Promo Wrestling WorldBuild. Book. Dominate.
After 1.0

What is in now—and what I am still working on.

Version 1.0 is out, and the free updates have not slowed down. I would rather keep this page useful than fill it with dates I may have to move, so here is the honest version of where the game stands.

Last updated July 26, 2026
Live now

The game today

Promo Wrestling World is already a full single-player management sandbox. These are the major pieces currently in the build.

Full show booking

Weekly TV, major events, matches, promos, angles, story beats, Match Lab, Quick Fill and Smart Book.

Organic storytelling

Planned feuds live beside story leads created by crowd reactions, results, injuries and company events.

Living wrestlers and staff

Careers, contracts, morale, fatigue, chemistry, politics, managers, teams, stables and real staff effects.

Business and PPV

Television, sponsors, ticket demand, production, realistic venue economics, PPV campaigns and financial pressure.

Competition and Talent Wars

Rivals, TV wars, trades, loans, raids, working agreements, supershows, acquisitions and company growth or collapse.

World Tours

Take scheduled shows into new regions with real travel, deposits, staffing, insurance and market consequences.

Founder Mode and World Draft

Build from almost nothing or draft a new wrestling world before the save begins.

Tournaments

In-house and invitational tournaments with several formats, scheduling, history and world-news coverage.

Watch Live

Broadcast presentation, sound, producer calls, historical commentary and an optional experimental booth mic.

Cities that remember

Hometowns, strongholds, hostile crowds, famous upsets, local reactions and venue attendance records.

Dynasty history

Record Book, awards, milestones, Hall of Fame, draft history, timeline and documentary recaps.

World Editor

Deep editing for promotions, people, titles, markets, venues, media, relationships, match types and world packs.

Recent work

The latest updates

The recent updates were less about adding one new feature and more about connecting parts of the game that used to feel separate.

Booking workspace rebuilt

A more compact card, faster multi-person booking, clearer problems, a useful Booker's Desk and less vertical scrolling.

PPV planning brought together

Hype, economics, production, readiness, titles and card planning now work as one campaign instead of scattered panels.

Live show overhaul

Bells, themes, crowd movement, near falls, title-change presentation, smarter announcers and voice producer controls.

Stories you didn't plan

Real events - a losing streak, a surprise crowd favorite, backstage friction - show up as story opportunities instead of getting buried in your inbox.

Markets gained memory

Cities and venues now keep meaningful history while capacity, cost, demand and revenue behave more realistically.

Save protection

Crash protection, post-show recovery, cloud save safety and long-session testing, so a save measured in years stays safe.

Current focus

What the free updates are building

This is what I am actively working on right now. The order can change when playtesting exposes something more important.

More ways to live in the world

Deeper career paths are in the works - including working for somebody else's company instead of owning one, with a boss to answer to and a job you can lose.

An owner's life with real teeth

Buying another promotion and deciding what it becomes, hiring a front office you can trust with real authority, and money problems that come with actual choices - lenders calling, investors making demands, networks losing patience.

Custom rules

Sandbox settings for money, injuries, firings and aging, plus challenge runs with win conditions and a score.

Balance and long-play tuning

Story frequency, rival behavior, financial pressure, roster use, venue demand and the problems that only show up after years of play.

Watch Live polish

More commentary variety, better crowd audio and continued work on the booth microphone.

Release hardening

Long simulations, save and reload testing, packaged-build checks and performance work stay permanent gates on every update.

This is a direction, not a contract.

The plan changes when players find something confusing, weak or broken. I will keep updating this page, but I will not pretend every idea has a guaranteed date before it survives real playtesting.

See what is already live
Play the current build

Take over now.

The full sandbox is playable today, and every update is built around making the long save deeper and easier to run.

View on Steam