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Horse Racing Manager News

[0.9.1.2] - 2026-03-12

Fixed
- In some rare cases in the live race, the order of the finishes was wrong
- When player becomes manager or starts stable, start with default automations off this was confusing UX

[0.9.1.1] - 2026-03-11

Improved
- If family dies, you get email
- Cheat commands to get random spouse and spawn kid

Fixed
- Post purchase email for the shares should now have the correct amounts
- Make sure that race results are always sorted by race time

[0.9.1] - 2026-03-11 (New race engine)

Added
- New race engine, we are still improving this, but we think the version is 0.75 of the race engine.
- You can now choose the precision of simulation for races, in settings for races. Less precision means faster simulation, but the live and sim races might diverge more
- Ability to buy, sell and manage auction houses, this follows a similar pattern to the racecourses. Is quite untested and possible unbalanced currently
- Free text searches added above some tables
- Sound for unlocking coat in breeding
- Sounds for a lof of buttons in mail related to money
- Sim to date option to movement dropdown
- Ability to rehome horses, in horse options to different roles after it's racing career
- Automation page in sidebar, most automation options are now stable specific, this way you can put different automation options to each stable you own
- When creating a new game, you can now choose for custom schedules what countries are included and made schedules their own section in the game
- Shows total bets, winnings and profit in Betting summary email
- In market, show a tab for made active offers
- A graph showing the number of newgen horses in developer stats

Improved
- To horse and person filter, add own stable / own staff filter capability
- You can now see in company -> shares how much dividends each shareholder will get
- Horse gallop sound in races uses positional audio
- Fades the auction crowd in and out properly
- Lowered employment age to 10, so that you can hire you own kids
- You can now import all race templates at once
- More recurring race options
- The world map uses a cascading load now
- If CPU suggests trade, you should now be able to counter
- Earnings from race results are now recorded for trainers and stablehands also
- Investments separated into separate category in financial summary
- Counter offers should now show your origianl offer also
- In cheat console add ability to acquire all shares of a stable

Fixed
- Horses can no longer be set to quarantine unless a quarantine facility is owned.
- Rating reset button fixed
- CPU no longer making phantom bids in auctions causing the bidding to end prematurely
- No longer possible to get stuck in an infinite loop of bids
- All stables honor set max cpu stable size value
- When CPU stables are generated also put stable facility to them
- Increased lootbox odds a bit
- Decreased slotmachine odds a bit
- Table column drag did not always work, should be more reliable
- In milestone email for wins, the grade should now show correctly
- Reporter should not when they ask about foals use the foals name
- Tooltips for skills should not show on asset page anymore
- Game now uses one dividend model, instead of two
- Trying to safeguard the easter egg emails coming multiple times
- Negative ages for horses if they were born before the year 1970
- If you put birthyear that is below the start year, the game will move your birthyear back so that you don't have a negative age
- Getting hired was using the wrong sound
- Mergers should now work better with share counts
- Number inputs should now be currency aware better
- When negotiating with staff, they would sometimes have a hidden demand they did not show you, resulting in a scenario where even if you offered what they wanted, they said it was not enough
- Some transaction types did not show up

Charleston Update - Worldwide, Road to Owner and Real-Life Schedules

[p]In the last devlog we talked about Social System, Succession, Training and Nutrition overhaul and Race Engine.[/p][p] [/p]
Worldwide
[p]We added the first version of the worldwide system, where horses, persons, stables, racecourses and auction houses all have locations and horses and people also have nationalities. [/p][p]A new map page allows players to view the world map and manage horses and staff travel. From here you can control travel options, set automatic rules, and move between entities across different regions.[/p][p]Preview of Map[/p][p][/p][p]Cities and countries now have their own detail pages, and races and results show racecourse names and location flags for better clarity.[/p][p]Countries view[/p][p][/p][p]Travel system was also expanded with options for how many days in advance horses or staff travel, bulk travel controls, and automatic settings.[/p][p] [/p]
Race Engine Improvements
[p]These changes are currently on experimental game version, coming soon to main version.[/p][p]Preview of overtaking[/p][p][/p][p]We have several improvements to the race engine to make races behave more realistic. Speed and stamina burn are now tied to horse's preferred distance and the race distance, meaning sprinters perform better in shorter races while endurance horses are stronger over longer distances. Horses running beyond their preferred distance are more likely to run out of stamina before the finish, while horses running shorter races than their preference may run slightly below the optimal speed for that distance.[/p][p]Track curves are now simulated, so horses running wider from the inner lane slow down slightly to reflect the longer path around the bend.[/p][p]We also introduced a horse pack logic layer, horses with similar optimal speeds can form packs when running close together, which helps races look more natural. While packs provide the base behavior, each horse still makes its own decisions such as overtaking slower runners, leaving the pack, or reacting when boxed in.[/p][p]To prevent unrealistic runaway leaders, horses that move too far ahead on their own now receive a stamina penalty.[/p][p]Horse movement has also been adjusted to feel less robotic, with small speed variations added so groups no longer move at exactly the same pace.[/p][p]Additional race features include a race minimap, blocked indicators to warn when horse is about to be boxed in, more slow-motion finish options, and starting chutes where racetracks support them.[/p][p]These changes are still work in progress, and we still continue refining the system based on feedback.[/p][p] [/p]
Road to Owner
[p]We added new system, Road to Owner, giving an option to begin career without owning a stable and instead work as a manager for another stable.[/p][p]Preview of job interview[/p][p][/p][p]While working for an owner you manage horses, compete in races, and build your personal reputation through results. If you perform well, owners can offer better contracts, equity, bonuses, or improved terms during yearly reviews. Owners also consider your relationship and performance when deciding whether to renew contracts or fire you. [/p][p]Strong results can also lead to headhunting offers from other stables, while weaker results may cause the interview process to end early or prevent larger stables from hiring you.[/p][p]The system includes yearly performance reviews, goals and bonuses, giving clear progression towards eventually creating or purchasing own stable. Alongside this we added person reputation, which functions similarly to stable prestige and influences hiring opportunities. [/p][p] [/p]
Real-Life Schedules - Experimental
[p]We added the first experimental version of real-life race schedules, which can be enabled when starting a new game.[/p][p]Enabling real-life schedules, full tutorial on Discord #guides[/p][p][/p][p]This system allows the game to use real-world inspired racing calendars instead of fully procedural schedules. The feature is still work in progress and currently intended for testing and feedback.[/p][p] [/p][h2]Racecourses and Custom Racing[/h2][p]Players can now construct racecourses, trade them, manage their finances, and create custom races directly from the racecourse detail page.[/p][p]Constructing a racecourse[/p][p][/p][p]Racecourses operate with their own financial accounts, and if they fall into debt a monthly sweep can pull funds from the stable to cover short-term deficits. [/p][p]We added tools for saving race templates, creating race days with multiple races, and cancelling created races. Race generation parameters can be adjusted in new amenities settings or during gameplay.[/p][p] [/p][h2]Economy, Shares and Finances[/h2][p]We added equity and share management tools to financial system, including IPO's, secondary offerings, share buybacks and dividend changes. Minority shareholder can no initiate votes related to these decisions.[/p][p]A dedicated shares page was added where players can view all stables, their valuations and their own investment portfolio.[/p][p]Shares page[/p][p][/p][p]We also introduced horse syndication, allowing horses to be owner collectively and shares to be purchased through the market. [/p][p]Economy system was expanded further with taxation, including yearly taxes for both stables and persons, options to challenge tax decision, installment payments and automated pre-payments. [/p][p] [/p][h2]Breeding, Traits and Contracts[/h2][p]We added random events and traits for horses, which can be inherited genetically or influenced by staff working with the horse. In future updates we plan to introduce race behavior traits, such as running style tendencies e.g "likes to lead", which will affect how horses behave during races.[/p][p]Preview of horse traits[/p][p][/p][p]Breeding views have been improved with additional filters, breeding ability columns, upcoming foal visibility and breeding contract tracking.[/p][p]Breeding filters[/p][p][/p][p]Existing breeding contracts can now also be traded between stables and their value changes over time.[/p][p] [/p][h2]Assets[/h2][p]Players can now own houses, luxury items and other personal assets, which can also be traded with NPCs through universal trade.[/p][p]Preview of Assets[/p][p][/p][p]Properties are connected to cities, and items can appear as part of sponsorship and brand systems.[/p][p] [/p][h2]Interface, Tables and Tools[/h2][p]We continued expanding the UI and interaction systems. A peek panel was added, which displays quick information when hovering over entities in tables.[/p][p]Peek in action, can be activated/deactivated by pressing P[/p][p][/p][p]Tables gained new functionality such as select all rows, adjustable row height, contrast settings, and persistent navigation behavior when returning from entity pages.[/p][p]Preview of adjustable row height[/p][p][/p][p]Additional UI improvements include financial graphs, better economic summaries, milestone emails for career progress, and improved navigation in the inbox and results screen.[/p][p] [/p][h2]Audio[/h2][p]The game received many new UI and interaction sound effects, including sounds for unlocking DNA in breeding, trade proposals, inbox devisions and starting a new game.[/p][p]Additional sounds were added for hiring events, map interaction, trading actions and other moments.[/p][p] [/p][h2]Roadmap[/h2][p][/p][p] [/p]
Discord Server
[p]We have member count of over 1100 already. If you have suggestions, ideas or something else you want to talk about, it's a great platform and an easy way to reach us. Join the server here!

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What’s next
[p]We have planned for Early Access phase to last around six months, but as game development often goes, things tend to take longer than expected. We will confirm the final game's release date once we've made more progress during Early Access. [/p][p]Development is ongoing, and we will keep you updated on our progress. We are continuously working to enhance Horse Racing Manager, and your feedback is invaluable. Our goal is to make this franchise the most realistic horse racing simulator in the world. Your support is crucial for us and greatly appreciated. [/p][p]Follow Horse Racing Manager Here![/p]

[0.9.0.7] - 2026-03-08

Fixed
- Crashes when looking at live race