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  1. v26.1.2iOS
    - Fixed issue whereby make fight button might not appear on fighter screen.
    - Fixed issue whereby a champion could not offer a single fight to a fighter who is designated as a mandatory challenger for any organisation.
    - Fixed issue where if a fighter left company after court action the promoter name and gym slots were not updated.
    - Fixed show finance display issue whereby showcase labels were incorrectly displayed in finance screen when a main event.
  2. v26.1.1iOS
    - Fixed issue whereby when rankings were updated, a title could be stripped from a champion due to a duplicate champion being created. This major bug has caused issues with game stability, and we believe that the fix will resolve many downstream game world issues.
  3. v26.1.0iOS
    All new features for 26.1.0
    
    Fight Camp!
    Fighter DNA!
    Fight Plans!
    Fight Shouts!
    Corner tactics between rounds!
    
    Fighter DNA page
.
    This screen highlights the fighter’s attributes relative to each other as well as showing effects of XP updates to each attribute ahead of update.
    The DNA screen also shows a breakdown of the fighter’s individual skills in a new flow screen showing the probability of their most likely fighting style and success rate.
    
    Fight camp page
    When a fighter is scheduled the player can now modify for that fight the fighter’s ability in order to set a fighting style appropriate to the opponent in question.
    
    Fight plans
    Before the fight the player is now able to set a fight plan and emphasis for the fight. Details below
    
    Fight shouts
    The player now has a number of shouts available to activate the fighter during the fight. Details below
    
    Between rounds tactics
    The player can add additional emphasis or instruction to the fighter. Details below
    
    FIGHT TACTICS & STRATEGY GUIDE
    
      SHOUTS (during fight)
      Budget scales with Fight IQ. Effects decay 50% per round.
    
      Strike! — +Strike bias, +Punch accuracy. Costs TD defence and stamina.
      Takedown! — +TD bias, +TD offence. Costs strike defence and stamina.
      Defend! — +Defence, +TD defence, +Idle time. Reduces striking and aggression.
      Body! — +Body targeting, +Body damage. Reduces head targeting and KO chance.
      Finish Him! — +Strike/TD/Sub bias, +Aggression, +KO chance. Big defence and stamina cost. Requires opponent to be visibly hurt.
    
      GAME PLANS (pre-fight)
    
      Stand and Bang — More striking, avoids grappling, gets up faster.
      Wrestle and Control — Prioritises takedowns and mat control, less striking.
      Submission Hunter — Hunts subs from any position, uses TDs to get there.
      Measured Approach — Conservative, saves energy, lower output but lasts longer.
      Relentless Pressure — High pace, more action, burns stamina faster.
    
      FOCUS AREAS (pick up to 2)
    
      Head Hunting — More head shots, higher KO probability.
      Body Work — More body shots, saps opponent stamina faster.
      Clinch Fighting — Engages clinch more, better at initiating it.
      Ground Control — More TD attempts, holds position longer.
      Defensive Priority — Tighter defence, harder to take down.
      Fast Start — Higher output in round 1.
    
      CORNER INSTRUCTIONS (between rounds)
      Effects decay 50% per round.
    
      Keep doing what you're doing — No change.
      Let your hands go — More striking volume.
      Stay defensive — Tighter guard, less output.
      Take him down — Hunt for takedowns.
      Work the body — Target body, sap gas tank.
      Go for the finish! — All-out offence, leaves openings.
      Conserve energy — Save energy for later rounds.
      Change game plan — Completely switches strategy.
    
      FIGHT CAMP TRAINING
      4 sliders totalling 100%. Each week builds temporary boosts.
    
      Striking — Boosts Power, Accuracy, Defence, Kick Offence.
      Grappling — Boosts TD Offence, TD Defence, Ground Control, GnP.
      Submissions — Boosts Sub Offence, Sub Defence, Clinch Control, Fight IQ.
      Conditioning — Boosts Stamina, Chin, Resilience.
    
      Neglecting any area below 15% incurs stat penalties.
    
      Camp length matters: Full camp (6+ weeks) gives maximum benefit. Short notice (1 week) gives minimal. Trainer quality ranges from 0.5x to 1.0x. Max boost per area is +4.
    
    Bugs.
    - Fixed duplicate regional title issue. This runs in background when advancing game.
    - Fixed issue with main event Shows whereby venue cut of ticket revenues was being taken 2-3x resulting in significantly lower profits.
    - Fixed issue whereby fights with mandatory challengers could be made. This was resulting in fights being removed from cards without warning.
    
    - Fixed issue whereby fights would be removed from cards without warning when a fighter on card is designated as a mandatory challenger subsequent to the fight being made.
    - Updated rankings algorithm
    - Fixed issue where Issue reporting mail link in dashboard was not working correctly.
  4. v26.0.12iOS
    - Show engine fix for main event PPV bug introduced previously.
  5. v26.0.11iOS
    Title Engine
    - Fix for title stripping when title first won.
  6. v26.0.10iOS
    Game world
    - Regional and world title fixes. 


    
    Thanks again to those people who have submitted details to us to enable our iterative improvements.
  7. v26.0.9iOS
    Rankings.
    "Fixed".
    Finally!
  8. v26.0.8iOS
    Rankings
    - More rankings fixes. Guys now can pick up to x2 more opponents in matchmaker and climb quicker.
    
    Fight engine
    - Fixed issue where striking numbers in the fight engine were producing unrealistic accuracy and targeting splits compared to real world data.
  9. v26.0.7iOS
    Fight simulation
    - Fixed serious issue with fighter submissions whereby submission attempts were overly successful.
    - Fixed issue resulting in too many knockouts.
    
    Game engine
    - Azerbaijan, Cayman Islands, and Hong Kong naming issues fixed.
    - Improved/simplified PPV calculations. Player cut now 9pc of gross PPV. No more costs killings your share of the PPV loot.
  10. v26.0.6iOS
    Fight simulation
    - Fixed occasional crash at end of fights involving managed title holders.
    - Fixed issue where at end of fight, fighter dedication could rise above 20.
    
    Matchmaker
    - Fixed UX bug where opponent list was compressed in size.
    
    Rankings
    - Ranking points no longer flattened thus fighters will move quicker through rankings.
    
    Fighter development
    - Section organisation improved.
  11. v26.0.5iOS
    - Game UX and engine tweaks.
  12. v26.0.4iOS
    Fight simulation
    
    - Optimised judge scoring in the event of a knockdown to match the real-life equivalent more accurately.
    
    Rankings
    
    - Improved rankings method to further increase the speed at which a fighter can move through the rankings. We have now added increased emphasis on wins; a winning streak now comes into the game, as well as greater rankings boosts by win type.
  13. v26.0.3iOS
    Fight simulation
    
    - Cage IQ optimised for player expectation and fight model accuracy.
    - Start of round period improved to an average period before first action of between approximately 5-10 seconds after the start of the round.
    - Fixed the knockdown effect on round score modelling being too low. Knockdowns now almost certainly guarantee a minimum 10-8.
    
    Rankings
    
    - Ranking progression improved considerably with progression through rankings much faster than previously the case.
    - Rankings news fixed.
    
    Fight screen
    
    - Added options to change fight speed before start of fight.
  14. v26.0.2iOS
    Fight Simulation
    
     - Striking is more impactful. Fighter striking skill now has a bigger influence on fight outcomes. Offence and defence ratings matter more in standup exchanges, clinch striking, and head/body targeting. Skilled strikers will land more often
     and hit harder.
     - Knockdowns happen more often. The base knockdown rate has been increased, making power punchers more dangerous on the feet. Fights are more exciting with bigger swings in momentum.
     - Submissions are harder to pull off. Submission attempts from all positions — top, bottom, and transitions — are now more difficult to finish. Fighters need genuine grappling skill to lock in a sub, especially from bottom position. This brings submission finish rates in line with real MMA (~20-25%).
     - Wrestlers are less likely to submit opponents. Wrestling specialists now focus on control and ground-and-pound rather than submissions, reflecting real-world wrestling-heavy fighters.
     - Net result significantly less shocks and result patterns in line with real world.
    
     Judging & Scorecards
    
     - More realistic scorecards. Decision scorecards are now much closer to real UFC judging. The vast majority of rounds are scored 10-9, with 10-8 rounds reserved for truly dominant performances (multiple knockdowns or near-stoppage rounds).
     10-7 rounds are now extremely rare, as they should be.
     - Judges are more consistent. Judge randomness has been significantly reduced, meaning fights are scored more predictably and controversial decisions are less frequent. Expect tighter scorecards and more split decisions in competitive bouts.
    
     Rankings
    
     - Rankings are more volatile. Wins and losses now cause bigger ranking swings, making the rankings feel more dynamic. Climbing and falling through the ranks happens faster.
     - Rankings update more frequently. Rankings now refresh every 2 weeks instead of every 4, so fight results are reflected sooner.
     - Finishes are rewarded. Submissions and ground KOs now give an additional ranking boost to the winner, just like regular KOs and TKOs already did. Finishing fights matters.
    
     Fight Aftermath
    
     - Ground KOs affect chin. Fighters who are knocked out via ground strikes now suffer chin degradation, just like standing KO losses. This was previously not tracked.
     - Bigger box office boosts for finishers. Winning by KO, TKO, submission, or ground KO now gives a larger box office value increase. All finish types are now properly recognised (previously only "KO" and "Submission" counted — TKO and ground KO were missed).
    
     Matchmaking
    
     - Fixed a bug where some fighters weren't getting matched. A data handling issue in the matchmaking engine was causing some fighters to be incorrectly filtered out when searching for opponents. This has been resolved across all matchmaking queries, meaning more fighters will be active and scheduled for bouts.
    
    Subscriptions
    
    - Extended free trial period beyond existing periods according to tier.
  15. v26.0.1iOS
    * Fixes to fight model to fix fight IQ and aggression issues resulting in early unexpected losses for good versus bad fighters.
    * Fixes to add cash boosts to game. Previous boosts will be added when game opens.
    * Fixed appearance of sub-weights on Hall of Fame screen.
    * Fixed same-name fighter issue.

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AI-powered analysis with editorial review, built from publicly available sources. Marlvel.ai is not affiliated with, endorsed by, or sponsored by The MMA Manager Game, its developer, the app publisher, Apple, or Google Play. All trademarks, logos, and screenshots referenced remain the property of their respective owners.

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