Promo Wrestling World
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The road to 1.0.

Promo Wrestling World is in Early Access. Eleven major features just landed in the latest update — deeper booking, deeper personalities, the full business layer, dynasty history, tutorials, and an in-game encyclopedia. Three more sim systems are running under the hood with their player screens landing next. Here's everything that's now playable, plus what's still on the road to 1.0.

The 1.0 promise

1.0 is about deeper booking, deeper personalities, deeper long-save history, better onboarding, and the Steam essentials. The Early Access build now delivers most of that. The remaining road is finishing the Steam platform layer and polishing for full release.

Latest EA update

11 major features just shipped — the core depth, business, and dynasty-history layers are now playable in the latest Early Access build, with 3 more sim systems running under the hood while their screens land next.

Now Live · Early Access 11 features shipped · Playable today

Everything that just landed in EA.

These shipped in the latest Early Access build, with the Steam build submitted for Valve review. The full sim layer for booking depth, business management, dynasty history, and the world map is now in the game.

01

Match Engine v2

Deeper in-match storytelling. Momentum shifts, signature spots, finisher kickouts, false finishes, and per-segment narrative beats that read like a real radio broadcast — by the end of the match, you can explain why it ended the way it did.

02

Wrestler Personality v2

Ego, loyalty, work ethic, drive, and personality traits now drive every interaction — locker-room behavior, contract talks, storyline buy-in, and match narration flavor. Worker cards now read "Arrogant" or "Workhorse" instead of bare numbers.

03

Backstage Politics

Locker-room leaders nudge morale up, troublemakers drag it down, and the Roster screen now shows "Locker Leader" and "Troublemaker" badges so you can see who's shaping your backstage in real time.

04

Tag Team Chemistry

Tag teams grow chemistry when booked together regularly and lose it when neglected. The longer two workers tag, the tighter the team — drift apart and you'll need to rebuild it. Visible on the Stables screen and Backstage Report.

05

Merchandising System

Per-worker merch lines with real demand pressure — overexposure dilutes the whole catalog, stale lines decay if the worker hasn't grown, hot workers ride momentum, recent TV exposure boosts demand.

06

Multiple Simultaneous TV Deals

Layer regional and streaming deals on top of your flagship contract. Built-in conflict detection refuses obviously broken signups — same network twice, same time slot, exclusivity overlap, same show on two networks.

07

Cross-Promotion Supershows

Inter-promotion mega-events with shared talent pools, payout splits, and partner-protection rules. You can't pin protected partner talent or trade their titles without explicit approval — and the partner's relationship with you determines whether they say yes.

08

Dynasty Documentary Mode

Every dynasty event scored for historical importance. Auto-generated retrospectives walk back through the moments that mattered — title changes, betrayals, debuts, HOF inductions, the rise and fall of stables. Live as a new Documentary tab inside Dynasty.

09

Cinematic Moments

Title changes, betrayals, debuts, and Hall-of-Fame inductions get special presentation. Per-event scoring and same-worker dedupe means only the moments that actually matter get the cinematic treatment.

10

Tutorial Scenarios

Scenario-based onboarding built into the actual UI. The first-run tutorial walks new players through a real weekly loop — read the dashboard, book a show, glance at the roster, run the show, read the consequences.

11

In-Game Encyclopedia

Searchable help with concise entries for every screen, stat, mechanic, era, and system. Partial-term tolerance and synonym handling — search "happiness" and find Morale, search "pop" and find Popularity. Reachable from the Help modal anywhere in-game.

Heading to 1.0 Coming during Early Access

UI screens for shipped systems, plus the Steam layer.

Three systems are already running in the sim — you'll feel their effects in play — but they don't have dedicated player screens yet. Those UI passes are next, alongside the Steam platform basics every player expects and the accessibility pass.

12

Stable & Faction Cohesion screen

Sim is live — each stable already has a 0-100 cohesion score driven by member personality (loyalty raises, ego clashes lower, locker-room leaders stabilize, headaches corrode). Next step is exposing it on the player Stables screen so you can see at a glance which stables are about to fracture.

13

Press & Insider Metagame screen

Sim is live — the dirt sheets already file leaks on real game events (scandals, walkouts, morale crashes, overpushed midcarders) with per-topic cooldowns. Next step is the player surface: a press screen showing live leaks with deny/refute/amplify/plant-counter buttons.

14

International Regions screen

Sim is live — Japan, Mexico, UK, and Australia each have their own audience taste, tour economics, worker generation profile, and era compatibility. Next step is the player-facing region cards in World Intel and tour-cost previews in the booking flow.

  • Japan — Strong-style technical wrestling, quiet expert audiences, high travel cost.
  • Mexico — Lucha libre, mask-and-mystery culture, generational dynasties, cheap production.
  • United Kingdom — Catch-wrestling lineage, cheeky-heel character work, modern revival scene.
  • Australia — Brawling-leaning indie scene, brutal travel tax, loyal local audiences.
15

Accessibility pass

Colorblind-safe palettes, text scaling, screen-reader-friendly labeling, motion-reduction options, and a full keyboard-navigable UI pass.

16

Steam Cloud Saves

Cross-device save persistence. Take your dynasty between desktop and laptop without manual file copies. Conflict handling never silently overwrites the newest save.

17

Steam Achievements

Full achievement set tied to real dynasty milestones — first championship, ten-year reign, Hall of Fame induction, era completion, supershow partnerships, and more.

18

Steam Deck support

Controller mapping, 1280x800 screen-size optimization, and Steam Deck-focused layout improvements so the whole game plays more comfortably handheld.

Beyond 1.0 Post-release ambitions

Future directions, named honestly.

These are larger ambitions that make the most sense after 1.0 is shipped and stable. Calling them out publicly keeps expectations honest: these may follow 1.0 if the community supports the game. Anything here may shift, combine, or split as we learn what players actually want next.

19

Head-to-Head War Mode

A focused two-promotion ratings-war simulation with a shared timeline, head-to-head TV slots, escalating talent battles, and the cleanest test of pure booking skill. Could pull forward into 1.0 if the schedule allows.

20

Steam Workshop integration

Community mods on top of the World Editor — custom rosters, custom worlds, total-conversion eras. The largest post-1.0 ambition. Held here because Workshop touches save format, validation, versioning, and moderation; it should not ship unless bad mod data can be isolated without corrupting saves.

21

Era extension · Pre-Territory (1930s-40s)

Carnival roots, athletic clubs, regional kings, and the gold-rush bookings that built the foundations of the modern industry.

22

Era extension · Near-Future (2030s+)

Streaming-first promotions, VR/AR media formats, creator-economy talent pipelines, and what wrestling might look like after the current era ends.

23

Online Dynasty Sharing

Upload your dynasty for other players to browse, fork, or react to. Showcases for the best long saves the community produces.

24

Online Leaderboards

Legacy score rankings by era. Hall of Fame totals. Longest reigns. The best per-era dynasty results, leaderboard-ranked.

25

Co-op Dynasties

Share a promotion with a friend. Role-based control — one player books, one player runs business, or both run separate brands inside a shared company.

26

Asynchronous Multiplayer

Run shows against another player's promotion in a turn-based ratings war. Match cards, ratings, and outcomes resolve between sessions.

27

Photo Mode

Capture memorable in-game moments — championship wins, betrayals, debuts, Hall of Fame inductions — and share them as shareable cards.

28

Scenario DLC Packs

Pre-built dramatic scenarios — "Save the Company," "Rookie to Hall of Fame," "Two-Promotion War," "The Last-Place Underdog" — each with its own starting conditions, goals, and storytelling beats.

29

Mac & Linux native builds

Native ports beyond Windows. Steam Deck support already covers the Linux side via Proton — these are the dedicated builds for desktop Mac and Linux players.

30

Multi-language localization

Spanish, Japanese, French, German, and Portuguese as priority targets. Community-driven additions evaluated after that.

A note on this roadmap

This list is a direction, not a contract.

Promo Wrestling World is built by a small team. The core depth wave just landed in EA — the next priority is finishing the Steam platform layer and the accessibility pass so the game can ship at 1.0. Exact timing, feature naming, and scope inside each remaining wave will shift as player feedback comes in. Anything in Beyond 1.0 specifically depends on whether the community wants it.

Updates and devlogs will continue as the Steam page moves through review. This roadmap will be updated as each remaining feature ships.

Get in during Early Access.

Roadmap updates land first for Early Access players. We aim to preserve save compatibility wherever possible, and any major pricing changes will be communicated ahead of time.

Wishlist on Steam