Full show booking
Weekly TV, major events, matches, promos, angles, story beats, Match Lab, Quick Fill and Smart Book.
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.
Promo Wrestling World is already a full single-player management sandbox. These are the major pieces currently in the build.
Weekly TV, major events, matches, promos, angles, story beats, Match Lab, Quick Fill and Smart Book.
Planned feuds live beside story leads created by crowd reactions, results, injuries and company events.
Careers, contracts, morale, fatigue, chemistry, politics, managers, teams, stables and real staff effects.
Television, sponsors, ticket demand, production, realistic venue economics, PPV campaigns and financial pressure.
Rivals, TV wars, trades, loans, raids, working agreements, supershows, acquisitions and company growth or collapse.
Take scheduled shows into new regions with real travel, deposits, staffing, insurance and market consequences.
Build from almost nothing or draft a new wrestling world before the save begins.
In-house and invitational tournaments with several formats, scheduling, history and world-news coverage.
Broadcast presentation, sound, producer calls, historical commentary and an optional experimental booth mic.
Hometowns, strongholds, hostile crowds, famous upsets, local reactions and venue attendance records.
Record Book, awards, milestones, Hall of Fame, draft history, timeline and documentary recaps.
Deep editing for promotions, people, titles, markets, venues, media, relationships, match types and world packs.
The recent updates were less about adding one new feature and more about connecting parts of the game that used to feel separate.
A more compact card, faster multi-person booking, clearer problems, a useful Booker's Desk and less vertical scrolling.
Hype, economics, production, readiness, titles and card planning now work as one campaign instead of scattered panels.
Bells, themes, crowd movement, near falls, title-change presentation, smarter announcers and voice producer controls.
Real events - a losing streak, a surprise crowd favorite, backstage friction - show up as story opportunities instead of getting buried in your inbox.
Cities and venues now keep meaningful history while capacity, cost, demand and revenue behave more realistically.
Crash protection, post-show recovery, cloud save safety and long-session testing, so a save measured in years stays safe.
This is what I am actively working on right now. The order can change when playtesting exposes something more important.
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.
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.
Sandbox settings for money, injuries, firings and aging, plus challenge runs with win conditions and a score.
Story frequency, rival behavior, financial pressure, roster use, venue demand and the problems that only show up after years of play.
More commentary variety, better crowd audio and continued work on the booth microphone.
Long simulations, save and reload testing, packaged-build checks and performance work stay permanent gates on every update.
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.
The full sandbox is playable today, and every update is built around making the long save deeper and easier to run.
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