FeaturesAug 2026
Alpha features list
MMA Promoter is a management sim: you run the promotion and never step into the cage. This page is the inventory of the alpha build — every feature it ships with, grouped by what you are doing when you meet it.
Starting out
- Take over, or start your own
- Inherit one of the ten promotions already in the world, or found your own with nothing but a name, a home region and a bank balance.
- Starting budget
- Found your own and you choose what you start with: shoestring, standard or investor-backed. The number you pick is the difficulty setting. Take one over instead and you inherit its books as they stand.
- Fog of War, or Open
- Decide up front how much you are allowed to know about fighters outside your own roster. In Fog of War you see what your scouts have earned, and nothing else.
- Guided tours
- Short walkthroughs that appear on the screen they explain. Skip them one at a time, replay them later, or turn them off for good.
The world you inherit
- Ten promotions, three tiers
- One Premier promotion, six Regional and three Circuit, each with its own roster, belts, budget, prestige and home market.
- Eight divisions
- Flyweight up to heavyweight, each with its own ladder in every promotion and its own world ranking across all of them.
- A world with a past
- Records, title reigns, rankings, rivalries and reputations are all in place before you arrive. You can open any of them and read the card.
- The same world for everyone
- The starting world is fixed and hand-checked, so every player begins on the same roster and can talk about the same fighters.
- Teams, coaches and officials
- Training teams with their own standing, specialities and staff, and named judges and referees who each carry a service record you can open.
The week
- One week at a time
- Advancing the week runs everything at once: training, healing, ageing, contracts, rankings, scouting, the bills, and every rival show due that week.
- The inbox
- Everything that happened arrives as mail: results, injuries, complaints, offers, press, backstage reports, and decisions waiting on you with a button attached.
- A shared calendar
- Your shows and every rival's announced card sit on the same three-month grid, so you can see which weeks are already taken.
The fighters
- Rated head to toe
- Punching, kicking, clinch, wrestling, ground work, submissions broken down by type, cardio, chin, heart and fight IQ. The fight engine reads those attributes directly.
- A personality, and traits
- Professionalism, ambition, loyalty, temperament, charisma, sportsmanship, determination and how much controversy he attracts, plus named traits like Power Puncher. Personality shapes how a fighter trains, speaks and negotiates.
- Where they come from
- Nationality, hometown, gym, background and a written biography, all consistent with each other and with the fighter's face and flag.
- Careers that move
- Fighters improve towards a ceiling they were born with, peak in their late twenties, then decline at a rate their determination resists — and their gym, coaches, morale and fight schedule all bend the curve.
- Injuries
- Fights hurt people, and so do camps. A knock either heals in time, follows him into the cage as a real handicap, or takes him off the card.
- Weight, and size
- Cutting weight has a cost and moving up a division has another: a smaller man gives away strength and control, but skips the cut and keeps his speed against bigger opponents.
Scouting
- A department you staff
- Hire scouts from a live market, poach one off a rival, or let one go and pay the severance. They draw a weekly wage that shows up on your books.
- Give them a brief
- Put a scout on a whole division, or on one fighter you want followed. A shortlist keeps the names you are interested in, and unassigned scouts work it by default.
- Reports that sharpen
- A first impression is an archetype and a star rating. Keep watching and it becomes a range, then a range with a ceiling, then tight figures with written notes.
- No re-rolling a verdict
- A report is fixed the moment it is written. Reloading the game will not give you a different read on the same fighter.
Finding talent
- Two intakes a year
- Every promotion takes in a class of young prospects in March and again in September, drawn mostly from the regions it actually operates in.
- A grade, and a forecast
- Each intake is graded, and a strong scouting department can tell you roughly how good the next one looks weeks before it lands. Some years are barren.
- First refusal
- Your own intake is yours alone for a few weeks. Sign the ones you want in that window, and the rest go out to the open market.
- Free agency and the regional scene
- Unsigned fighters keep fighting on the regional circuit, so they stay active, scoutable and worth watching instead of sitting frozen in a list.
Contracts and the market
- Negotiate a deal
- Purse, win bonus, number of fights and length, argued out across the table. The deal you sign is the money your ledger pays on the night.
- Prise someone off a rival
- Ask the owning promotion to release him. They can refuse outright — their champion and their best are not for sale — or grant it for a settlement fee you have to fund.
- Agree terms early
- Shake hands now with a fighter under contract elsewhere, and he joins you the day he becomes free. Fighters who are out of your league will not commit.
- They will come for yours
- The biggest promotion will bid for your best. Bank the fee and let him climb, or refuse and live with how he takes it.
- Deals run out
- You are warned as a contract nears its end. Renew it, let him fight out the last bout you booked, or watch him walk out of the door on his own.
Man management
- Talk to them
- Sit down with any of your fighters. What you can say depends on his personality and on where he stands with you, and it lands either way.
- Promises
- Promise a title shot or a farewell fight, and the promise is on the record. Keeping it is worth something. Letting him leave without it costs more.
- The relations file
- Every conversation, fine, generous contract, broken promise and public word is written into that fighter's file, with the date. Nothing is forgotten.
- Speak in public
- When a fighter embarrasses the promotion you can back him or say what you think, and both answers reach him and the press.
Booking a show
- Three kinds of show
- Championship, Fight Night or Showdown. Each draws a different crowd, costs a different amount to put on and is worth a different amount to your name.
- Name your own series
- The show numbers itself and bills its own main event, or you name it by hand and it stays exactly as you wrote it. Editable right up to fight week.
- Pick the week and the city
- Book a date on the shared calendar and a host city on the map. Where you run the show decides the gate you take and the market that hears about it.
- Build the card
- A main card and prelims, filled from a pool that shows form, record, ranking, availability and how much notice each man needs before he will accept.
- Title bouts are rule-checked
- One belt per division per card, an interim title only when the champion genuinely cannot defend, and a unification when the two finally meet. Refusals tell you why.
- Camp, then the scale
- Booking a man puts him in camp, and camps go wrong. Then the weigh-in: a miss means a fine, a catchweight, a drained fighter, and a belt he can no longer legally win.
Fight night
- Simulated beat by beat
- No scripted outcome and no coin flip. Fighters battle for distance, throw weapon by weapon, clinch, shoot takedowns that need setting up, pass guard and hunt named submissions.
- Watch it live
- Play-by-play as it happens, with combinations called as combinations and blocks, slips and clean misses described for what they were.
- Real judges and referees
- Three named judges score it round by round, and every official carries a service record you can open: what he has worked, how he scores, how often he is outvoted.
- The full stat line
- Significant and total strikes, accuracy, takedowns, control time, scorecards and the finishing sequence, kept on record for every bout in the world's history.
- The betting line
- Every bout is priced by the bookmakers. In Fog of War you also get your own read beside theirs, and the gap between the two is exactly what you do not know yet.
Titles and rankings
- A ladder per division
- A champion and fifteen contenders, and the winner of a fight always ends up ranked above the man he just beat.
- Movement is itemised
- Every point gained or lost is broken out: the quality of the opponent, how the fight ended, how big it was, his form, your own activity. No black box.
- Belts with rules
- Interim titles, unifications, a belt promoted when the real one falls vacant, reigns closed with a stated reason, and a lineage you can walk back through every holder.
- Sit out and slide
- A rating decays while a fighter is idle, and a long enough absence drops him off the ladder entirely. There is also a pound-for-pound list across all divisions.
The books
- Money in
- Gate money that depends on how big the fight actually is and where you staged it, plus broadcast money that depends on your standing.
- Money out
- Weekly overhead, fighter purses, win bonuses, production and scout wages, all itemised. Running out of money is your problem, not the game's.
- Set the bonus policy
- Decide what the night's best fight is worth. Pay above the going rate and the fighters remember it; pay nothing and everyone on the card remembers that too.
Fame, press and stories
- Fame is regional
- A fighter can be a household name in Latin America and a nobody in Asia. His standing in the world is what those six markets add up to.
- Fame can fall
- Stop fighting and the coverage turns: layoff questions, sponsors walking, the man everyone has forgotten. What a real career earned never disappears completely.
- The feed
- Results, upsets, signings, cuts, title changes and rumours, written up by a press feed and argued over by named pundits. Fighters post too, in their own voice.
- Storylines that run
- Feuds, title chases, comebacks, contract standoffs and farewells open as threads, collect dated beats and eventually resolve. Some are yours to settle in the cage.
Your promotion
- Prestige
- Big gates, marquee headliners, belts on the line and cards that finish build your standing. Thin, empty shows take it back.
- Up and down between tiers
- Popularity moves promotions between the three tiers in both directions, and your tier sets your overhead, your card sizes, your broadcast money and who is willing to sign for you.
- Take root somewhere
- The region you run shows in is the region that hears about them. Coming back to the same market is how a promotion becomes established there.
What you look at
- The advisor
- It reads the roster for you: who needs attention first, what each man should be training, whether the division still fits, whether the contract is worth renewing, and who to book him against next.
- The fighter profile
- Opens in place from any name anywhere in the game: attributes, career metrics, every fight he has had, how he is developing, who he knows, where he trains, and his deal.
- Fourteen screens
- Dashboard, inbox, roster, advisor, events, calendar, rankings, organisations, world, teams, personnel, transfers, finances and media, plus search from anywhere.
Around the game
- In the browser
- Nothing to install. The alpha runs in a desktop browser and keeps your game on your own machine.
- Three languages
- English, French and Spanish, switchable mid-game — including the fight commentary, your mail and what the fighters say in public.
- Your save is a file
- Export a save, keep it, move it, send it. Alpha saves are local, and some updates will wipe them.
- Bring your own world
- Import a whole custom world — fighters, promotions, histories, portraits — and play it instead of the shipped one. It is checked before it is loaded, never rewritten.
- Report a problem
- A report button in the menu and on any crash screen, which tells you exactly what it is about to send before it sends it.
That is the alpha as it ships. It is an early build: it will have bugs, and some updates will wipe saves. It is open now, and it runs for two weeks.