BPW – Early Access Roadmap Ideas

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.

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