Jack
I want to make one final reply on the direction and monetisation, then move the conversation forward to delivery, because at this point delivery matters more than debate. I hear what each critic is saying, and I understand you. You are not here to evaluate the future, to share a long-term vision, you're here to play the game today. Your experience is real, understood, and what you're saying makes a lot of sense. The updates have been confusing and disorienting for you, and that naturally causes fear about what this direction represents. So what I am going to offer here is not debate or justification, but reassurance, to remove confusion on what this direction really means, so we can move away from best-guess speculations towards our actual intentions. I can state that clearly, and that's the only thing worth saying beyond delivery.
Where is going and why?
The intent of the 2026 update was not to take a simple game and turn it into something exclusive, or more complicated. It is to introduce ultimate simplicity and then layer in any amount of complexity, in a way that you can create the game you want with your leagues. If you want a 3D game with realistic setup and flashy graphics? We've got you covered. If you want a 2D game with simple gameplay, no W2W racing and maybe even want to do offline races, we've got you covered. Sustainably. That's where this is going.
As some have said, many have only recently found us or arrived from other discontinued titles like F1 Manager. What we do next matters, and that's why the rate of development you’re seeing now is important. We fully appreciate that none of this works without an engaged audience, which is why feedback matters and why we’re listening very carefully.
Let's also look around at what worked in this genre and what didn't. F1 Manager, abandoned before its contract was even fulfilled despite awesome graphics and the F1 license. It wasn’t sustainable for its publisher. You might say the answer is depth then, not graphics. Look at GPRO, an indie title focused almost entirely on depth. To my knowledge the main guy recently left, and that's not because he made money to retire, but because he didn't. You might say then the solution is a perfect balance, neither depth nor visuals, something closer to Motorsport Manager. The series was also discontinued when it failed to justify continued investment, the studio pivoted into football titles instead.
The pattern matters. Many good projects in this space don’t fail because of a lack of passion, talent, or ideas. Existing in this space is simply hard. In many ways, iGP is already the outlier, going for 14 years, offering a free service to the vast majority, and we plan to be here in another 14 years. That long-term outlook is why we take the difficult pivots. Yes, it has been messy and disruptive at times, but necessary. There is no freedom to create like an artist in a studio with no outside pressure, it's a challenging space to operate in.
Building something on this scale with everything done in house: server management, publishing, game dev, marketing, support, and more is a testament to deep domain expertise and investment. I won't go full "leave me alone, I know what I'm doing" on you, but I also contest that some of the setbacks are less about competence and more about it being a lot for anyone to manage.
Laying a new foundation in a live environment almost always looks like one step forward and two steps back, and we’ve done that twice in two years. This wasn’t done "to maximise profit". It was done to ensure continued development and the things you want to see are achievable. I’ve personally invested heavily into iGP, financially and otherwise, so my commitment here is total. In some ways I'm with you on this journey, every bit as invested in where it goes. I’ll continue listening, responding, and developing the platform throughout the year.
We have the unique opportunity to be the game that defines this genre going forward. We can do that in collaboration with you now in a way which wasn't possible before. If you're not sure what I mean, scroll back up and read paragraph 2 again.
How long is this going to take?
What I have listed in the OP for the 2026 update, these are no longer six month plans or future distant promises. I’m talking about things we're already working on, and some of it will arrive within weeks.
Work on Classic Mode has already started. Work on Offline Mode has already started. 2D fixes are already underway. These are active development tasks. They will arrive much sooner than people expect, although while we’re still stabilising and delivering the Chassis Manufacturer feature mid‑month, I don't want to commit to "it'll be X weeks". The priority for now remains everything you're telling me: stabilise the platform and restore trust before you add new features. That's the plan.
The vast majority of players are still playing completely for free, by the way, just as before. From here, there are no more major platform pivots planned. No big graphics overhauls. No destabilising physics rewrites. The foundation is set. The focus now is on depth, gameplay, iteration, and responding to feedback through delivery.
Pin this post, share it with your league and anyone who has questions about what we're doing. This is all I have to say about the direction. From here on, the updates need to speak for themselves, so my full focus is on that.
Olá Jack!
vocês não poderiam aumentar o número de caracteres em nosso campo de mensagem? um texto como esse seu, fica praticamente impossível espelhar em nossa liga, por conta da limitação de palavras.
gostaria de publicar algumas coisas que encontro aqui nos fórum e que são importantes para os gerentes terem conhecimento, já que alguns mal entram na liga, dificilmente eles vão ao fórum.
também faço uma análise sobre a temporada, assim que chegamos à metade dela, mas em razão do número limitado de caracteres estou deixando de postar, pois tem que dividir o texto em várias partes.
seria possível aumentar os caracteres no quadro de mensagens?