In development
Match engine
Every match runs on one engine. I'm building it first, and building it right.
In development. 6 of 7 build phases are done as of October 2026.
Before a single 3D model exists, the match engine runs as a simulation: two wrestlers, every hold, strike and reversal played out in code. That lets me test thousands of matches, find what feels unfair, and fix it before it ever reaches your controller.
Damage you can target
Each wrestler has eight body parts that take damage separately. Work over a leg and your opponent slows down; go after the head and a knockout gets closer. You choose which arm or leg a move hits, so a game plan actually pays off.
Stamina and momentum
Every move costs stamina, and a gassed wrestler gets sloppy. Each wrestler also has a momentum meter that builds through the match, including from taking punishment, so a comeback is always possible.
A crowd that reacts
The hype meter tracks how hot the crowd is. Big moves raise it, and repeating the same move over and over wears it down. A hot crowd makes everything hit harder for both wrestlers, so the match feels bigger without helping either side.
Grapples, reversals, submissions and pins
Lock up and choose your move, or hold on and risk an escape. Time a reversal to turn the match around. Submissions, rope breaks, roll-ups and near falls all work the way a wrestling fan expects.
Positions and states
Wrestlers run the ropes, fight in the corner, go to the top rope and spill to the outside. Heavy hits build up until a wrestler is rocked, dazed or stunned, opening the door for your biggest offense.
Tested by the thousand
A testing tool plays 1,000 matches at a time and reports how they ended, so balance comes from data instead of guesswork.
What’s next
The last phase adds signature moves, finishers and the referee. After that, the whole engine gets one full tuning pass.