Wrestling GM 2026 - Beta 1.0.9 Release Notes
Beta 1.0.9 is now live
Deeper rivalries, custom wrestlers, and a more honest match engine
Beta 1.0.9 is rolling out now on Google Play. This update is one of the most player-driven releases so far. Almost every change in this build came from feedback inside the community, from in-game surveys, and from real saves where something either felt off or could clearly be better.
Wrestling GM 2026 has no ads and no microtransactions. The goal is simple: make a wrestling management sim that respects your time and rewards the way you actually play. Beta 1.0.9 is another step in that direction.
What this update focuses on
The core priorities for Beta 1.0.9 were:
- Make rivalries feel like real, ongoing stories
- Give players more control over wrestler identity and presentation
- Tighten payouts, injuries, and other systems that affect long-term saves
- Clean up the roster, free agent market, and match creation flows
7th May updates
This pass focused on fixing money flow and cleaning up the wrestler market.
- Fixed TV network payout logic
- Fixed weekly TV deals not paying after an expired deal was replaced with a new one
- Fixed Premium Live Event payouts only paying for the first event
- Updated Wrestler Market filters to be more compact and easier to navigate

If you build your federation around TV income or Premium Live Events, these fixes are the ones that quietly affect every single week of your save.
8th May updates
Work began on a deeper rivalry system, with a focus on making feuds easier to read and easier to plan around.
- Started expanding the rivalry system
- Added improvements to the dedicated rivalry details page
- Added rivalry name support
- Added a suggested next action so you always have a clear booking direction
- Added payoff readiness indicators so you know when a feud is ready to blow off

The goal here is simple: rivalries should feel like stories you are guiding, not just stat trackers.
9th May updates
This is where custom wrestlers started to come alive.
- Added custom wrestler names
- Custom names now update in match booking, show booking, rivalries, and rivalry history
- Championships and a few other areas are still being worked on
- Removed the History button from rivalry cards to reduce clutter
- Updated the "Story So Far" section on the rivalry details page with a new look and feel
- Roster search now supports both custom names and original wrestler names

If you have ever wanted to rename a wrestler to fit your federation's tone, this is the start of that system. More areas will pick up custom names in upcoming builds.
10th May updates
The biggest day of this release. A lot of identity, UI, and core gameplay work landed at once.
Match Creation
- Removed sticky navigation from Match Creation screens for a cleaner flow
- Added No Contest as a match result option
- Players can select No Contest manually
- If the winner is left undecided, No Contest also has a small chance of occurring

Wrestler Identity
- Expanded personality types to 20 preassigned personality types
- Personality does not yet materially affect gameplay, but it builds the foundation for future systems
- Added finishers, gimmicks, ring name, and demeanour as editable fields
- Demeanour includes heel, face, and tweener
- These fields are subject to the creative control clause in contracts
- Creative control is not yet demanded by wrestlers, but future updates may introduce that as a contract negotiation factor
- Added height, weight, and gender as non-editable fields
- These fields are currently for character building and do not yet materially affect gameplay
- Improved custom name consistency across the game


Roster and Free Agents
- Tidied up wrestler cards in the roster
- Updated filters on roster and free agent pages
- Players can now filter by Tier, Salary, Age, Popularity, Demeanour, Gender, Nationality, and Gimmick
- Players can sort by total points or by specific wrestler stats

Bug Fixes and Polish
- Fixed the wrong date showing in the Wrestler Profile tracker
- Fixed injury logic
- Wrestlers now have a chance to get injured
- Injury chance varies depending on match risk type
- Injury risk increases when wrestlers have low stamina
- Made several UI improvements
The injury rework in particular is worth calling out. Stamina now matters in a way it did not before. Booking high-risk matches with worn-down wrestlers carries real consequences, and that should make roster management feel more deliberate.
Why these changes matter
Beta 1.0.9 is a release about depth and honesty. Rivalries finally have the structure to feel like ongoing stories. Custom names and editable identity fields let you shape your roster the way you imagine it. Injuries, payouts, and filters all do what players expected them to do. None of this is flashy on its own, but together it makes a save feel a lot more like a real wrestling promotion.
There is more coming. Personality types, demeanour, and creative control are intentionally laying groundwork for systems planned in future updates. The aim is to keep building on the same foundations rather than swap directions every release.
Thank you for testing Beta 1.0.9
Almost every fix and feature in this build exists because someone in the community took the time to share what was working and what was not. That feedback loop is the most important part of this project.
Wrestling GM 2026 is built by Just Keep Gaming as an indie wrestling management sim with no ads and no microtransactions. It improves because you play it, report things, and tell us what you want next.
