
Lead your team to glory in F1® Manager 2024. A new Formula 1® season has arrived, and with it, the most comprehensive F1® management experience to date. Build a legacy with one of 10 official F1® constructors or create your own team for the very first time.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.24−75% | 7Kreviews | 84% | — | $2.2M |
| $34.99 | 2Kratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 912 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
имба игра но ксожелению покачто играю в Barro GT вместо того чтоби накопить на норм F1
Ce jeux est incroyable aux niveau de la gestion de l'écurie mais aussi de la gestion des pilotes en courses. Développer une voiture et la voire sur le podium est très gratifiant. Je vous recommande ce jeu bien que daté par rapport aux autre jeux F1 est différent de ceux-ci, on peut se plonger pendant des heures sans voire le temps passer.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 3: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 3.29/day in the week to Aug 19 → 4.14/day in the week after.
Reviews, worldwide (the counter carries no country): 3.25/day in the week to Jul 21 → 4.6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Dutch*, Japanese*, Polish, Portuguese - Brazil*, Russian, Simplified Chinese*, Spanish - Latin America* +1 more
| $34.99 |
| 315ratings |
| 82% |
| — |
| not modelled |
| $10.49−70% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 917 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Hice que Fernando gane la 33 y Tsunoda sea campeón del mundo, me quemé las pestañas con las puestas a punto. Nunca maldije a alguien tanto como a Mick Schumacher por chocar cada dos carreras. El mejor simulador de F1, una lastima que ya no salgan mas ediciones. PD: Antonelli está rotísimo si le tenés paciencia.
A série F1 Manager, desenvolvida pela Frontier Developments, surgiu com a promessa de entregar aos fãs de automobilismo o que o Football Manager entregou aos torcedores de futebol: a chance de sair da execução física e assumir o controle intelectual e financeiro de uma organização multibilionária. Após alguns anos de iterações, o jogo se consolidou como uma experiência de nicho altamente polida, mas que ainda luta para equilibrar a complexidade técnica com o entretenimento de longo prazo. O maior trunfo do título é, sem dúvida, a sua fidelidade estética. É raro ver um jogo de gestão que não se limite a ícones e tabelas. No F1 Manager, a transição entre os menus de engenharia e a pista é visualmente deslumbrante. Durante as corridas, a interface emula com perfeição uma transmissão oficial da FIA, e o uso de áudios reais dos pilotos e engenheiros de pista cria uma camada de autenticidade que poucos simuladores conseguem replicar. Quando você ordena um "push" e ouve a voz cansada de um piloto real confirmando pelo rádio, a imersão atinge seu ápice. No entanto, a profundidade do jogo é um campo de contrastes. Na gestão da fábrica, o jogador enfrenta decisões cruciais sobre o desenvolvimento do carro. Escolher entre ganhar dois décimos de segundo em curvas de baixa velocidade ou melhorar o resfriamento do motor para evitar quebras é o tipo de dilema que mantém o entusiasta engajado. Por outro lado, o sistema de contratos e a interação com outros personagens do paddock ainda parecem superficiais. As negociações são diretas e carecem do "drama político" e das fofocas de bastidores que tornam a Fórmula 1 moderna um espetáculo tão fascinante fora das pistas. A inteligência artificial durante as corridas também é um ponto de debate. Embora tenha evoluído drasticamente — especialmente na gestão de paradas em condições de chuva variável —, ela ainda apresenta comportamentos erráticos que podem quebrar a suspensão da descrença. Em momentos de Safety Car, por exemplo, é comum ver a IA tomar decisões táticas questionáveis que entregam a vantagem de bandeja ao jogador atento. O lançamento do modo de criação de equipe (no título de 2024) foi um divisor de águas, resolvendo uma das maiores críticas dos fãs: a falta de liberdade. Agora, a jornada de levar uma equipe do zero ao topo do pódio traz um senso de propósito que faltava quando apenas gerenciávamos estruturas já estabelecidas como Ferrari ou Red Bull. Em última análise, F1 Manager é um jogo de paciência e observação. Ele não é para quem busca a adrenalina de uma ultrapassagem no limite da zebra, mas para quem encontra satisfação em ver uma estratégia de pneus "duros-médios" funcionar perfeitamente após 50 voltas de microgerenciamento. É uma obra tecnicamente impressionante e obrigatória para os aficionados por dados, embora ainda precise de mais "alma" e imprevisibilidade humana para se tornar um simulador perfeito da vida no paddock.
Amusing for a short while. Pro: - all the official names etc. - playing as a team manager - graphics are reasonable con: - repetative - Terrible programming (never had a game that managed to shut down my entire computer) - Information in the game isn't shared across different screens/departments. -I promoted a spare driver to be my 2nd driver. The driver screen kept notifying me that his contract was ending..... -Also the driver was discontent because of his role.....(I promoted him to an actual racedriver!). This is just one example. - Many contractoffers just seem to disappear as well. - For the new season I got the indication that my car would be the best of the field. After the race (13th and 16th), it was suddenly one of the worst cars of the field. Conclusion: It was nice for one season. But the game feels like it is a moneygrab for the FIA. Way too many errors. Not nearly enough developed and tested to be an actual good game. Shame
Terrible quality. Starting from the first screen where decals can't be properly selected and ending this ugly people animations and graphics from prehistoric era.
TLDR - [b]A compelling and engaging management game from the people who know management games. Wonderfully geeky F1 management, with exciting real-time races and choices that matter. Highly recommended![/b] As someone who dubs many sports management games as nothing more than an accurate simulation of a slightly exciting Excel spreadsheet, F1 Manager 2024 has changed my mind and has been a solid, engaging experience where choices have genuine weight and meaning, while some minor issues do crop up from time to time. As a long-time fan of Formula 1, I'm one of many who thinks they could probably do better strategy calls than the professionals (Hi Ferrari!). F1 Manager lets you put that to the test, with a full season of F1 races to battle through, either as an already-existing F1 team or through creating your own F1 team. My total game hours so far has been with the create-a-team mode, as the game does an extremely good job of defining a team of your own through a detailed customisation suite where you can create unique car/team liveries complete with sponsor logos, custom colours and different gradients/paint finishes. Being a Frontier game, I really appreciate the level of customisation on offer like their other games! Comparing this to the mainline F1 games, the customisation is unmatched. Starting a fresh season, you manage every aspect of running an F1 team, including a lot of things away from a weekend of racing which is arguably more important. From developing car parts and improving team facilities, to negotiating contracts and planning sponsorship deals, each decision plays a large part in how well you do in the season. Drivers, development staff and the team as a whole have mentality scores, which affect their performance in their field. Balancing these systems is what keeps the game fresh and every race different, with the constant pressure to improve ahead of your competitors. A tired pit crew are prone to make more mistakes, a driver doing one too many sponsorship appearances could ♥♥♥♥ up that crucial overtake in the next race, your competitors may be scouting your staff ready to steal in the summer break! In the races itself, its far more engaging than I first thought, balancing complicated systems controlling the car with a clear UI that's easy to understand even to those who've never watched an F1 race. You can either play through a whole race weekend complete with practice sessions, qualifying, sprint races and full Grand Prix sessions, or simulate some or all of these depending on what interests you most. It's encouraged to manually play these, especially qualifying and races as you can make clutch decisions that the simulated sessions won't allow. You can also fast forward through any of the sessions, where the game will automatically slow down to show you important information, which is great for skipping those repetitive DRS trains or a slow-moving safety car callout. Here's some cool little details I've picked up on while playing: [list] [*]The audio clips from drivers and engineers are from real races, and sometimes you'll hear some funny swearing or reactions from both. An even cooler thing, if a driver and engineer are the pairing from real life F1, they'll use name-specific audio cues for what's happening in-game, even from previous seasons of IRL F1. One engineer had Albon as a driver at some point in time, and I had no idea until he's specifically telling Albon to use overtake or cool tires. Really cool! [*]The customisation on your team's brand identity is really fun. You can make a custom logo out of shapes and graphics in a logo editor, plastering it everywhere on your liveries. The sponsor logo can be used to detail your car, and they actually look realistic despite being completely fictional companies. Logos can be scaled, rotated, positioned and coloured in any way you like, super fun to make a really detailed F1 team. [*]The UI matches the real F1 TV coverage perfectly, and sometimes makes you think you're watching the real F1 during a race. Great to get right, since you're looking at the menus pretty much constantly! [*]The FIA is lightning fast with their choices. The real FIA? Not so much. Maybe this is the least realistic thing about this game? [/list] There are some minor issues that have cropped up during my playtime, especially understanding the full season as it unfolds. [list] [*]Audio sometimes gets mis-matched with what's actually happening on screen. For example, you can schedule a pit-stop a few laps ahead of making the radio call, however nearly every time the engineer will pipe up and shout "Box box!", regardless of when. I do understand its nigh impossible to get an audio clip for every engineer to say lines very specifically to what's happening, but a delay on specifically when a pitstop is called would be great, since you manage two drivers. [*]Audio again, but sometimes audio gets played when its not even happening on screen. Examples being a driver crashing or spinning, when they're actually perfectly fine, or callouts for drivers overtaking you who are nowhere near you. Minor issues that rarely happen though, almost funny to argue that "No Bono, Verstappen isn't 0.4 seconds behind me while he's in a different timezone ahead of me". [*] The late season management did confuse me, where I didn't really know how much time I should be putting into researching car parts versus researching into regulation changes for next season. I chose the latter and was really on the backfoot in the last few races, as I thought understanding regs would be more important than producing car parts for 2-3 races? I could be wrong, but it's not too clear on how important it is and is left to trial and error, which by the end of the season could be a lot of hours wasted. [/list] Overall, I've had a blast playing this and have been pleasantly surprised in how fun an F1 management game can be! Sadly I'm unsure if any new F1 Manager games are going to be made by Frontier, as they have been radio silent on any new entry. It's a shame, as they've put a lot of effort into this and would be fantastic to have a new game covering the 2026 regulation changes. The Codemasters/EA F1 games could really take a note from Frontier, especially on the customisation and create-a-team modes, since they've nailed it. TLDR - [b]A compelling and engaging management game from the people who know management games. Wonderfully geeky F1 management, with exciting real-time races and choices that matter. Highly recommended![/b]
Kiedyś natknąłem się na opis pewnej gry :"Gra głupia ale wciąga" :) Rozpocząłem potyczki własnym zespołem z kasą 40 mln na sezon. Zarząd nie oczekiwał cudów, spokojnie patrzył co robię. Mozolnie inwestowałem przede wszystkim w fabrykę i dwa inne budynki. Po 3 sezonach- zakontraktowałem wtedy Antonellego i Porchaire;a- zespół zaczął liczyć się w stawce i walczyć o podia. W 4 sezonie były już zwycięstwa, w piątym Francuz zdobył mistrza a zespół wygrał generalkę konstruktorów. Bogaty doświadczenia zmieniłem zespół i poszedłem do najsłabszego i najbiedniejszego w stawce Alpine. Wyniki były coraz lepsze, parokrotnie Ocon ocierał się o punktowaną dziesiątkę- rozbijał się w 7 wyścigach- ale ekipa nie zdobyła punktów i mi podziękowano. Poszedłem więc do Williamsa ze staruszkami Sainzem i Gaslym. Robiłem to co w pierwszym zespole: mozolna rozbudowa i coraz lepsze części. Po sezonie za Sainza zatrudniłem Sztukę, Gasly pomagał budować bolidy i... zaliczył dwa 3 miejsca :) Skończyliśmy sezon na 5 miejscu (Gasly był 4, Sztuka 11), w następnym było 3 w generalce, w międzyczasie radykalnie zmieniono przepisy które uderzyły w mojego pościgowca- skupiałem się na DRS i szybkości- moje bolidy były w tym najlepsze. Po zmianie zaczęły się cuda z projektowaniem części: większość zaczynała pokazywać w fazie projektowania ujemne osiągi na czerwono. Co jest, do k... nędzy? W końcu znalazłem przyczynę: trzeba było skupić się na produkcji TRZECH części: Podwozia, zawieszenia i sekcji bocznych. Ale zanim do tego doszedłem- zarząd naciskał już oczekując lepszych wyników. Zakończyliśmy generalkę na 5 miejscu i mi podziękowano :( Poszedłem więc do Kick Saubera. Hadjar i Baerman byli już po 30-ce, ten drugi pomagał rozwijać bolid efektem czego było jedno zwycięstwo w ostatnim wyścigu sezonu, 5 miejsce w generalce i z siódmym indywidulanie Baermanem. Oczywiście znowu zmiany w przepisach wywróciły wszystko do góry nogami- drugi sezon dominacji Aston Martina, poza tym 9 pań w stawce.
Very good and fun
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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