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About Pro Wrestling Tycoon
Pro Wrestling Tycoon puts you in charge of a wrestling promotion. You sign talent, book shows, manage the roster and finances, and see how crowds and the wider business respond. Each day is a turn: your shows run, the crowd reacts, and you review gate receipts, ratings, who got over, injuries and profit or loss. Rival promotions make their own deals and bookings, and may try to recruit your wrestlers.
Book the shows
Build each card segment by segment, choosing the wrestlers, gimmick, finish, referee and road agent, and whether a title is at stake. Angles and promos can advance a feud on weeks without a match. You can leave the road agent notes about pace, risk and who should win; the simulation uses them, though a wrestler with creative control may refuse to lose. Auto-book can create a whole card or fill gaps in one you have started, and puts the strongest match last.
You can run three kinds of shows:
- House shows: fill dates between TV, earn money, build chemistry and let you test pairings before they appear on television. How often they are worthwhile depends on the era.
- TV tapings: record up to four episodes in one night while paying for the building once. Later episodes face a tired crowd, and wrestlers working multiple episodes feel the strain. Title changes take place at the taping, but the newspaper reports them when the episode airs.
- Touring: take the company on the road for part of the year, or stay at home.
Unexpected performances can change a wrestler’s standing: an opener may have a career-making match against a top name, or a promo may become the talk of the territory. You cannot force these nights, but you can create the conditions for them.
Manage the roster
The push board ranks your roster from the main event to enhancement talent. Moving someone up affects how the crowd sees them and how those passed over react. You also handle contracts, promises, morale, discipline and backstage relationships.
- Contracts: make handshake, written or lifetime deals, with raises, bonuses and perks. When a rival makes an offer to your star, you can match it, counter it or call their bluff.
- Promises: talent may ask for a title shot, a higher spot, creative control, a friend to be hired or a rival to be fired. Agreeing starts a deadline; keeping your word earns goodwill, while breaking it damages the relationship more than refusing outright.
- Sit-downs: discuss attitude, weight, habits, rehab or retirement. Whether someone listens depends on their personality and how they feel about you. You may also persuade a retired legend to return if they still have the ability and regard you well.
- Discipline: respond to failed drug tests, broken house rules or leaked stories with fines, suspensions, rehab or dismissal. If the matter becomes public, choose whether to issue a statement, stay quiet, try to bury it or leave the person exposed. Networks watch how you respond.
- Gimmicks, masks and catchphrases: refresh characters when they go stale. Masks build prestige and can become more famous than the company, particularly in Mexico. A talker can get a catchphrase over, but repeating it in every town can wear it out.
- Backstage politics: track friendships, rivalries, mentors, influential figures and unhappy wrestlers before placing people together in a segment.
- Developmental: run farm promotions and dojos where future main-event wrestlers learn the trade. Call them up when ready or send a veteran down.
- The crew: manage announcers, commentators, managers, referees, road agents and trainers. You can also choose a company figurehead, who represents the promotion and can help sell tickets and merchandise.
Shape stories and titles
Start feuds and plan up to 90 days of television, mixing angles and matches before a blowoff on a major show. A hot feud can continue into another event. Form tag teams and stables, whose chemistry grows faster on the road than on TV, and create championships with their own rules while tracking every reign. You can divide the roster into brands and use the creative board to monitor who is on a hot or cold streak, or has gone stale.
Run the business
Alongside booking, you manage the promotion’s finances. Set the balance of comedy, drama, realism, danger and violence in your shows, and decide how much to spend on lighting, music, sets and pyro. The crowd’s tastes and the era affect what draws money. Set ticket prices with the local market in mind, sell merchandise, secure sponsors, rent venues and choose which backstage benefits to fund, such as catering, hotels, a trainer or drug testing. Each costs money and affects what the roster will tolerate.
Television deals are a major source of income. Pitch a single show or a slate of yearly specials to a network, then negotiate the time slot, duration and revenue split. If you lose a deal, the show goes off the air. You can borrow from a bank when money is short, though people notice if you rely on it often.
Compete in a changing world
Other promotions hire, fire and book their own talent, protect their stars and try to poach yours. You can form alliances, trade wrestlers, arrange developmental deals or go to war; you can also use underhanded tactics and risk seeing them reported in the newspaper. Independent promotions can form alliances with shared titles, supershows, dues and votes.
Regions have different economies and ideas about what makes good wrestling. The US, Japan, Mexico and the British Isles each pass through their own eras, so what draws money in the territory days may not work in the TV era. The newspaper tracks recaps, signings, injuries, scandals and birthdays. Every New Year’s Day, you receive an awards ballot for the year, including categories such as Wrestler of the Year and Comeback of the Year, as well as a Hall of Fame that records careers over time.
Shape your career
Create your promoter with 300 skill points across creativity, diplomacy, leadership, marketing, motivating, negotiating, networking and persuasion. You earn more through the job. Different challenges call for different skills, from convincing a network to carry your show to persuading a wrestler not to leave.
You can add other players to the same save. Each player takes a turn before the day advances. You can also delegate any part of the company, including roster moves, developmental, storylines, business, cards and talent relations, leaving yourself as much or as little to manage as you choose.
Choose your universe
Take over an existing promotion or start from scratch, and choose how to set up the wrestling world:
- Random universe: generate a world of companies and wrestlers, with a Hall of Fame that already has history. Generation takes a few minutes, and portraits start blank.
- Steam Workshop: use worlds and picture packs made by other players, or share your own. Mods and pictures are separate items, so both are needed when a world includes portraits.
- Build your own: use the mod editor to create companies, people, titles, shows, networks, venues, dojos, alliances, gimmicks and world rules. You can import and export content, including a folder of pictures at once.
- Bring your old world: convert mods from other wrestling simulations. Companies, workers, contracts, title histories, teams, stables, relationships, feuds, alliances, shows, broadcasters, venues and dojos transfer; booked cards and image files do not.
Frequently asked questions
The best price for Pro Wrestling Tycoon is $14.99 at Steam. It is the only shop with an offer that activates in your country.
The minimum requirements for Pro Wrestling Tycoon are: Windows 10, 4 GB RAM, 500 MB storage. It runs on Windows only. The recommended specs are in the System requirements section.
No. Pro Wrestling Tycoon is a single-player game.
Yes. Pro Wrestling Tycoon is the full base game. You need nothing else to play it.
Steam lets publishers create keys to sell in other shops. Once you activate a key, the game is yours to keep, just like a store purchase.
Disclaimer: CD keys have an inherent 1–2% average failure rate. Check the shop terms for buyer protection info. Steam offers no buyer protection for keys bought in other shops and doesn't refund them.













