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Official
New Community Management

medal 5057
1 day ago
great news jack, ty! 

Will there be a change to the qualifying system? It would be nice to have a Qualy system like in F1, or simply have all cars do qualifying on the SS compound, and then in the race everyone can choose their own strategy and start with whichever tire they want.

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medal 5114 CEO & CTO
1 day ago
Balerion
Will there be a change to the qualifying system? It would be nice to have a Qualy system like in F1, or simply have all cars do qualifying on the SS compound, and then in the race everyone can choose their own strategy and start with whichever tire they want.

We haven't changed the qualifying format, but we have changed how qualifying is run in response to feedback from hardcore managers. We're running a test of the new system tonight. It should resolve the "qualottery" complaints, and make every car run in identical conditions.

When I say we're tackling everything, I mean it. We're going all out for this update! It's even hard for me to keep track of all the changes. I'll put it all together soon in a blog or public announcement.
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medal 5098
1 day ago
Hello!
It would be interesting if they could add another DRS zone.
There are tracks where real F1 can be simulated, thus giving more opportunities.
This would help to use KERS or ERS more if they plan to implement it.
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medal 5301
1 day ago
Alejo
Hello!
It would be interesting if they could add another DRS zone.
There are tracks where real F1 can be simulated, thus giving more opportunities.
This would help to use KERS or ERS more if they plan to implement it.


please no, I'm personally not a fan of the recharge idea, but I'll just wait and see how it plays. But god no, not multiple drs zones. 90% of the tracks are already drs trains, adding more zones will just make it harder to be creative with strategy making every race a 1 strat race. Imagine every single person in your league sets the same strat within 1-2 lap variety for under/over cuts. It would make it so cookie cutter and boring. 

It would also hurt under leveled managers trying to compete with level 30. Just adding to the free lap time they do not have the benefit of. 
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medal 5283
1 day ago
Jack
Salvo
What definitely doesn’t help, though, is banning long-time accounts that I myself helped build the game with — by organizing events and inviting new people to join. Some time ago, I had asked and waited for your reply to that post for several days, but I was told that if I kept insisting, I might even be banned. So I gave up waiting and decided to step back, because I felt like I was facing an unbreakable wall. I understand that not everything is possible, but if we really want to open up and change, we need to start with something concrete.

👉 At this link:  https://igpmanager.com/forum-thread/62890

Checking my chat history, I did read your thread. I actually sent it to Slack on August 20th and asked if there was a better way to handle these cases. At the time, I was told it wasn’t an immediate concern, so I buried my head back in development and left it with José and the mods.

Now that I’m here, I’ve never been a fan of how these cases were handled. I pushed several times for a fairer approach, and I completely understand the frustration people felt from the way bans were implemented. You raised valid points that deserved a better hearing. That said, I also stand by our moderators and everyone who enforced the rules given to them. I have to take accountability for giving them a system that allowed farming, then they had to put out the fires, and they did. That was not their fault.

It harms everyone when leagues are filled with dummy accounts, so we're never going encourage or allow farming.

The good news is we don't really need to debate this, because the league system change in iGP Manager 2026 will make most of this a non-issue by design. Options for farming type practices will reduce dramatically.

Salvo

you’ll find a starting proposal for that change.
Of course, I’d add other suggestions too — maybe better than mine — but for now what really matters is a real sign of change, not just a post full of second thoughts.

Good luck with your work, Jack!
I truly hope that, between the new things you already plan to bring and those inspired by our feedback, you’ll be able to bring out the best of all these years we’ve spent together.

* iGP player  from 2021*

Your message was genuinely quite touching. Thank you. This is one thing I missed from the forum and community, it's really easy to lose touch and become disconnected if I'm not here.

To quote something you said in your other thread: "there’s no need to reinvent the wheel, just listen to them. Players want to be treated with dignity, heard, and involved.". That is my aim from this point forwards. I want to introduce better systems which remove any need for draconian bans and get us to a place where we can all enjoy racing again.


Toto
In my opinion leagues should be monitored more closely and if they are not active they should be closed.
[...]
Moreover, in my opinion, players that are not setting up for the races should not be able to compete and gain the rewards (tokens mainly) after the race.

Oh, you're going to love iGP Manager 2026. It's all in there. Leagues, the need to login to claim rewards, everything. No more idling in a zombie league. Inactive managers will be aggressively pruned from the system, leagues will be populated from all over the world and filled with active managers only.

There will be a transition phase where existing leagues need to adapt too, but I will explain this all in the announcements in the weeks ahead. I think everyone agrees, we had to do something drastic to the league and progression system, and we did!


Hey Jack!


The previous updates were also announced with a huge satisfaction, this created big expecations among the community and the results were highly disappointing. 

The pit crew idea was great, the conversion was worse. Just training the pit crew and then forget about it, no impact on the game play. 

Special abilities for TDs... Pure P2W element with no impact on the game play. 

New car model...pure cosmetic, not a game feature. 

The only useful new feature was the increase of the DP limit to 300, which made the car development a little bit more complex. 

It was also a very bad decision to not longer offer ad videos. Now you need 700 races or tokens to max up your engine, which only a little number of managers will do. 

Hopefully the 2026 update will revive the game and will not only increase the P2W character of the game. 

BR
Marcus
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medal 5357
1 day ago
Jack
Hi all,
Big updates always create new opportunities and possibilities to move in new directions. One such change is that I will be overseeing community management and support for now.

The iGP Manager 2026 update is an opportunity to review how everything is done and to better connect with our community. I want to work with you to create an atmosphere where you feel heard and represented in the development decisions we take. For now, this means the connection between development and community is 1:1. Direct. Previously, information was filtered before it would reach me, and while this was good for reducing distractions, it left me buried in dev and disconnected from our wonderful community.

I understand the general consensus, among hardcore managers, is that development has not focused on your priorities in recent years. That is changing with iGP Manager 2026. We have put many of your concerns on the agenda, including tyre physics, pit lane glitches and more. Casual managers will find plenty to enjoy in the 2026 update too. New content, features, gameplay and significant improvements to UI/UX. It is slightly surreal for me whenever I open the live version of the game, seeing how far we've come in the new 2026 edition. It really is one of the biggest improvements we've ever done, so I'm excited to share that with you soon. Big news will arrive this November.

In the meantime, if you have any suggestions or feedback on how we handle community management, I'm open to hearing it in this thread. Now is the time to make your voice heard, because those changes will be implemented now.




It's sounds good.
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medal 5157
1 day ago
Jack,
Thanks for this.

I have hosted a league for over many years (8 years). Its one of the oldest and active leagues. Getting to the Top5 Elite club is always a big achievement. 
It would be nice to promote such competitive leagues. Maybe a global or regional league rank?

 The time evolution of individual teams (points) over the season is so basic yet missing.

Thanks
Mal
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medal 5036
1 day ago
Hi Jack,
There are some interestimg new Features,

what will be the Race length of System leagues?
I think 50 % is enough.
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medal 5000
1 day ago

Jack
Hi all,
Big updates always create new opportunities and possibilities to move in new directions. One such change is that I will be overseeing community management and support for now.

The iGP Manager 2026 update is an opportunity to review how everything is done and to better connect with our community. I want to work with you to create an atmosphere where you feel heard and represented in the development decisions we take. For now, this means the connection between development and community is 1:1. Direct. Previously, information was filtered before it would reach me, and while this was good for reducing distractions, it left me buried in dev and disconnected from our wonderful community.

I understand the general consensus, among hardcore managers, is that development has not focused on your priorities in recent years. That is changing with iGP Manager 2026. We have put many of your concerns on the agenda, including tyre physics, pit lane glitches and more. Casual managers will find plenty to enjoy in the 2026 update too. New content, features, gameplay and significant improvements to UI/UX. It is slightly surreal for me whenever I open the live version of the game, seeing how far we've come in the new 2026 edition. It really is one of the biggest improvements we've ever done, so I'm excited to share that with you soon. Big news will arrive this November.

In the meantime, if you have any suggestions or feedback on how we handle community management, I'm open to hearing it in this thread. Now is the time to make your voice heard, because those changes will be implemented now.



This announcement makes you think that we have reached rock bottom, after the latest changes including the cumbersome and unintuitive graphics, the 30 levels and the removal of the Rookie category, the continuous unresolved bugs, the famous phrase "Community at the center" where there are people waiting for an answer for weeks, seems to me like a mockery that continues. It's a shame it's a nice game, but not managed very well.
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medal 5114 CEO & CTO
23 hours ago
Roberto
the famous phrase "Community at the center" where there are people waiting for an answer for weeks

Well, that changes now. You’ve waited an hour for this reply today, not weeks, and I respect your frustration. There were real reasons for everything, but that doesn’t make it an acceptable experience for you. Your point is valid.

On development, before this change, others often had to come to me for opinions or simply didn’t have the answers. That created long delays or vague responses as they tried to rephrase what I meant, not always understanding it on a technical level.

There were periods where I had to focus entirely on the company itself, it’s a complex legal and financial entity. Other times, I was buried in cloud infrastructure work, setting up new systems or cutting costs. And occasionally, Apple, Google, the EU, or someone else would drop a new SDK, API, or regulation on us that required weeks of integration. Many months disappeared into that kind of work.

Running an entire MMO pipeline, from servers right up to publishing, isn’t light work. Most studios rely on third-party suppliers or publishers. We vertically integrated everything, manage it all ourselves, and self-publish the game. It makes it a lot more work when you're scaling up.

At the same time, there were hard technical and financial limits. Updating the race simulator required a C++ developer, and good C++ developers are among the most expensive you can hire. With a small team already covering Unity, web, support, servers, accounting, legal compliance, and more, it simply wasn’t viable. Without a C++ dev, the simulator was effectively a black box. We could maintain it, but not evolve it.

Here’s what’s changed this year: AI has completely shifted the equation. I can now build those updates myself. I’ve always understood the simulator deeply, just not the C++ layer. Now, AI translates that understanding into working code, while I keep it from hallucinating or losing track. We've had C++ developers quit because the simulator was too complex. The fact that I've been able to complete those jobs shows the strange but exciting times we are now living in. There are new possibilities.

It took months, yes, but the time wasn’t wasted. I began integrating AI into our workflows over a year ago, and there was a long “setup” phase with little visible output. That foundation is now paying off, the pace of development behind the scenes is unlike anything we’ve had before.

The final major benefit is that AI now handles much of the mental load that used to consume me, like an assistant, making context-switching seamless, so I can oversee all these disconnected fields. That frees me to engage more with the community while still developing. So involving the community in the process is finally something we can live up to.

In the end, talk is cheap. The only way forward is to show the progress we’ve made, and we will, this month.
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medal 5000
19 hours ago

Jack
Roberto
the famous phrase "Community at the center" where there are people waiting for an answer for weeks

Well, that changes now. You’ve waited an hour for this reply today, not weeks, and I respect your frustration. There were real reasons for everything, but that doesn’t make it an acceptable experience for you. Your point is valid.

On development, before this change, others often had to come to me for opinions or simply didn’t have the answers. That created long delays or vague responses as they tried to rephrase what I meant, not always understanding it on a technical level.

There were periods where I had to focus entirely on the company itself, it’s a complex legal and financial entity. Other times, I was buried in cloud infrastructure work, setting up new systems or cutting costs. And occasionally, Apple, Google, the EU, or someone else would drop a new SDK, API, or regulation on us that required weeks of integration. Many months disappeared into that kind of work.

Running an entire MMO pipeline, from servers right up to publishing, isn’t light work. Most studios rely on third-party suppliers or publishers. We vertically integrated everything, manage it all ourselves, and self-publish the game. It makes it a lot more work when you're scaling up.

At the same time, there were hard technical and financial limits. Updating the race simulator required a C++ developer, and good C++ developers are among the most expensive you can hire. With a small team already covering Unity, web, support, servers, accounting, legal compliance, and more, it simply wasn’t viable. Without a C++ dev, the simulator was effectively a black box. We could maintain it, but not evolve it.

Here’s what’s changed this year: AI has completely shifted the equation. I can now build those updates myself. I’ve always understood the simulator deeply, just not the C++ layer. Now, AI translates that understanding into working code, while I keep it from hallucinating or losing track. We've had C++ developers quit because the simulator was too complex. The fact that I've been able to complete those jobs shows the strange but exciting times we are now living in. There are new possibilities.

It took months, yes, but the time wasn’t wasted. I began integrating AI into our workflows over a year ago, and there was a long “setup” phase with little visible output. That foundation is now paying off, the pace of development behind the scenes is unlike anything we’ve had before.

The final major benefit is that AI now handles much of the mental load that used to consume me, like an assistant, making context-switching seamless, so I can oversee all these disconnected fields. That frees me to engage more with the community while still developing. So involving the community in the process is finally something we can live up to.

In the end, talk is cheap. The only way forward is to show the progress we’ve made, and we will, this month.

I don't doubt that there may have been difficulties in developing the game, but the final result still didn't live up to expectations. I don't want to be repetitive, but there were choices that made the already difficult situation worse, making it an all-time low in terms of participation. You may have even included artificial intelligence, but on the contrary, human intelligence has said goodbye, tired of not being involved since it's abandoned to itself now, except now that I'm popping up with this post. No new players have joined for months, I thought it was an advertisement, or maybe I misunderstood, not following much... ah, what good times when I started in 2018, we had fun there, now it seems like a mortuary in comparison.


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medal 5000
19 hours ago
Jack

More customisatoin = more fragmentation.


I would not agree with it at all. It's kinda bad that the only customisation that allowed are tyre rules, refuelling, calendar and fastest lap point. All top leagues that I know using or used a completely different rule set (different point system, different tyre rules, different teams)
And all of that people track manually. I don't want to say that it's hard (it's really not that hard), but the issue is that for that to be possible, you have to turn off a relegation, because there's no way to justified penalties: the only possible way to force penalize people is kick.
Yes, you can ask kindly to serve a penalty on a next race in a hope that they'll make it. But then we have a unfairness, cause you can get a penalty and get away with it and still get more points / finish higher that you would without cheesing. If you can make a custom standings, it's possible, but how would you apply custom standings to league with active relegation?
Current system penalizes active leagues, giving them much less freedom lol. 
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medal 5114 CEO & CTO
17 hours ago
Roberto
I don't doubt that there may have been difficulties in developing the game, but the final result still didn't live up to expectations. I don't want to be repetitive, but there were choices that made the already difficult situation worse

I think the issue was more execution than choices. We've always been very ambitious and tackled projects at the limit of our ability. Execution suffered whenever we hit the technical or financial constraints my last post hinted at.

When I play other games, I often smile to myself, because I can see the compromises the developer was forced to make, not just the choices they wanted to make. The reality of game dev is it's always a compromise.

It's interesting you mentioned 2018. We had big surpluses back then, and 2D was far easier to maintain. All that capacity = better execution. I've said this before, but in hindsight, we took on 3D before we were ready. We've still done everything on a fraction of the budget of other games (1-10% of the budget of licensed games), so I'm proud of what we achieved, even if it didn't live up to your expectations.

What I believe has changed now is AI has made it possible for us to execute at a level that starts to be competitive with the bigger studios. I hope the next update will be to your liking, but if it isn't, I'll be here to listen. We can respond to feedback faster now too.
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medal 5157
17 hours ago (Last edited by Mal Zie 16 hours ago)
Hey Jack
Thanks for tuning and listening.

A clever League Ranking dashboard would be nice.

I also think that the time evolution of the points of each manager/team over the season would be an easy addition.

Keep up the amazing work!
Mal
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medal 5283
15 hours ago
Jack
Roberto
I don't doubt that there may have been difficulties in developing the game, but the final result still didn't live up to expectations. I don't want to be repetitive, but there were choices that made the already difficult situation worse

I think the issue was more execution than choices. We've always been very ambitious and tackled projects at the limit of our ability. Execution suffered whenever we hit the technical or financial constraints my last post hinted at.

When I play other games, I often smile to myself, because I can see the compromises the developer was forced to make, not just the choices they wanted to make. The reality of game dev is it's always a compromise.

It's interesting you mentioned 2018. We had big surpluses back then, and 2D was far easier to maintain. All that capacity = better execution. I've said this before, but in hindsight, we took on 3D before we were ready. We've still done everything on a fraction of the budget of other games (1-10% of the budget of licensed games), so I'm proud of what we achieved, even if it didn't live up to your expectations.

What I believe has changed now is AI has made it possible for us to execute at a level that starts to be competitive with the bigger studios. I hope the next update will be to your liking, but if it isn't, I'll be here to listen. We can respond to feedback faster now too.


The question is, why you have implemented a 3D mode, which makes all updates  much more time consuming, especially because you dont have the budget of a major software company. 


The majority of the competitive managers is still playing in 2D mode, because its much easier to handle. 

Yes, the 3D mode looks nice and fancy, but from my point of you IGP is not an Arcade game and not a realistic simulation, its a manager game and to improve the game play and to add new features to the management part should be the focus. 
If you decide to keep the 3D mode, why dont you get rid of the 2D mode, that should save some resources. 
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medal 5114 CEO & CTO
14 hours ago
Hell
The question is, why you have implemented a 3D mode, which makes all updates  much more time consuming, especially because you dont have the budget of a major software company. 

We’ve been going for 14 years because we never stay still. Every step forward comes with its own friction, and I know some updates can feel like a step back before we move ahead again, especially under tight constraints. But from what I’m seeing now, it’s going to be worth it.

The irony is that many of the same people criticising 3D only discovered iGP after we made a similar leap from browser to app. Back then, everyone was furious about that change too, and the game went from 45,000 users to over 4 million. No big software companies got big by staying still and playing it safe. All the games in our genre that stayed 2D or in browsers are dead.

We can't make everyone happy all of the time but we have a real shot at leading the way in this next wave of change. It will come down to execution again, and hopefully our experience means we can deliver the right gameplay to go with the visuals this time.

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medal 5052
13 hours ago
@ all
The fact that JACK is personally responding this time is already something I really appreciate ;)))

@JACK
I recognize the huge amount of work you and the whole team put into every part of this game. We don’t know what iGP 2026 will bring, but I want to trust the promises made for the coming months.

I think it’s worth reconsidering the focus on 3D. iGP is a simulator, not an F1-style driving game, and during live races the visual aspect matters very little. The 3D mode looks nice offline, but how many people actually use it in live competitive play? It would be useful to know how many experienced players run the game in 3D, excluding newcomers.
In my opinion, 3D has pushed the game into complex and not-so-useful areas. It might make more sense to keep 3D only for on-demand race replays, or simply leave it as it is now, and instead focus more on 2D and gameplay features: temperature management, driver motivation, technical aspects.
Skills could also decrease when players stop racing, so the extra XP and engine points can actually be used, giving purpose to boosts or point purchases.

The current progression from level 1 to 30 is too slow. Progression shouldn’t be the bottleneck. Instead, the wear of parts, engines, and driver skills should be faster. When players are competitive (level 30), they’re more willing to spend small amounts to stay at the top. This keeps it pay to play, not pay to win.

Right now everyone aims for level 30 to be competitive, which pushes many manager to play into low-effort or total farming. A level 20 can’t compete with a level 30. If the system stays like this, progression must be faster and access to championships should depend on ratings tied to engines, drivers, staff, and facilities. Or categories should be system-assigned. Alternatively, private lobbies could be created with entry fees, generating small credits for the host.
There are a thousand ways to monetize, but first the game needs an active community supported by meaningful gameplay updates, not just visual ones.

It would also be great to have a yearly system where players submit technical ideas, the staff selects feasible upgrades, and the community votes on what should be implemented.
Lastly, it would be much better to have a single manager account with multiple drivers for different championships, instead of multiple accounts. This would eliminate multi-account farming, since tokens would only come from the main account’s activity. From the third driver onward, activation could require payment or tokens.

These ideas are not perfect, but even if a small percentage is considered, the community would become much stronger and more engaged.
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medal 5267
11 hours ago
Do we have any timeline of when this will be in effect? We all know it will be out next year (no kidding), but is there a certain month planned for release, or is testing inconclusive in terms of timeline for now?
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medal 5003
9 hours ago

Hell
Jack
Roberto
I don't doubt that there may have been difficulties in developing the game, but the final result still didn't live up to expectations. I don't want to be repetitive, but there were choices that made the already difficult situation worse

I think the issue was more execution than choices. We've always been very ambitious and tackled projects at the limit of our ability. Execution suffered whenever we hit the technical or financial constraints my last post hinted at.

When I play other games, I often smile to myself, because I can see the compromises the developer was forced to make, not just the choices they wanted to make. The reality of game dev is it's always a compromise.

It's interesting you mentioned 2018. We had big surpluses back then, and 2D was far easier to maintain. All that capacity = better execution. I've said this before, but in hindsight, we took on 3D before we were ready. We've still done everything on a fraction of the budget of other games (1-10% of the budget of licensed games), so I'm proud of what we achieved, even if it didn't live up to your expectations.

What I believe has changed now is AI has made it possible for us to execute at a level that starts to be competitive with the bigger studios. I hope the next update will be to your liking, but if it isn't, I'll be here to listen. We can respond to feedback faster now too.


The question is, why you have implemented a 3D mode, which makes all updates  much more time consuming, especially because you dont have the budget of a major software company. 


The majority of the competitive managers is still playing in 2D mode, because its much easier to handle. 

Yes, the 3D mode looks nice and fancy, but from my point of you IGP is not an Arcade game and not a realistic simulation, its a manager game and to improve the game play and to add new features to the management part should be the focus. 
If you decide to keep the 3D mode, why dont you get rid of the 2D mode, that should save some resources. 



You can't propose removing 2D and comment so casually... many veteran players only play in 2D, 3D is unmanageable... not to mention the number of devices where 3D doesn't run smoothly, and therefore, many players would leave.

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medal 5288
3 hours ago
Excellent Jack... and to think all i wanted was a 50th season celebratory hat for drivers and staff, for the manages in my league. 
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