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On League changes and the direction of iGP

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medal 5170 CEO & CTO
12 hours ago
It feels like the right moment to step back and address the recent league changes clearly, calmly, and in one place, and to explain what they mean for iGP moving forward.

First, I want to acknowledge the time and energy many of you have invested over the years in building leagues and communities around the game. That commitment matters. I understand why changes to long-standing systems naturally raise questions and concern, and there have been calls for greater transparency. That’s what I want to provide here. I can’t share every internal detail, but I can offer a clearer and more grounded picture than has been available so far.

There have been periods in recent years, where keeping iGP moving forward required personal backing from me, and I chose to do that because I care deeply about the project and the community around it. Long term, however, the game needs a structure that can stand on its own, properly support development, and grow without relying on temporary fixes. The recent changes are about putting that foundation in place. We explored other approaches in the past, but this is the direction that finally aligns sustainability with the depth and quality the game deserves.

Right now, my focus is on making sure this update settles properly. I’m working continuously to improve stability, expand features, and build out the systems introduced here so their value becomes clearer over time. I fully understand the frustration that not enough visible features landed immediately to offset changes like league boosts, and I want to explain why this step still mattered and is the right one.

Why leagues had to evolve

For a long time, iGP supported an unusually high level of free league customisation. That flexibility allowed small groups of managers to create highly tailored experiences for 10, 20, or 50 people, and that helped many micro-communities thrive.

Over time, however, that same flexibility began to work against the wider ecosystem. Each additional rule, exception, and configuration added complexity behind the scenes and made the game harder to move forward as a unified platform. Development effort became fragmented, and the community gradually separated into many smaller, self-contained pockets. While those leagues often functioned well in isolation, the overall structure became increasingly fragile. Without intervening to stabilise that direction and invest in a more sustainable model, the long-term viability of the game would have been at risk.

We explored several ways to address this over the years. Changes like the Rookie sprint tier were introduced to improve retention, and Tokens were expanded to help support development. Consistently, though, the feedback pointed in the same direction: less emphasis on side systems, and more emphasis on depth, precision, and control within leagues.

That brought us back to a fundamental question: how do we make depth sustainable, rather than something that limits the game to a collection of small, disconnected groups with no room to grow?

The new flat league model, with optional boosts for additional depth, is the answer we arrived at. Core participation remains free, while deeper customisation is treated as a shared service. Any cost can be covered by one person or split across a league as needed. No one is required to pay to race or compete. Boosts are also available through normal gameplay, including new areas such as the Daily Donut.

This structure allows development in the areas the community values most to be properly supported over the long term.

At the same time, we are deliberately scaling back monetisation elsewhere. Tokens have already been removed from team colours and logos, and the upcoming Chassis Supplier system will not resemble the Engine Supplier model. The shift in direction will become increasingly clear as these changes roll out.

What this unlocks going forward

This is where I want to look ahead.

With a more sustainable foundation in place, the focus can move decisively toward building. That means better league hosting tools, more flexibility where it genuinely adds value, continued refinement of racing systems, and features that have been requested for years but were difficult to justify previously.

It also allows us to keep reducing reliance on performance-based monetisation and invest instead in gameplay depth, stability, and long-term growth. The goal is to give the community room to expand without breaking under complexity. We now have a simpler, unified system that works well for most players, and even in the first days since launch it has already led to fuller grids and more active racing. Sprint races too, are more enjoyable in my experience during the day. These dynamics will only improve once we start marketing.

Clearing up the “pay-to-win” angle

The term pay-to-win is being used very broadly at the moment, often to describe anything that can be purchased, regardless of whether it affects performance.

Adjusting league rules, hosting more races, or racing daily does not create a competitive advantage within a league. Outcomes on track are still determined by management decisions, strategy, and execution.

If anything, the game has moved firmly in the opposite direction. Drivers and staff now operate on a unified level scale, systems such as ERS and DRS have been equalised across levels, and long-standing level-based or purchasable performance gaps have been greatly reduced.

One additional point worth addressing is that the research formula appears to have reverted during the update. We’re perfectly open to reversing that change, and this is exactly the kind of constructive feedback that helps improve the system.

What happens next

In the near term, priorities are clear:


  • Fixing stability and visibility issues

  • Improving league hosting options and defaults, e.g. offline leagues, hardcore / realistic car setups and other long requested features will be among the first additions

  • Rolling out Chassis Supplier and other new features in a way that adds gameplay depth

  • Iterating and refining everything based on the feedback you’re providing now

  • Treating this as a new foundation for an evolving platform



Moving forward together

Feedback matters, and disagreement is part of a healthy community. What helps most is keeping that feedback focused and constructive, so it can directly inform what comes next.

The foundation has changed, but the purpose has not. iGP remains about thoughtful management, competitive racing, and communities that care enough to engage deeply with the game. From here, the focus is on delivering on the potential many of you already see, and that we are committed to building.
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medal 5098
6 hours ago Translate
Hi Jack,

First of all, thank you for taking the time to explain the reasoning behind the recent changes. Many of us who have been around for years remain here because we genuinely believe in iGP as a game that, at its core, has always been free and accessible to everyone — something that is becoming increasingly rare elsewhere. For that reason alone, a large part of the veteran community will continue to support the project.

That said, it is also important to be honest: this update should have been more thoroughly tested before being released globally. The launch was chaotic, and that damaged the experience at a very sensitive moment for the game.

I want to speak not only as an individual player, but as the administrator of the Intercontinental Series, a community of 300+ active managers competing under the same structure. What unites all of them is that they all started the same way: as rookies. From different parts of the game, different paths — but with a common origin.

I fully agree that iGP needs to renew itself and attract new players. Change is necessary. Some decisions made earlier in 2025 were, personally, difficult to accept, but I can now see that several of them are being adjusted in the right direction.

One change in particular deserves strong recognition:
the requirement of 3 SR to access leagues.
In my view, this is one of the best decisions you have made in a long time. Getting rookies into leagues as early as possible is absolutely the right first step.

Regarding the league system overall, I agree with the core idea: the game must be economically sustainable on its own. But for this to work properly, changes must be gradual, step by step, and — more importantly — they must exist within a framework of real, global competition, something iGP still lacks.

In most successful competitive games, global competition is what motivates players to improve, stay engaged, and eventually spend money because they feel part of something bigger. In iGP, that global layer does not truly exist. At present, we only have Host Leagues, and that is not enough. In my opinion, this needs urgent attention.

If the entire community were competing within a shared global system, all striving to reach the top, I strongly believe we would see happier managers and much healthier engagement.

Global competition is the strongest incentive possible.

I would seriously consider introducing a new unified global competition — for example, a ladder system similar to Clash Royale. One 50% race per account per day, grouping managers from all over the world, divided into ranks, rewarding top performance while encouraging lower-ranked players to keep competing and improving. This would be a major step toward a true global competitive ecosystem.


About iGP Leagues

I really like the idea behind iGP Leagues, and I believe it clearly moves the game in the right direction. However, I think the system could be further improved with a few adjustments:

Clear hourly structure:
Ideally, there would be only 24 iGP Leagues, one per hour of the day. For example, a single iGP League at 22:00. Once that league reaches its maximum capacity, the system could automatically create a mirrored league, or redirect the manager to a Host League running at the same time. This would organize the system and concentrate competition.

Full visibility of iGP Leagues:
It would be extremely valuable if all players could see how many iGP Leagues exist in the game and watch their races. This could be integrated into the leagues section. For me, this is very important: hosts could observe how new players compete. For example, a host from a British league could discover a future star there.

Mentorship system for new players:
This is an idea I suggested several months ago. Veteran players want to help. A mentorship system would be a huge step forward.
Managers of level 30 or higher with more than 500 races could qualify as mentors. Mentors would receive daily assignments of new players, either through a new internal group chat (to be developed) or via the existing in-game messaging system.
The mentor would help the new player in all areas of the game: strategy, development, leagues, and common mistakes. The new player would receive real guidance, and the mentor would receive tangible rewards, such as an extra weekly token or another benefit.
Veteran players want to contribute to the game, and this system would be a direct and positive way to do so.



---

Returning to Host Leagues: I agree that a general overhaul was necessary. However, I believe hosts should have more structured ways to financially support the game in exchange for meaningful league features. For example, allowing a host to pay a seasonal fee to officially manage 3, 4, or 5 divisions within the same league, with proper in-game support and approval, would be highly beneficial.

This would naturally lead to fewer leagues overall, but much stronger and more unified competitions, while directly supporting the game. Personally, I admire models such as the Premier League, Bundesliga, or La Liga: single, unified competitions that succeed precisely because they concentrate talent, visibility, and prestige.

The direction you are describing makes sense. The change in foundation is understandable. But the next critical step for iGP is global competition, visibility, and unification, not just structural sustainability. That, more than anything else, is what can take the game to the next level.

Thank you for reading and for continuing to engage directly with the community.

Balerion
Administrator, Intercontinental Series
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medal 5219
3 hours ago (Last edited by Aldo Bertorelli 1 hour ago)
Hi Jack,

first, thanks for your hard work. Don’t focus too much on the negative, people don’t like changes.

In part I disagree on the pay2win part. While you can’t gain on-track performance by paying you can now gain HoF reputation by paying to repair your car and do lots of sprint races and participate in 3 leagues. Those players will get loads of reputation and get in the top positions of the HoF. For me this also fall under the category of pay to win. It’s just something I wanted to point out, it’s not negative nor positive.

That being said, I fully support your work and decision. While many don’t like the change I think this is a solid starting point, although you shouldn’t underestimate testing before such a big release. Simple bugs that we had just ruined the experience and augmented the negative feedback. So don’t throw away the idea about testing someone posted a few days ago.

I also suggest you should do some league races and see for yourself how the game performs and focus on the w2w part, so you understand what people mean and in what way it can be improved (maybe you’re already doing it, I don’t know, but it’s worth mentioning). Especially backmarkers are a pain, if you’re fighting for position against your rivals and tou get a backmarker in your way in a corner the driver just brakes an absurd amount and you lose lots of time. As I said, try a few races for yourself and you’ll see what I mean.

Also you could give the option to choose between 2 different day formats in free igp leagues: daily (like it is currently) and 5 days a week (no weekends). Sure it’s a little more fragmented but you would cover a large amount of players.

Another thing I would like to point out is the atrophy. It’s probably too high. After each race drivers lose 1% of a stat and after the season (which is only 15 races in igp leagues, way enough time to recover) each stat loses 10%. It’s way too much, this needs a little tweaking to make it balanced. Also the most penalized players would be new players and they could get very demoralized if they experience it.

Anyways, what matters most now, is that you focus on stability and quality. Please don’t bring any new features before the core game has reached a high quality level because if not fixed now it’s not going to get fixed later and building the game on a unstable system is not the best way to go.

These are just a few points that came on my mind. I’m not criticizing or anything. I genuinely care about the game and I want to support you and I think this could be appreciated feedback.

Edit: 
Research formula: as I suggested in a different forum page the research should be based on the level of the design facility in the HQ.
Players who have a higher level of the facility will make more DPs and therefore they should get less research power. And the other way around. Nevertheless it shouldn’t be balanced. People with naxed out design facility + good research technic should still have more DPs in total to encourage people into actually upgrading the facility. 
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medal 5497
3 hours ago
Thanks for the long explanation Jack and all the work going on. I would also like to add some things:

Daily donut seems like a good way to get boosts. It looks like there's two chances to win one. I think this could be communicated more.

I like the W2W, for the most part. The issues I personally have right now is that I'm in China until February; the WebGL viewer takes a minimum 45 minutes to load, and even if I use the Windows App/Mobile I am plagued by lag. Needless to say, my experience as a player comes from the setup, the league community, and not the races so much (I'm a pretty bad player anyway!) However, backmarkers are a real issue here, and for the moment there are still plenty of inactive players in leagues that haven't finished yet, so they are constantly, but inconsistently, holding the lead cars up.

Regarding the leagues; I've made this suggestion elsewhere... I think the new structure sounds good, and will work I'm sure when it's ironed out. But I think it should not affect 'hosted' leagues, and those should be left alone to thrive as they did - and not in any way contribute to the Hall of Fame or other shared rankings. Certain customisations can still be behind boosts, but I do think hosted leagues schedule should be free.
By default, all players should be placed in an iGP League, then when a manager reaches a certain level, they can join a hosted league too, and later host their own (so they can be in both an 'iGP League' and a 'Custom' league, maximum 2 without being VIP).

Which leads me to another point; there is an element of Pay-To-Win in the VIP package I think. It allows a manager to join up to three leagues and gain XP from them. That means a manager with VIP status is gaining XP 3x faster than those without, and with the new level 40 limit or for new managers... that becomes a huge advantage.

Which again leads to my next point; level 40... and any further raising of the bar. This really needs to be scaled back. It will literally take _years_ to reach level 40. And whilst the higher level doesn't equate to direct advantages due to the changes, it does bring a lot of other advantages such as parts, office, youth, tech...
New players are not going to want to wait so long before they are able to get to that level.
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medal 5930
2 hours ago Translate
Muchas gracias por todo tu trabajo y a mí personalmente no me desagrada todavía, se que lo que estamos viendo no es la realidad del futuro del juego, aunque ahí parámetros que todavía no veo tan bien. Al igualar el drs, entiendo a qué se da menos valor a que se mejore la sede así como todos seremos iguales será menos gestión, habría que buscar un punto intermedio en todo esto y seguir viendo cómo evoluciona. RESPECTO A LA LIGA Y AL JUEGO: NECESITAMOS AYUDA UN POCO URGENTE, NO PUEDO AÑADIR COANFITRIONES, NO PUEDO EXPULSAR A MANAGERS INACTIVOS, NO PUEDO RECOGER LOS DONUTS YA HE PROBADO LO DE BORRAR CACHE, DATOS Y EL JUEGO Y NO FUNCIONA... ALGUNA SUGERENCIA??
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medal 5284
1 hour ago (Last edited by Eduardo Calvo 1 hour ago) Translate
Sergio
Muchas gracias por todo tu trabajo y a mí personalmente no me desagrada todavía, se que lo que estamos viendo no es la realidad del futuro del juego, aunque ahí parámetros que todavía no veo tan bien. Al igualar el drs, entiendo a qué se da menos valor a que se mejore la sede así como todos seremos iguales será menos gestión, habría que buscar un punto intermedio en todo esto y seguir viendo cómo evoluciona. RESPECTO A LA LIGA Y AL JUEGO: NECESITAMOS AYUDA UN POCO URGENTE, NO PUEDO AÑADIR COANFITRIONES, NO PUEDO EXPULSAR A MANAGERS INACTIVOS, NO PUEDO RECOGER LOS DONUTS YA HE PROBADO LO DE BORRAR CACHE, DATOS Y EL JUEGO Y NO FUNCIONA... ALGUNA SUGERENCIA??


Dear Jack,

First of all, I fully understand the troubles of making such a big update to a small server/service such as iGP Manager (even big corporations have problems with their systems/servers every now and then with basic things like light meter registrations), and I can understand the iRacing-esque approach to the new season system (i'm not a dogmatic guy in this sense, so I'll give a try and then make a judgement). You have your vision of how to make this game go forward, and that's respectable, it's your project and your investment, so I understand (although I believe that having customized league rules for free like fuel, tyres, and race lenghts could add a good amount of flexibility without compromising the iRacing-esque seasons).

I got the same problems as my mate Sergio: although my league (Spanish Racing Series) has a silver tier, my friend and league's host Mauro Reyes Hernandez can't make me a co-host and can't kick a manager who didn't make the setup 4 times in a row. I had the same issue with daily donuts as Sergio (I'll put a screenshot as soon as I'm able to). I want to help to solve this problems in a discreet way from an outside point of view, you can see in my social media (my TikTok and my league's YouTube channel) that I'm praising the positives of the update at this point (W2W, cenital camera and regenerative KERS, for example).

For the troubles we are finding in our leagues, I believe that keeping our boosts for the next season for free would be a very fair solution, because putting the boosts that we are earning at this point in our leagues seems like a very big leap of faith (like I said in a previous post) because we are finding out that they are pretty much useless with the game at this state.

I acknowledge that you are working relentesssly to find a solution to the problems of this monster of a project that is the new update, and I appreciate the patience that you are having with all the backlash you are receiving, this level of freedom of speech in the forum is a thing that we couldn't enjoy some time ago. I just want you to know that I have been bplaying this game for 7 years (having some retirements every now and then hahaha) and I fully support this ship that is iGP Manager.

PD: I wish you all a Merry Christmas ;)

Eduardo
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medal 5497
1 hour ago
Eduardo
.... you can see in my social media (my TikTok and my league's YouTube channel) that I'm praising the positives of the update at this point (W2W, cenital camera and regenerative KERS, for example)...

PD: I wish you a Merry Christmas

Eduardo


Merry Xmas :)


Would you mind sharing a link to your YouTube channel?

(Just curious, I don't see many videos lately.)
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medal 4979
1 hour ago (Last edited by Skid Solo 52 minutes ago)
ok I’ll try to keep this short.

i was a returning manager hoping that the changes would reinvigorate my passion for the game, unfortunately so far it hasn’t.

Gameplay - I can’t comment on this since I’ve been unable to do a race on any of my accounts owing to other issues in the game.

1. On this account when I rejoined one of my old leagues my Design stats were not right so I tried to leave to reset them.  I ended up half in the league depending on what screens I looked at.  My old Leagues in game newsfeed showed I’d left and the leagues tab gave me options to join new leagues, but always got error messages when trying to join stating ‘Schedule conflict with existing League’.  I even asked the League host to kick me but he couldn’t either.  I woke up the following day to find out I had participated in last race and was finally able to leave (no point competing when design pts were clearly not right).

iGP Hosted Leagues - On another account whenever I try to join I get the message ‘Schedule Conflict with Existing League’ even I aren’t in a League.  Sometimes the tabs still show me not in a League but when I click on my avatar in top right of screen and then click on stats its shows me in a league

just calling the League by their id number is too impersonal.  You could you use Bronze 1, 2, 3, Silver 1,2,3, Gold 1, 2, 3, Diamond 1,2,3, Platinum 1,2, 3 etc  depending where managers are initially placed based the matchmaking criteria you are using atm.  You could then allow managers to be promoted up the tiers as they improve (but only once the auto leagues are well populated).

This brings me to my next point.  There seems to be too many Leagues, as assuming the game lets you join, they are invariably empty or only have 1 or 2 other managers.  it would be helpful to see the number of participants in the tab before joining.

Manager Levels - where have all the extra 30+ levels come from?  I can’t see any mention of these in the info you have provided?  Also, it seems you can upgrade buildings above level 30 yet there is a message on the screen stating max level is 30 so it is very confused atm.

Also, be careful with Community voting.  I understand why you are doing it, but don’t assume the whole community understands the differences in all the options.  1 car managers usually hate 2 car and vice versa.  Also, if no refuelling is voted in expect a plethora of comments in the forum stating “refuelling sucks, I did my normal strategy  and was way behind/ran out of fuel” etc (personally its my preferred option).
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medal 5284
1 hour ago Translate

David
Eduardo
.... you can see in my social media (my TikTok and my league's YouTube channel) that I'm praising the positives of the update at this point (W2W, cenital camera and regenerative KERS, for example)...

PD: I wish you a Merry Christmas

Eduardo


Merry Xmas :)


Would you mind sharing a link to your YouTube channel?

(Just curious, I don't see many videos lately.)



Hell yeah! I'll leave here some of my last videos, the first is my live reaction to my first race with the new 3D simulation 


And a edit I made using a F1 documentary that I really love (La Grande Avventura Della Formula 1 by the Italian channel RAI).
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medal 5497
1 hour ago (Last edited by David Parker 4 minutes ago)

I just want to say as well, I think it's important to think about how much time you're asking players to be active in the game on a daily basis. Let's say that league races will run to an hour:
So you will have about 10-15 minutes to setup the cars followed by the race, then there will be training of drivers and pit crews, plus fixing and repairing cars. There's also the HQ which will need monitoring.
That doesn't include any time for sprint racing which I imagine would predominantly be on weekends when people have time off... and then there's league hosting and related tasks which aren't all recorded on iGP.

At a minimum, that is 2 hours per day. That really is a lot to ask _everyone_ to be happy with.

P.S. thanks Eduardo! Taking a look now!

P.P.S. love the videos Eduardo (with Youtube translated captions.) The races are really laggy for me, so to see it working so well is really cool.
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