GT Manager Due For Release September 3rd

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Images: The Tiny Digital Factory
GT Manager, developed by the studio The Tiny Digital Factory, will be released in early access on Steam, Epic Games and GOG on September 3rd, 2024.

GT Manager puts you in the heart of the action as a team principal of a fledgling GT4 squad, aiming to evolve and compete in the prestigious World Endurance Championship (WEC). Scouting top talent, recruiting the best engineers and training your crew for perfection are all tasks on your shoulders as team principal.

The title includes 25 meticulously recreated racing cars from world-renowned manufacturers Porsche, Mercedes, BMW, Audi, Aston Martin, Peugeot, Alpine, Lotus, Ford, Glickenhaus, Chevrolet, Corvette, Brabham, Bugatti, KTM and Saleen. Missing manufacturers are planned to be added once GT Manager is released in early access.

GT Manager 2.jpg


Mobile Evolution​

When comparing the screenshots on the Steam page to the mobile version of GT Manager, it is clear that the team at The Tiny Digital Factory in Lyon, France have been working hard to bring GT Manager successfully to the PC platform.

It is no secret that F1 Manager is the main rival and comparator to GT Manager. The 'Motorsport Management' genre has been ramping up in popularity in the last few years and with the explosion of a golden age in the real-life WEC, GT Manager could easily cause some upset in the gaming space.

Climbing The Motorsport Ladder​

Within GT Manager, you start at the bottom of the GT ladder in GT4. You will progress up through the ranks to GT3, GT2, GTE and finally into the Hypercar category. Not every category will offer a full range of licensed teams and drivers, however, expect the roster to change each time you play.

GT Manager 1.jpg


"As you progress, the game evolves, revealing layers of complexity and strategic depth across its five distinct categories. It's a journey that starts with accessible fun and grows into a rich, multifaceted challenge that will test players’ management skills to the fullest." Stéphane Baudet, Creative Director at The Tiny Digital Factory.

Are you a fan of management games? How do you think GT Manager will compare to F1 Manager? Let us know on X @OverTake_gg or down in the comments below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

Given how addicted I was to Motorsports manager I can see myself sinking a lot of time into this to see how deep they've taken the experience...

And it has a W16 engine option in Hypercar... Nice!!!
 
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Club Staff
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This game must have gone through a lot of work since the demo some time ago. If not... It's more challenger to Motorsport Manager Mobile than anything else.

The demo was not a good showing for an actual manager game... Examples from the Steam page:
"Experience the thrill of race day: does your car setup suit the track? Have you selected your best drivers for qualifying? Will you opt for a 2-stop or a 3-stop strategy?"
"React swiftly to ever-changing weather conditions, track grip levels, tire degradation and engine overheating, making calculated decisions on pit stops at the best moment."
"Take command from the moment the lights go out until the checkered flag waves in both short sprints and long endurance races."

In the demo is was quite simple. If you went on a max-push mode, you would eat the tyres and wear down the engine. However, somehow the engine got fixed in the pitstops, so just to 3 stops with softs and push, and you are good.
Sprints and Endurance sounds good. Except, the last statement about it was 7 lap sprints and 12 lap endurance... It had a cards system etc.
It's a massive micromanagement-system during the races as it seems like they are trying to simulate all the effects of a big, long GT race in 7 laps. I mean... 3 stop strategy in a 7 lap race?

Neither did I understand the "practice" setup thing in the trailer - and then just a button for Dry / Wet "settings"?

Nah. I love me a good manager-game. This doesn't look like it.
 
This game must have gone through a lot of work since the demo some time ago. If not... It's more challenger to Motorsport Manager Mobile than anything else.

The demo was not a good showing for an actual manager game... Examples from the Steam page:
"Experience the thrill of race day: does your car setup suit the track? Have you selected your best drivers for qualifying? Will you opt for a 2-stop or a 3-stop strategy?"
"React swiftly to ever-changing weather conditions, track grip levels, tire degradation and engine overheating, making calculated decisions on pit stops at the best moment."
"Take command from the moment the lights go out until the checkered flag waves in both short sprints and long endurance races."

In the demo is was quite simple. If you went on a max-push mode, you would eat the tyres and wear down the engine. However, somehow the engine got fixed in the pitstops, so just to 3 stops with softs and push, and you are good.
Sprints and Endurance sounds good. Except, the last statement about it was 7 lap sprints and 12 lap endurance... It had a cards system etc.
It's a massive micromanagement-system during the races as it seems like they are trying to simulate all the effects of a big, long GT race in 7 laps. I mean... 3 stop strategy in a 7 lap race?

Neither did I understand the "practice" setup thing in the trailer - and then just a button for Dry / Wet "settings"?

Nah. I love me a good manager-game. This doesn't look like it.
I also played the demo and it was really like that, for me the card system was really strange.
Also I want to note the game was first called GT Manager 24 (or 2024), think what you want (like releasing a version of it every year using WEC popularity - but they might changed their mind)
 
Premium
looks interesting but I would favor a game NOT in the cartoonish, gamified feeling of Motorsport Manager

so little immersion

EA F1 Manager 2000 was terrible but feeling was awesome
 
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I’ve played the iOS game a bit, and it really is a very simplified game where all your progress (driver stats, car specs, parts etc) are linked to the cards system. You get a certain amount of cards by winning a race, by logging in very day and so on. These cards have tiers, and the higher the tier, the more cards you need to unlock that perk/stat/part.

I’ve suspected for a while that the game is heavily stacked and the randomness of the cards are not so random. For example, I have enough cards to unlock a certain engineer to a higher level, but the benefit from the increase is already at 100% so I have nothing to gain by upgrading the card.. for some reason, I seem to get this card A LOT, while cards I actually need are extremely rare to get. I *might* get one per week, while I need 30 to upgrade the perk in question, while the beforementioned engineer might pop up 3-4 times per week,I have 47 of this card and only need 30 (to upgrade a no benefit 100% stat), so…. Yeah.
 
In the demo is was quite simple. If you went on a max-push mode, you would eat the tyres and wear down the engine. However, somehow the engine got fixed in the pitstops, so just to 3 stops with softs and push, and you are good.
I figured out in the demo that telling your driver to ease off also "heals" the engine over time, which is how you prolong a stint enough to 2 stop since the engines otherwise won't last a third lap. The pace difference between tyre compounds and pushing hard or not is so exaggerated though that there may still be cases where stopping 3 times in 7 laps is faster, which is a very weird way for any manager game to work

Licenced cars aside, I don't think this is troubling Motorsport Manager PC or even MM3 Mobile in the hierarchy of "modern" games in this genre.
 

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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