Wrestling GM 2026 - Beta 1.1.9.5 Release Notes
Beta 1.1.9.5 is now live
Rivalry booking, brand types, sponsors, injury rebalance, morale changes, and more
Beta 1.1.9.5 is now rolling out for Wrestling GM 2026.
This is a half update before the bigger Beta 1.2.0 release coming next. Even though this is not a full version jump, it brings a serious amount of gameplay improvement.
The focus of this update is making the game faster to book, more realistic to manage, and more rewarding when building brands, rivalries, sponsors, networks, morale, injuries, and show flow.
As always, Wrestling GM 2026 from Just Keep Gaming remains player-first: no forced ads and no pay-to-win mechanics.

What Beta 1.1.9.5 focuses on
Beta 1.1.9.5 is about improving the day-to-day booking experience.
The biggest new feature is Rivalry Booking, which lets players view and book rivalries directly while creating matches and segments.
This update also introduces Brand Types, a full Injury System Rebalance, early Sponsor Contracts, improved Network Contracts, better morale logic, improved booking cards, better Rumble Feed reactions, and a wide set of fixes across community rewards, finances, show labels, empty shows, brands, championships, and rivalries.
Rivalry Booking
Players can now view and book rivalries directly while creating matches and segments.
This removes one of the biggest booking friction points: needing to remember who is feuding with whom, then manually search both names inside a large roster.
There are now three ways to work with rivalries during booking:
- Active Rivalry — select one wrestler and see their current feud immediately, with the option to add both sides with one button
- All Rivalries — browse every active rivalry, ordered by heat
- Suggested Pairing — move the selected wrestler’s rival to the top of the roster list
This works across:
- Matches
- Promos
- Angles
- Contract signings
- Other segment types
The system also handles unavailable wrestlers and incompatible match types.
For example, a tag team rivalry cannot be booked into a singles match, and the game will explain why.
Why this matters
Rivalries are a core part of the game, but booking them should not feel like admin work.
This change makes feud booking much quicker, clearer, and more practical, especially in large saves with big rosters and multiple active stories.
Rivalry detection improvements
The rivalry detection logic used during matches and segments has been rewritten.
Tag team and faction rivalries should now progress properly when the correct teams are booked.
Previously, the game could ignore the main tag rivalry and only recognise singles rivalries between individual wrestlers.
Now:
- Tag matches can progress the main tag team rivalry
- Relevant singles rivalries between opposing members can still receive reduced heat
- Tag rivalries can be built by booking one wrestler from each team in a singles match
- 1v1 creates Singles Rivalries
- 2v2 creates Tag Team Rivalries
- 3v3 and 4v4 create Faction Rivalries
- Booking previews now use the same rules as final simulation
- Stable rivalries update when members join or leave
- Faction payoff rewards have been rebalanced so larger matches do not give excessive popularity just because more wrestlers are involved
Why this matters
The rivalry shown during booking should be the rivalry that actually progresses after the show.
This update makes rivalries more consistent, more predictable, and much better suited for tag teams and factions.
Brand Types
Beta 1.1.9.5 introduces new Brand Types:
- Primary
- Secondary
- Developmental
Brand Types now have real gameplay meaning.
They affect:
- Draft allocation
- TV Network payouts
- TV Network expectations
- Show rating expectations
- Popularity gain
- How different brands should be used strategically
For example, at 50 Federation Popularity, expected show ratings are:
- Primary: 5.6 stars
- Secondary: 4.8 stars
- Developmental: 3.9 stars
If a show exceeds expectations by 1 star, the popularity impact differs:
- Primary: +0.28 popularity
- Secondary: +0.11 popularity
- Developmental: +0.03 popularity
Why this matters
Primary brands are now best for money and popularity growth.
Secondary and Developmental brands are better for giving smaller stars opportunities, building future talent, and creating a long-term pipeline.
This gives brand management a real purpose beyond labels.
Injury System Rebalance
The injury system has been completely rewritten.
The previous logic made injuries too punishing, especially because match stamina loss could inflate injury risk during the same match.
That has now changed.
Injuries now use a wrestler’s stamina before the match begins. Match stamina loss still matters for the next booking, but it no longer makes the current match’s injury roll worse.
The update also removes match quality and stamina cost injury multipliers.
Standard Rules now directly use stamina-based injury risk, while dangerous stipulations become more meaningful.
Every stipulation risk level compounds injury chance by 25%.
The injury cap has increased from 50% to 65%, but normal matches are now much safer for healthy or moderately tired wrestlers.
Examples at 100 stamina, Medical Bay level 0:
- Standard Rules: 4.40% before, now 2.00%
- Ladder Match: 11.15% before, now 6.10%
- Hell in a Cell: 13.24% before, now 7.63%
Examples at 40 stamina, Medical Bay level 0:
- Standard Rules: 17.60% before, now 4.00%
- Ladder Match: 44.59% before, now 12.21%
- Hell in a Cell: 50.00% before, now 15.26%
Examples at 20 stamina, Medical Bay level 0:
- Standard Rules: 50.00% before, now 30.00%
- Ladder Match: now reaches the 65% cap
- Hell in a Cell: now reaches the 65% cap
Medical Bay remains valuable. Each active level reduces final injury chance by 1%.
Why this matters
Normal matches are now much more forgiving.
Dangerous matches are still dangerous, especially for exhausted wrestlers.
That is the intended balance: less random punishment, more meaningful risk management.
Sponsors
Sponsors are now being introduced in a similar way to TV Networks.
Players can sign sponsors that vary in size, payout, expectations, and requirements.
Sponsors may expect:
- Certain show quality
- Specific viewership levels
- Strong enough federation standing
Commercial Hub upgrades will unlock new sponsorship opportunities, such as:
- Venue sponsors
- Broadcast sponsors
- Future sponsorship placements
Sponsor contracts can be broken, but this comes with a cost:
- 2 weeks penalty
- -20 relationship
Why this matters
Sponsors add another commercial layer to the game.
They give federations another way to earn money, but also add expectations that must be managed.
Network contract improvements
Network contracts have also been improved.
Players can now break TV Network contracts by paying:
- 2 weeks expected payout
- -20 relationship
Contract cards have been upgraded visually.
Contracts can also now be signed for one or multiple brands.
Why this matters
TV deals are becoming more flexible and more connected to the brand system.
This is especially important now that Primary, Secondary, and Developmental brands have different expectations and financial roles.
Morale Rebalance
Morale gain and loss logic has been completely changed.
Morale changes now depend more heavily on:
- Wrestler category
- Wins and losses
- Whether wrestlers are being featured
- Whether results make sense for their status
For example, a Legendary wrestler will be furious after losing to Enhancement Talent.
At the same time, Enhancement Talent will be delighted if they defeat a Legendary wrestler.
More established wrestlers will also lose morale if they are not used.
For example, if a Midcard wrestler is not used for more than 2 weeks, they begin losing morale each week.
Why this matters
Morale now reacts more like wrestling logic.
Top stars expect to be protected. Lower-card wrestlers benefit from big moments. Established names do not want to sit unused forever.
Booking card improvements
The booking screen now gives players more control over how wrestler cards are displayed.
Players can switch between:
- Larger wrestler cards
- Smaller compact cards
This should make booking faster and easier, especially with larger rosters.
Rumble Feed improvements
Rumble Feed continues to become more reactive.
This update adds more message variations and reduces repeated wording.
Wrestlers involved in active rivalries can now post about their match after the show.
Winners and losers react differently depending on personality.
These posts can also receive direct replies from the other wrestler, creating short back-and-forth exchanges in the feed.
A fix was also made so manually created rivalries can appear properly in Rumble Feed.
Why this matters
Rumble Feed should make your game world feel alive.
Rivalry reactions, personality-based posts, and direct replies make the feed feel more connected to what happened on your show.
Startup screen and surveys
The game startup screen has been redesigned with a more modern and elegant feel.
A new game update survey has also been added.
This gives players another way to help shape what comes next.
New promo type
A new non-physical Stare Down promo has been added.
This gives players another storytelling option for building tension without needing a physical confrontation.
Purchases and rewards fixes
Several important purchase and reward fixes were added.
- In-game purchase logic has been improved for players who start offline and then reconnect
- Community Rewards can now only be claimed once per save
- Stamina has been removed from the Training Coach Community Reward
- Cash earned through Ads for Rewards now saves correctly and no longer disappears after running a show
Show rating label fix
Estimated show labels before booking and final labels after running the show now use the same logic.
Previously, the pre-show estimate and final result could disagree because they used slightly different rules.
They now both consider:
- Show rating
- Expected federation popularity gain
This should make booking predictions match final results more reliably.
Brand and roster improvements
Several brand-related quality-of-life improvements have been added:
- Brand filter added to the Roster page
- Brand badge added next to wrestler profiles in key flows
- Brand badges now appear when creating tag teams, stables, assigning champions, and picking rivalry wrestlers
- Championship page now has filters and sorting
Empty show protection
The game now blocks players from running or simulating empty shows when managing multiple shows.
Players must either book the show or cancel that week’s show.
Thank you
Beta 1.1.9.5 is a half update, but it includes some major systems and fixes.
Rivalry Booking alone should make the game much faster to play. Brand Types make multi-brand saves more meaningful. Injury and morale changes make roster management fairer and more strategic. Sponsors and network improvements add more commercial depth.
This update also helps prepare the game for Beta 1.2.0, which is planned for next week.
Thank you to everyone testing, reporting issues, sending feedback, and helping Wrestling GM 2026 keep growing.
What you can do next
- Download Wrestling GM 2026 on Google Play and update to Beta 1.1.9.5
- Read the full release blog at wrestlinggm.com/blog/beta-1-1-9-5-release-notes
- Join The GM Club on Patreon for early previews, exclusive devlogs, discounts, and credits
- Join the Discord community to share feedback, ideas, screenshots, and bug reports
- Vote on Creative Suite to help decide what gets built next
Join Our Community
Connect with other testers, share feedback, and chat with the dev team on Discord.
Book faster. Build smarter. Prepare for Beta 1.2.0.
