Promo Wrestling WorldBuild. Book. Dominate.
Early Access

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

I would rather keep this page useful than fill it with dates I may have to move. Here is the honest version of where the game stands.

Last updated July 21, 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 major pass

The recent updates were less about adding one isolated feature and more about connecting systems 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.

Emergent stories surfaced

Real events can become visible story opportunities without being buried in the inbox or another modal.

Markets gained memory

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

Save and simulation hardening

Fail-closed processing, post-show recovery, cloud conflict safety, long-session gates and better protection for long saves.

Current focus

What comes next

These are the areas I am actively improving. The order can change when playtesting exposes something more important.

Balance and long-play tuning

Organic story frequency, rival behavior, financial pressure, roster use, venue demand and systems that only show their problems after years.

Usability and onboarding

Clearer explanations, fewer dead ends, stronger next steps, better smaller-screen support and less unnecessary clicking.

Watch Live polish

More commentary variety, better conversational flow, better crowd audio and continued work on the experimental microphone feature.

World depth

More venues, richer city identities, stronger tours, more rival career movement and better links between the world and your stories.

Content and presentation

More match tools, story material, data, records, visual polish and reasons for different saves to develop their own character.

Release hardening

Long simulations, save/load testing, packaged-build checks, storage failure tests and performance work remain permanent release gates.

This is a direction, not a contract.

Early Access 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