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The Booker Blitz Roadmap — Early Access and Beyond
Booker Blitz is live on Steam Early Access. One person built it. One person is going to keep building it — with you.
This post is the honest version of what that means: what's in, what's a little rough right now, and what the next phase looks like.
What launched on November 9
The full core loop is in:
- Promotion management — roster, contracts, finances, brands, development
- Gorilla Position — live match control with audibles, run-ins, and on-the-fly finish changes
- Segment Wizard — full card-building with presets, templates, and drag-and-drop ordering
- Feud system — recommender, feuds with history, timeline view
- Title prestige — prestige tracking, overexposure, brand titles, alliance titles, development titles
- Development pipeline — scouts, wrestling schools, Academy facility, dev brand auto-booking
- TEW import —
.mdbdatabase import to get your preferred era on day one - JSON modding — datapacks, themes,
.bbdbseeds - Keyboard-first UI — command palette, wizard shortcuts, built for speed
Known rough edges at launch
Early Access means being straight about what still needs work. These are the three things most likely to catch you:
Simulation feed continuity. The in-match feed that narrates what's happening can produce moments that don't quite follow from each other — a sequence that reads fine individually but jumps oddly when the show is running fast. This is a tuning and logic pass, not a broken system.
Simulation value calibration. Match ratings, crowd heat, and prestige deltas are all interconnected. The underlying model is solid, but the numbers need real-world sessions to calibrate properly. Early Access is exactly the right time for that feedback loop to start.
TEW import edge cases. The importer handles most databases cleanly, but importing a save file (rather than a fresh database) can produce inconsistencies — missing relationships, slightly off values, the occasional blank field. If something looks wrong after an import, please report it. A clear description of what you imported and what looks off is the fastest path to a fix.
None of these block the core experience. They're worth naming because you'll notice them, and I'd rather you know I know.
Where Booker Blitz goes from here
The full roadmap lives at bookerblitz.com/roadmap. That's where I track and prioritise everything publicly — you can see what's in progress, vote on what matters to you, and watch items move.
Here's where things stand right now.
Actively being built
- Game Release & Polish — as we move through Closed Testing and Steam Next Fest, the focus is stability, calibration, and making every existing system feel solid before new features land.
Committed and queued
- Indie Circuit — CPU-controlled promotions run in the background. Wrestlers can earn notoriety working the indie scene, which changes the landscape you're booking into.
- Create a promotion — start a new save with a promotion you build from scratch instead of picking from an existing one.
Under consideration
- End of Year awards — the press hands out Wrestling Awards for the top performers of the year, adding a new prestige axis to your roster decisions.
- Hall of Fame — every promotion gets to enshrine its legends, giving long reigns and career arcs a payoff beyond the final match.
- Pre and Post show — add matches and segments before and after the main card. They run separately and don't count toward the main card's rating.
- Ticket sales before events — once matches are announced, tickets start selling. Bigger matches, bigger draws, better gate.
Recently shipped
Brand split, Steam Cloud saving, Datastudio, Staff improvements, Special matches.
The planning horizon is 6 to 12 months. That's a target, not a contract, and I'll update the roadmap as things move.
How to shape what happens next
Steam discussions, the Reddit community, Discord, or email (david@bookerblitz.com) — all of them reach me. A clear bug report with steps to reproduce is worth more than five vague ones.
Thank you for being here at launch. The game gets better from here.
— David