As BPW is almost live in Early Access i thought i should share my hopes on what this game becomes.
From here on, developmental additions will happen in focused update blocks, each aimed at deepening a specific layer of the sim and each should be released monthly.
This is not a date-based roadmap and everything below is in a perfect world so they might not work out but it all is my hopes for this game.
Below is the current plan:
BPW is already playable in Early Access.
UPDATE B – Wrestlers & Personal Dynamics
Core focus: Wrestlers as personalities, not spreadsheets.
Features
Personality Traits
Locker room leader
Trainer (puts others over more)
Addict
Hothead, Professional, etc.
Hometown Popularity Boosts
Finishers
Assigned finisher per wrestler
Finisher popularity affects:
Match endings
Crowd reaction
Expanded Wrestler Promises
Title shots
PPV matches
Push direction:
Yes
No
Put in tag team with higher-profile wrestler
Expanded Injury System
More varied injury outcomes
Potential for user-defined injuries
Backstage Incidents
Friendships
Proteges
Fights
Long-term locker room consequences
Why this matters
Roster management becomes strategic. Morale, trust, and reputation now affect outcomes.
UPDATE C – Storylines, Media & Immersion
Target: Mid-term
Core focus: Making storylines actually matter.
Features
Storylines with real mechanical impact:
Match performance
Momentum
Crowd tolerance
Improved storyline progression logic
Media and fan interaction systems
Post-PPV media scrums
Fallout affecting:
Popularity
Heat
Pressure
Why this matters
Storylines stop being flavour text and start shaping the game world.
UPDATE D – Developmental & Wrestling School
Core focus: Long-term talent creation and risk management.
Developmental Promotions
Dedicated developmental promotion system
Head of creative
Trainers with specialties
Push direction settings
Champions drop belts on call-up
Call-Up System
Call-up hype bar
Goldilocks zone:
Too early = flop risk
Too late = stagnation
Tag teams and stables transfer logic
Wrestling School
Facility-based wrestling school
Procedural tryouts
Graduate quality based on:
Investment
Trainers
Youth budget and recruitment logic
Send wrestlers to:
Develop
Train others (aging veterans)
Why this matters
You’re no longer just booking stars. You’re manufacturing them, badly or well.
UPDATE E – Companies & Industry Layer
Core focus: Expanding the wider wrestling ecosystem.
Features
Company structure depth
Expanded brand split system
Cross-promotion appearances (Forbidden Door logic)
Tournaments
Company awards:
Wrestler of the Year
Tag Team of the Year
Industry awards season:
Match of the Year
Booker of the Year
Scouting reports:
Top wrestler
Top rookie
Hidden potential reveals
Why this matters
Your promotion exists inside an industry, not on top of it.
UPDATE F – Finance, TV & Sponsors
Core focus: Pressure and sustainability.
Features
Crew wages
Travel costs
Merchandise
Sponsor offers
TV metrics
Pressure Systems
Costs increase as you scale
TV metrics influence booking risk
Sponsors influence tone without dictating booking
Why this matters
Success creates new problems. Big shows are harder to survive than small ones.
OTHER UPDATES:
Staff & On-Screen Roles
Expanded staff roles
Creative team affecting booking outcomes
Production crew reliability
On-screen roles:
Owner
Interviewer
Ring announcer
Authority figure
Managers:
Mic skills
Psychology impact
Valets:
Sex appeal rating
Facilities & Production
Facilities affecting:
Match quality
Crowd heat
Segment impact
Unlockable structures:
Cage
Cell
Chaos systems:
Crowd invasions
Equipment failures
Blackouts
Reliability vs spectacle trade-offs
Match System Evolution
Philosophy Shift
You don’t book a great match.
You deal with the consequences of one.
Planned Additions
On-the-fly chaos
Crowd hijacks
Injury dilemmas
Individual match ratings feeding back into the world
FINAL BLOCK – Meta & Progression
Post–Early Access
Aging
Achievements
Unlocks
Long-term progression systems
These are polish and retention features and will not be rushed.