Full show booking
Weekly TV, major events, matches, promos, angles, story beats, Match Lab, Quick Fill and Smart Book.
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.
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 isolated feature and more about connecting systems 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 can become visible story opportunities without being buried in the inbox or another modal.
Cities and venues now keep meaningful history while capacity, cost, demand and revenue behave more realistically.
Fail-closed processing, post-show recovery, cloud conflict safety, long-session gates and better protection for long saves.
These are the areas I am actively improving. The order can change when playtesting exposes something more important.
Organic story frequency, rival behavior, financial pressure, roster use, venue demand and systems that only show their problems after years.
Clearer explanations, fewer dead ends, stronger next steps, better smaller-screen support and less unnecessary clicking.
More commentary variety, better conversational flow, better crowd audio and continued work on the experimental microphone feature.
More venues, richer city identities, stronger tours, more rival career movement and better links between the world and your stories.
More match tools, story material, data, records, visual polish and reasons for different saves to develop their own character.
Long simulations, save/load testing, packaged-build checks, storage failure tests and performance work remain permanent release gates.
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.
The full sandbox is playable today, and every update is built around making the long save deeper and easier to run.
View on Steam