Wrestling GM 2026 - Beta 1.2.0 Release Notes
Beta 1.2.0 is now live
Rivalry Booking, Brand Types, Sponsors, Network Goals, and smarter roster management
Beta 1.2.0 is now rolling out for Wrestling GM 2026.
This is a major update focused on making the game faster to book, deeper to manage, and fairer to play long-term.
The biggest addition is Rivalry Booking, which lets you view and book rivalries directly while creating matches, promos, angles, and segments. This means less time remembering who is feuding with whom, and more time actually building the show.
This release also adds meaningful Brand Types, a full Injury System Rebalance, new Sponsors, stronger Network Goals, a reworked Morale system, better Rumble Feed reactions, improved Custom Wrestler handling, and a large number of fixes across purchases, surveys, rewards, sponsors, deals, booking, and stability.
As always, Wrestling GM 2026 from Just Keep Gaming remains player-first: no forced ads and no pay-to-win mechanics.

What Beta 1.2.0 focuses on
Beta 1.2.0 focuses on four major areas:
- Making rivalries quicker and easier to book
- Making brands, sponsors, and networks matter more
- Making injuries and morale feel fairer
- Cleaning up key systems so long-term saves stay reliable
This update should make the weekly booking loop smoother, especially for players running larger rosters, multiple brands, several active rivalries, and more complex federations.
Rivalry Booking
Players can now view and book rivalries directly while creating matches and segments.
There are three options:
- Active Rivalry — shows the selected wrestler’s current feud and allows both sides to be added with one button
- All Rivalries — shows every active rivalry, ordered by heat
- Suggested Pairing — moves 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
Booking rivalries should not feel like admin work.
This feature removes a lot of friction from show creation. You no longer need to remember every active feud manually or search through a large roster to find both sides of the story.
Rivalry detection improvements
The logic used to detect rivalries during matches and segments has been rewritten.
Tag team and faction rivalries should now properly progress 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 the final simulation
- Stable rivalries update when members join or leave
- Faction rivalry payoff rewards have been rebalanced
Why this matters
The rivalry shown during booking should be the rivalry that actually receives heat after the show.
This makes rivalry progression clearer, more reliable, and much better for tag teams and factions.
Brand Types
Beta 1.2.0 introduces new Brand Types:
- Primary
- Secondary
- Developmental
Brand Types now affect how your company actually works.
They influence:
- Draft allocation
- TV Network payouts
- TV Network expectations
- Show rating expectations
- Popularity gain
- Brand strategy
At 50 Federation Popularity, expected show ratings are now different depending on brand type:
- Primary: 5.6 stars
- Secondary: 4.8 stars
- Developmental: 3.9 stars
Exceeding expectations also has different popularity impact:
- Primary: stronger popularity growth
- Secondary: moderate growth
- Developmental: smaller growth, but better for talent development and opportunity
Why this matters
Primary brands are now best for money and popularity growth.
Secondary and Developmental brands are better for giving smaller stars chances to grow, train, and develop into future names.
This gives brand management a real purpose.
Injury System Rebalance
The injury system has been completely rewritten.
Injuries now use a wrestler’s stamina before the match begins.
Match stamina loss still matters for the next booking, but it no longer inflates the injury roll during the current match.
The update also removes match quality and stamina cost injury multipliers.
Standard Rules now use stamina-based injury risk directly, while dangerous stipulations become more meaningful.
Every stipulation risk level compounds injury chance by 25%.
The goal is simple:
- Normal matches should be safer for healthy or moderately tired wrestlers
- Risky stipulations should carry a real injury trade-off
- Exhausted wrestlers should still be dangerous to book
Medical Bay upgrades remain useful, reducing final injury chance by level.
Why this matters
Injuries should be a management challenge, not random punishment.
This rebalance makes the system fairer while still making dangerous matches feel dangerous.
Sponsors
Sponsors are now part of the game.
Similar to TV Networks, sponsors vary in:
- Size
- Payout
- Quality expectations
- Viewership expectations
- Popularity tier
Commercial Hub upgrades unlock new sponsorship opportunities, such as Venue or Broadcast Sponsors.
Sponsor contracts can be broken, but this comes with:
- 2 weeks penalty
- -20 relationship
The sponsor catalogue has also been expanded from 10 to 50 sponsors, covering more industries and popularity tiers.
Why this matters
Sponsors add another commercial layer to the game.
They give players more ways to earn money, but they also add expectations that need to be managed properly.
Sponsor and Deals page improvements
The Sponsors tab has been reworked into a responsive tile grid.
The Deals tab has been rebuilt into a clearer weekly and Premium Live Event matrix, showing sponsorship levels, locked requirements, and empty slots.
Recent improvements include:
- Better sponsor tile grid
- Smaller tile padding and text
- More sponsors visible on screen
- Proper scrollable Deals table
- Sticky frozen level column
- Fixed column widths
- Smaller contract tiles
- Logos for all 50 sponsors
- Fixed sponsor tiles overlapping on mobile
Why this matters
Sponsors are only useful if players can understand them quickly.
The new layout makes it easier to compare opportunities, see what is locked, and manage your active deals.
Network Goals
A full review of all 39 Network Goal types has been completed.
Previously, some goals could be offered even when the player had no wrestlers, teams, or championships capable of completing them.
Some completed goals were also not being recognised correctly.
Now:
- Rivalry Match goals should complete correctly
- Tag Team Rivalry goals should complete correctly
- Goals based on stats, stamina, popularity, championships, and main events only appear when your roster can complete them
- Network Goals are properly connected to the brand covered by the contract
- Networks assigned to one brand will no longer ask for wrestlers or titles from another brand
- Networks no longer award GM or Federation XP for branded shows outside their contract
- A new Feature This Wrestler goal has been added
- Network goal claims now happen immediately when the qualifying show completes
- Goal rewards, relationship changes, and claimed status now persist correctly
- Fixed goal claims that paid out but still showed as unmet
- Fixed monthly all-goals completion bonus issues
- Fixed MET badge colour so it now appears green
Why this matters
Network Goals should create interesting booking challenges, not impossible tasks.
This update makes them smarter, fairer, and more connected to your roster and brand setup.
TV Network contract improvements
TV Network contracts have also been improved.
Players can now break contracts by paying:
- 2 weeks expected payout
- -20 relationship
Contract cards have been upgraded.
Contracts can now be signed for one or multiple brands.
Why this matters
Networks now fit better into the Brand system and give players more flexibility when running multiple shows and brands.
Morale Rework
Morale gain and loss logic has been completely changed.
Morale now reacts more strongly to:
- 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 if they lose to Enhancement Talent
- Enhancement Talent will be delighted if they beat a Legendary wrestler
- More established wrestlers will lose morale if they are unused for too long
Morale has also been added as a sort option on the main Roster page.
Why this matters
Morale now feels more connected to wrestling logic.
Top stars expect protection. Lower-card wrestlers value major wins. Established wrestlers do not want to sit unused for weeks.
Booking improvements
Wrestler cards during match and segment booking have been updated.
Players can now switch between:
- Larger wrestler cards
- Smaller compact cards
This should make booking faster, especially with larger rosters.
Other booking improvements include:
- Brand filter added to the Roster page
- Brand badges shown when creating tag teams and stables
- Brand badges shown when assigning champions
- Brand badges shown when picking wrestlers for rivalries
- Filters and sorting added to the Championship page
- Fixed a promo opening the show incorrectly being treated as an opening match
- Turn Face / Turn Heel promos now actually change the wrestler’s status
Why this matters
As rosters get bigger, booking needs to stay fast.
Compact cards, filters, badges, and proper sorting make it easier to find the right people and avoid mistakes.
Custom Matches
The Custom Match builder is available again.
It had become inaccessible after the Head Office changes in version 1.1.9 because there was no longer a button leading to it.
Custom Matches are now unlocked through Production Facility Level 3, making them a proper progression reward.
Players who have not unlocked the feature will see what is required.
Eligible players can access Custom Matches from:
- The Custom Matches page
- A new Create Custom Match button while booking a show
The full feature is translated across all 6 supported languages.
Why this matters
Custom Matches now fit properly into progression rather than sitting disconnected from the rest of the game.
Rumble Feed improvements
Rumble Feed has been improved with more message variations and fewer repeated posts.
Wrestlers involved in active rivalries can now post about their match after the show.
Winners and losers react differently depending on their 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 now appear properly in Rumble Feed.
Why this matters
Rumble Feed should make the world feel reactive.
Rivalry reactions, personality-based posts, and replies make the feed feel more connected to what happened on your show.
Custom Wrestlers
24 new player-purchased custom wrestlers have been imported into the shared roster.
These include:
- Translated bios
- Portraits
- New theatre, arena, and stadium venue tiers
Several custom wrestler fixes were also added:
- Fixed some custom wrestlers appearing twice with mismatched stats
- Custom wrestler portraits now download and bundle automatically on import
- Existing entries can be re-synced to backfill missing images or fix drifted fields
- Deliberate bio, name, and gimmick edits will not be overwritten
- Fixed old remote-hosted portraits still showing after local image bundling
- Custom wrestler name, age, stats, and identity fields now sync from shared data on every save load
- Fixed save migration wrongly treating custom wrestlers as regular roster members
Why this matters
Custom Wrestlers are becoming a bigger part of the shared Wrestling GM 2026 universe.
These fixes make them more reliable, more consistent, and easier to maintain across existing saves.
Purchases, surveys, and testimonials
Players who purchase a Custom Wrestler or Custom Tag Team can now complete a short optional survey after revealing their order.
The survey asks about:
- Final result
- Buying experience
- Value for money
- Written feedback
Each answered question rewards $5,000, using the same reward system as the existing Surveys page.
Players remain fully in control of whether feedback can be shared publicly.
If permission is declined, the feedback can still be read and answered by the development team, but it will never appear as a public testimonial.
The survey now appears directly inside the purchase reveal popup.
This system is available across all 6 supported languages.
Rewards and purchases fixes
Several reward and purchase fixes were added:
- Community Rewards can now only be claimed once per save
- Stamina removed from the Training Coach Community Reward
- Ads for Rewards cash now saves correctly
- In-game purchases now work correctly if the player starts offline and later reconnects
- Fixed a crash caused by temporary internet issues while loading Custom Wrestler or Custom Tag Team orders
Show rating labels
Estimated show labels before booking and final labels after running the show now use the same logic.
They now both consider:
- Show rating
- Expected federation popularity gain
This should make the pre-show estimate better match the final result.
Startup screen and surveys
The game startup screen has been redesigned with a more modern and elegant feel.
A game update survey has also been added, giving players another way to provide feedback.
Stare Down promo
A new non-physical Stare Down promo has been added.
This gives players another way to build tension without needing a physical confrontation.
Stability
Beta 1.2.0 also includes stability improvements.
A temporary internet connection problem while loading a Custom Wrestler or Custom Tag Team order should no longer crash the app.
The game will now remain open and show an error message instead.
Thank you
Beta 1.2.0 is a major update.
Rivalry Booking should make show creation faster. Brand Types make multi-brand saves more meaningful. Sponsors and Network Goals add more commercial depth. Injury and morale changes make roster management fairer. Rumble Feed, surveys, Custom Wrestlers, and booking improvements all help make the game smoother and more alive.
Thank you to everyone testing, reporting issues, sending feedback, buying custom wrestlers, supporting on Patreon, and helping Wrestling GM 2026 keep growing.
What you can do next
- Download Wrestling GM 2026 on Google Play and update to Beta 1.2.0
- Read the full release blog at wrestlinggm.com/blog/beta-1-2-0-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. Grow your world.
