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Pro Wrestling Sim · public · first seen

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Major update · published by the developer

The Big Redesign Update is now live!

On Steam

The Redesign Update

With a huge help from the folks in the community who have provided feedback along the way, the big game redesign is finally complete! This has been months in the making, and I'm excited to bring it to the wider game audience.

What's New

  • A complete redesign - every screen in the game has been touched up in some manner to look better

  • Run your own streaming service Network - launch a subscription network, choose which of your shows go on it, and earn monthly on subscribers.

  • Buzz - A Social feed to make the world feel alive! A new in-world social media feed that reacts to your booking, title changes, debuts, feuds and more, with around 190 post types written as Newsletter thought pieces, forum posts, or social media posts depending on the era.

  • Event History - Mod makers can record your promotion's past, hand-enter old shows and cards, or import a promotion's real history from Cagematch in the editor.

  • Tape Ahead - record several shows in one taping day, with crowd fatigue to manage.

  • Hiring rules - mod makers can set hiring rules for a promotion that the AI follows, making promotions feel more unique.

  • Skill ceilings - in Edit Workers, every skill has its own limit based on a worker's Potential. A new Growth Projection tool shows where a worker could end up in a the future.

  • Customisable Main Office, Worker Details and Sidebar

  • Text Size and UI Scale options give you control over how much appears on the screen at once.

  • Booking AI was tweaked to bok more tag team matches, not book the same person more than once so often, and not put heavyweights in Cruiserweight title matches

  • Hiring AI was improved

  • Title histories can be imported from Cagematch

  • End of Year Awards are shown on worker screen

  • Subscription networks pay monthly on subscribers, with running costs and infrastructure tiers.

  • Merchandise split into live sales at shows and monthly online sales.

  • For game balance, Production costs are now billed per taping rather than per month

  • Outdoor venues and top-end production are no longer too expensive.

  • Next Day advancement performance was hugely improved, particularly for long term save files

  • More localisation improvements

  • And many bug fixes!

You'll notice we're getting closer and closer to that v1.0 game release - at this point it's all about polish, bug fixing and getting a good default database up and running.

Thanks to everyone who has gave feedback or reported bugs on this release, and I encourage you all to give more! The best way to get in touch is via the Discord, though I do also try to look at the Steam forum. This game has been in development by one guy now for nearly 10 years, and released in Early Access for 6 years. It really has been shaped by you all in that time into something I've become very proud of.

I know some of you will hate change, and I have a thick skin and I'm ready to hear it! Just try to keep it constructive, highlight the parts you don't like and maybe we can find a solution together.

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