This won't be the most dramatic development blog, but it is an important one. The last few weeks have been spent improving the foundations of iGP Manager 26: race starts, wheel-to-wheel racing, server capacity and the underlying frameworks the game is built on.
Everything we've learned over the years is being applied to refine your experience and our processes at a rapid rate, and you can see the difference already. There are other invisible updates too, no less significant in scope, such as the user interface engine, which has been completely replaced, making it possible to develop high quality updates faster.
Reliable Race Starts
Just this week, the new race starts update went live. No more erratic gains or losses of positions on the race start. That is resolved, along with better wheel to wheel racing and service stability overall. Server capacity has also doubled, ensuring more reliable racing and better pings, which you can feel during a race.
The only quirk, which I should highlight as I did in the forum, is that grids may be unusually aligned on some tracks, until the next app update. This doesn't impact the simulation, it's visual only, and caused by the app and the server using different coordinates systems, for now. It will be resolved with the next app update, which we aim to release within weeks.
The simulator update has been live for over 24 hours now, with zero recorded issues since it went live, marking a significant improvement in service stability. This is perhaps the most stable simulator we've ever released, marking a turning point and strong foundation for coming updates.
Better Racing
Wheel-to-wheel racing is also improved in this update, such as more reliable overtakes with DRS and boost. They should complete more often with this update. You will also notice your cars can race closer without colliding, and boost can navigate your driver much smaller gaps in the pack than ever before.
There is still more to do here, such as improving cases where three cars remain side-by-side for too long. I am aiming to release updates to improve that aspect of racing within days. Overall, we're already seeing better racing, cars fighting fairly and managers able to implement strategies which are properly reflected on track.
Better Service
Our new and improved customer service system recently made its debut, replacing the dated email/helpdesk hybrid of old. Everything is now centralised in-game and far easier to track, review and follow up on. We can respond to your requests faster, with better insights, ensuring the best possible resolution for you in the least time. The first few weeks of this system have proven its value, with a backlog of support tickets cleared, an order of magnitude reduction in response times and greatly increased resolutions. Integrated tooling has been built to respond to every issue an account or league is likely to experience, and it shows. Even the most obscure requests have been dealt with swiftly and with precision.
It's common for game developers to neglect this aspect of the experience for their players. I'm doing my best to ensure we deliver an unrivalled level of service going forwards, on top of a great game.
Now the Fun Stuff!
This is where things get exciting... After the addition of the ranking system, new sprint races and stability updates, we have set a strong foundation for a string of gameplay updates and improvements to the service.
Better Leagues - This month, there will be an update bringing dramatic improvements to the league system, emphasising quality over quantity. Leagues will begin being tracked on various metrics. Hosts and participants alike will know exactly where every league sits in terms of quality. Activity levels, engagement and more will become published data, shown in the league search, which will also receive improvements. More information will be published alongside these updates in my next blog.
New Race Viewer - Stay tuned for this, because it will be one of the biggest changes to the overall experience of playing iGP Manager in years. A new UI that keeps push levels visible at all times, on all tabs, easier navigation and visual improvements to race viewer and tracks, all are in development.
Making various improvements to visuals. WIP Water Before/After. pic.twitter.com/BIcL3hudsH
— Jack Basford (@jackbasford) April 28, 2026
3D Avatar Editor - I'm pleased to announce that after our third-party integration for the avatar editor was discontinued, we have managed to restore the original functionality in-house, and will be releasing our own version of the 3D Avatar editor alongside the new race viewer UI. Both will come in the next app / standalone update, along with many more fixes and improvements.
There is much more on the way, but these are some of the headline features you will notice in the weeks ahead.
Thank you to everyone racing and giving honest feedback. The last 24 hours are a good step forward, and we will keep building on that.
Follow me on X for more regular development updates as they arrive, where I've been talking about the avatar editor and some of the work happening on 3D tracks already.

Moreover, on a personal note, please look into how leagues operate.
I strongly believe it would be for the good of the game.
I have made several posts about this in the past (https://igpmanager.com/forum-thread/64164); the current league system is flawed and I hope we will see some improvement in this area soon.
Anyway, I won't go on further, especially about minor bugs; it’s evident that the more bugs you iron out, the better the experience becomes.
Thank you for your time :) (2/2)
Well done Jack, again these are some big steps in the right direction :)
However, in my opinion, you should also take a look at some of the most highly anticipated requests from the players.
Specifically, atrophy needs a rework regarding both the drivers and the pit crew.
Everyone in the suggestions forum is pointing in this direction. (1/2)
Let's goooo
Vamos todos a una
Good to see the game keeps evolving. New league search filter 🥳