over screen: just you, your roster, and the long road to legend.
▶ Play
Open index.html in any modern browser — or serve the folder:
cd counterstrikemanager
python3 -m http.server 8080
# → http://localhost:8080
No build step, no dependencies, no network required.
🕹 Features
Career
- Take over a real organization (NAVI, Vitality, Spirit, FaZe, G2, Falcons, The MongolZ, MOUZ, Astralis, Liquid + tier-2/3 clubs) with authentic 2026-era rosters and roles…
- …or found your own org and draft five semi-pro prospects. Legend-tier start.
- Three difficulties (Rookie / Pro / Legend) affecting budget, wages and rival aggression.
- Sandbox forever: season rollovers, aging players, no forced ending.
Simulation Mode (the showpiece)
When your match day arrives, step into the server:
- Interactive map veto — ban & pick against an AI that knows its own map pool.
- LIVE tactical simulation — rounds are no longer pre-scripted theater: a real-time micro-engine fights them out on top-down renditions of Dust II, Mirage, Inferno, Nuke, Ancient and more.
- A pathfinding* around genuine map geometry — walls, doors, corridors, crates as cover
- Raycast ballistics: spread that grows with movement and range, damage falloff, armor, headshots (⌖), wall sparks and smoke puffs on misses
- Utility that matters: smokes physically block line of sight, flashes blind anyone facing them, HE deals radial damage; executes are scheduled by your tactic (fakes smoke the other site first)
- Real roles & brains: CTs hold angles and rotate on contact, attackers group, fake, execute onto a site, plant (3.2 s, interrupted by pressure), post-plant positioning, CT retakes with defuse (9 s)
- The round result — winner, every kill with weapon, damage per player, clutches — comes OUT of the firefight and is fed back into your career economy and box score
- Synthesized SFX (gunfire, AWP boom, plant beeps that accelerate, C4 explosion, win stings), CS2-style kill feed, FIRST BLOOD / CLUTCH callouts, HP bars over agents
- Watch it your way — 🎥 follow-cam or 🗺 full radar, ⏩ speed x1/x2/x3, per-round Skip, Simulate-rest, or full 🤖 AUTO-SPECTATE: one button plays the entire series hands-free (auto veto by affinity, auto buys/tactics) while you just watch.
- MR12 round-by-round play — call every buy (full / force / eco), pick tactics (fast execute, patient default, fakes, site stacks), burn tactical timeouts to break opponent momentum.
- A living economy — loss bonuses, save rounds, pistol rounds, OT at 12-12 (first to 16, 19…).
- Clutch moments — 1vX attempts decided by player clutch attribute; kill-feed events narrate every round.
- Smart opponents read your tactic patterns via their analysts — mix it up.
Prefer to delegate? ⚡ Quick Sim lets your coach play out any match instantly with full box scores (K/D/ADR/rating, MVP).
Squad & Development
- Seven attributes per player (aim, positioning, clutch, utility, gamesense, movement, communication) weighted by role — IGLs are built differently from AWPers.
- Form, morale, motivation, fatigue, injuries, hidden potential, personality traits.
- Weekly training plans per player: focus (aim/utility/tactics/teamwork/movement/rest/media) × intensity. Hard work grows skills but piles fatigue → overuse injuries.
- Bootcamps for chemistry, academy graduates when you run dry.
Talk Module
One meaningful conversation per ~10 days per player: praise, motivate, discuss role, demand professionalism, hint at a raise — or make a starting-spot promise you'd better keep. Outcomes depend on personality and tone.
Squad Building
- Youth scouting camps ($80K): scout three generated prospects (potential scales with club reputation), sign one to a three-year academy deal.
- Academy auto-promotion keeps every squad fieldable; rosters cap at 8.
- Career milestones: 10 unlockable achievements (first win, trophies, TOP 10 / #1 world, $1M bank, superstar signing, academy graduate, Grand Slam…) with inbox notifications and a dashboard tracker.
Transfers & Contracts
- Free agency, transfer listings with asking prices, AI-to-AI moves, incoming bids for your stars (they can expire!), wage negotiations with signing bonuses and rejection counters, releases with severance, expiring-contract drama.
- Two transfer windows per season (spring day ~150-230, winter from ~300) gate all AI transfer activity; the Transfer Center shows live window status.
- Development loans: send young bench players to lower clubs for 90 days of playing time and faster growth.
- Market values react to overall rating, potential, age curve, form, morale and contract length.
- Weekly training reports land in your inbox so development is never invisible.
Tournaments & Rankings
- A full annual circuit: BLAST Bounty, IEM Katowice, EPL, IEM Melbourne/Dallas/Cologne/Chengdu, the Budapest Major, Esports World Cup, Thunderpick, Elisa Masters, CCT and the BLAST World Final — with prize money, entry cutoffs by world ranking and wildcard lotteries.
- Live brackets progress day by day even when you're not playing.
- World ranking points (placement-weighted, decaying), movement arrows, season player leaderboard.
- 💎 Grand Slam: win 4 elite events consecutively within a year for a $1M bonus.
Business
- Weekly wages, ops costs, merch/streaming income scaled by fans, monthly sponsor payouts.
- Sponsorship offers arrive based on ranking/reputation — three partner slots.
- Board confidence reacts to your own recent form vs expectations and financial health (warnings only — no firing screen, this is sandbox).
- Dashboard shows live season objectives (ranking target, finances, board) with progress bars, and Rankings keeps your season-by-season history.
💾 Saving
Autosaves weekly to localStorage, manual save anytime, plus JSON export/import for backing up or sharing careers.
⌨️ Shortcuts
- Space/Enter — advance one week
- Esc — close modal
🗂 Project layout
index.html shell & screens
css/style.css dark esports theme
js/util.js RNG/format helpers, ratings, value model
js/data.js teams, players, staff pool, maps, 2026 calendar
js/game.js world sim: time, finances, training, transfers, events
js/match.js round engine + quick-sim + interactive SimSession
js/ui.js screens, modals, simulation overlay rendering
js/main.js boot, save/export/import, shortcuts
test/ headless engine smoke tests (node)
✍️ Notes
Rosters approximate the 2025–26 scene; attributes are hand-tuned estimates for gameplay balance, not official data.