r/f1dynasty

2026 IndyCar Roster

Another non-F1 roster to enjoy!!

How to play:

Copy the link, then paste it on the Open Roster editor (just below the upload file) and load the link.

https://raw.githubusercontent.com/RuleImpossible3362/F1DynastyRosters/refs/heads/main/2026%20INDY%20ROSTER.json

FEATURES

- 18 prospects drivers (17 from IndyNXT + Colton Herta who is on his way to F1, but here you can get him back for Indy after 3 years), 12 fillers with 40 overalls as well (they are there so the game does not create prospects in season 1). 18 free agents (drivers that drove in the 2024 and 2025 seasons but are without a seat)

-10 teams from the 2026 IndyCar season with 2 drivers and 2 reserves for each team. Here I had to compromise, for teams with 3 drivers I have dropped the most recently signed one as a reserve. You can of course whenever you start the save which drivers you want to drive. The 33 drivers of the 2026 season are there, some IndyNXT drivers are reserves as well. Abel and D&R are excluded from the roster (only entered in the 500). Their drivers can be signed from the free agency pool. Real sponsors have also been added to each of the 10 teams.

-IndyCar point systems tweaked to the game: Everyone that finishes the race will score points following the IndyCar point system IRL (up to P20), but the non-finishers won't score (IRL they do). Points for number of laps led have been replaced by the fastest lap points (3 points for the fastest lap, everyone can get it because it is not restricted to the top 10, I set it to the top 20). Pole position point added as in IRL.

-2026 real calendar, featuring the 18 races of the 2026 season. The Indy 500 has a sprint race, this represents the Fast 12 IRL where the top 12 score points towards the championship (I made the sprint points so the top 12 scores). IMPORTANT NOTE: Some races are scheduled to 250 laps IRL whereas the game maximum amounts of laps is 200 (so those races are set to 200 laps in game).

-Staff not added

-Feeder classes: IndyNXT, F1, F2, Endurance (basically WEC+IMSA), FE, NASCAR

-Real 2026 Engines: Honda (works deal: Andretti, Ganassi); Chevrolet (works deal: Penske)

TO-DO LIST / ANNOUNCEMENTS

-Maybe add the staff, and tweak ratings and performance come the end of the season.

-Roster announcements: 2021 roster needs the last testing runs (I need to tweak reliability, add the staff), 2026 roster (possible nuking of Kimi, possibly a moderate one). This should come within the upcoming week.

reddit.com
u/RuleImpossible3362 — 23 hours ago

Nuke Kimi

After 2-3 years in every sim he's 99 rated and wins the constructors championship for 10 years in a row
Nuke him a bit
Ik his potential but ts is mad

reddit.com
u/aashankumarsingh — 3 days ago

The beginning of BYD in F1 lmao

Image 1 concept car driven by Zhou Guanyu

Thank you for creating such a fun browser game!

u/Any-Answer2614 — 5 days ago

HIYA PERFORMANCE are 2030 Constructors' Champions! — 12W · 30 podiums · 11 poles

u/hiyabro2025 — 6 days ago

Reserve drivers in roster editor don't match the game for Racing Bulls

Image 1 and 2 - Racing Bulls

Image 3 and 4 - Ferrari

u/Metallic_51 — 9 days ago
▲ 37 r/f1dynasty+2 crossposts

Hi all

4 weeks ago I posted my free F1 manager game on here, and got a lot of great feedback! Since then I have updated the game every day, that's over 32 days of updates, specifically including the requests from this community and those on r/f1dynasty

For those that don't know, I was inspired by dumbmatter and his r/BasketballGM (BBGM) game, which I have played for 8+ years. I have tried my best to honour a F1 game while keeping it somewhat simple. It's not for diehard purists, but for those who want to have a bit of fun and to pass some time while at work, or "watching" something on TV (hopefully F1 soon!)

 https://f1dynasty.com/ is the link

Thanks to this community the game now has:

  • Create Your Own Team, build a custom constructor from scratch on the career screen. Set your team name, nation, colour, engine supplier, and starting tier. Your team joins the grid alongside the real constructors, competes in standings, earns sponsorship, has board objectives, and participates in every game system just like any other team.
  • Car development, allocate resources across performance attributes, with regulation changes shaking up the competitive order between seasons. Mid-season upgrade windows let you invest during the year, with real variance in outcomes.
  • Driver management, sign and release drivers, approach contracted rivals, track form dips, injuries, and career peaks, and build your roster through a transfer market. Pre-sign feeder series prospects to a race or reserve seat before they hit free agency.
  • Race simulation, full season race-by-race with safety cars, DNFs, pit strategy decisions, sprint weekends, and weather. Watch races live with real pit call prompts or simulate instantly.
  • Race penalties, drivers receive 5s or 10s time penalties based on aggression, close battles, and conditions. Penalty incidents appear live in Watch Race with the infraction reason and show as badges on race results.
  • Academy system, recruit young prospects as young as 14, develop them over seasons, promote them or loan them out. Strong reserves now contribute to car development through simulator feedback.
  • Engine contracts, choose your power unit supplier, sign multi-year deals, watch the market evolve as AI teams switch suppliers. Invest in PU development to recover degraded stats over a long career.
  • Sponsorship, manage contracts and keep sponsors happy to fund your operation. Goals now show clearly as "Top 5 in Constructors" rather than cryptic position numbers.
  • Board objectives, meet your season targets or face consequences, with pressure that scales as your prestige and dominance grows.
  • Setup system, develop circuit-specific knowledge that improves over time, with regulation resets sending everyone back to square one.
  • Watch Race mode, live lap-by-lap with pit decisions, safety car windows, weather calls, and penalty incidents in the feed.
  • Roster Editor, fully customise the starting grid: team names, colours, drivers, stats, engine suppliers, and a custom points system for larger grids. Save up to 3 named templates. Add, delete, and edit engine manufacturers. Create entirely custom teams and add them to the grid.
  • History tracking, Race Grid history, Hall of Fame, and season stats to look back on your dynasty.
  • Late-game economy, salary demands, operating costs, and dominance overhead all scale with career length so money stays relevant deep into a long save.

Right now there's about ~300-450 users a day which I think is genuinely cool.

Now I'm not a coder by any stretch, so have used Claude and codex to help which I think has done a pretty good job. I have been putting a lot of time in (yes not as much as a dev coding everything, but time nevertheless) with 32 days of straight updates based on feedback from users. I will continue to develop and over the next few days and weeks move to "generic" teams to combat the inevitable IP clashes (but I have made an editor where you can create your own drivers and rosters, similar to BBGM).

If you don’t like AI or AI created games, cool, this isn’t for you. For those of you who want to try a nice fun game without too much “thinking”, check it out.

Thanks again

u/KyleNewZealand — 12 days ago

2026 Real Roster v1.8 (Calendar revamp, improved reliability, Aron to Audi)

The awaited version for the 2026 F1 Real Roster with plenty of changes is here!!!

How to play:

Copy the link, then paste it on the Open Roster editor (just below the upload file) and load the link. (It is the same link as version 1.0 , but it contains the new updates)

https://raw.githubusercontent.com/RuleImpossible3362/F1DynastyRosters/refs/heads/main/F1%20DYNASTY%202026%20ROSTER.json

UPDATES

-Renamed the Madrid Grand Prix name to the Spanish Grand Prix (as it is IRL).

-The 22 races of 2026 have been revamped. Mainly the SC odds have been added to every grand prix (before, some races would have 0% chances of SC, which lowers the DNF chance). Also, the downforce, circuit type, tyre degradation and overtaking difficulty have been modified for every circuit of the 2026 season.

-Reliability improved. Essentially, every car and engine reliability have been lowered to reflect IRL reliability of the 2026 cars. No more Aston Martin finishing most of the races. Other teams like McLaren have suffered great hits to their reliability as well.

-Paul Aron moves from Alpine to Audi to reflect his participation during FP1 of the Barcelona-Catalunya GP for the German team. Slater is kept as secondary Audi test driver, Alpine has Maini now as 3rd driver (I'll likely make Dunne the 3rd driver from v2.0 onwards though)

TO-DO LIST / ANNOUNCEMENTS

-Add prospects (basically from driver academies and F2), and free agents (at least until the 12 driver minimum). That will be version 2.0.

-Further tweak the reserve driver pool.

-Weights for the feeder classes (to be added in version 2.0)

-Further improvements as the season progresses in regards to car performance, driver ratings and reliability.

reddit.com
u/RuleImpossible3362 — 9 days ago

FC26-F1 Crossover roster (2026)

FIRST NON-MOTORSPORT ROSTER!!!

This roster features 16 teams, 32 starting drivers and 32 reserve drivers. Teams are among the better teams in european football. A long list of free agents (it contains Messi, Ronaldo and Neymar amongst others) and 32 prospects containing some of the most recent wonderkids have been included in the roster.

A 17 race calendar featuring representative circuits for the teams (16 circuits + the UEFA Grand Prix at the Hungaroring as the season finale). Some of the circuits may not be fully representative (I couldn't find a second circuit for Manchester, so I sent the ''ManCity Grand Prix'' to Abu Dhabi. Same with Munich, the Munich Grand Prix is held at Salzburg). No sprint races have been implemented.

Points system is that of MotoGP (Out of 32, 15 score), to keep things interesting. Staff is untouched. Every team has works engine (the engine is the league where they play). Sponsors are real life sponsors of teams in 2026 with the real values in USD (Juventus has a 0$ sponsor, I put it at 1 million. That's the only exception)

How to play:

Copy the link, then paste it on the Open Roster editor (just below the upload file) and load the link

https://raw.githubusercontent.com/RuleImpossible3362/F1DynastyRosters/refs/heads/main/FC26-F1%20CROSSOVER%202026.json

ANNOUNCEMENTS

VERY SOON, I'll start working on v 1.8 of the 2026 F1 Real Roster, with many changes coming on.

u/RuleImpossible3362 — 11 days ago

Players have unfair pace advantage to ai teams

It feels like the player can consistently extract more pace than the car's rating through setup and tyre strategy, while the other teams always perform close to their car rating.

For example, if I have the 4th fastest car, I can often fight like I have the 2nd fastest car. The other teams rarely seem to do the same.

If setup and strategy can improve performance, every team should have that opportunity—not just the player.

That would make the grid more competitive and stop the player from having an inherent advantage over a full season.

reddit.com
u/Significant-Care-135 — 11 days ago

Add a small performance range to car ratings

Instead of a car performing at its exact rating every race, each car should have a small performance range

For example, a 95-rated car could perform between 92–98, with 95 being the most common result. The further from the baseline, the less likely it should be.

This would stop cars from performing identically every weekend and make seasons less predictable.

For example, if Team A has a 95-rated car and Team B has a 93-rated car, Team A should still be the fastest on average. However, there should be weekends where Team B is quicker due to setup, circuit characteristics, or conditions.

This would also prevent a driver from finishing on the podium nearly every race simply because their car is only 2–3 points faster than the next-best team.

The baseline rating would still determine the strongest car over a season, but individual race weekends would feel much more realistic.

reddit.com
u/Significant-Care-135 — 11 days ago