
Run your own MMA promotion. Sign fighters, book cards, manage contracts, and build a combat sports empire in a deep, procedurally generated MMA management sim.
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About
Pound for Pound is a deep MMA promotion sim where you start from nothing and build your way to the top. Sign unknown fighters, book smart matchups, grow your brand, and try to become the biggest MMA organization in the world while rival promotions fight you for talent, dates, and dominance.
You control the business behind the fights.
Sign and manage fighters, negotiate contracts, develop talent, build divisions, schedule events, choose venues, and decide when your promotion is ready to take the next step.
Start small. Fill local venues. Build stars. Expand your roster. Unlock new weight classes, bigger events, better opportunities, sponsorships, TV deals, and new territories as your organization grows.
Fighters build relationships with your promotion over time. Treat them well and they may become loyal, easier to re-sign, and more willing to take risks for you. Ignore their careers, underpay them, break promises, or leave them waiting too long, and that loyalty can disappear.
Fighters can demand title shots, rematches, hometown bookings, main-card placement, pay raises, release requests, or specific opponents. Some requests are reasonable. Some are political. Some come with deadlines.
How you handle them shapes your locker room.

Every matchup is driven by fighter attributes, tendencies, style, and career development.
Wrestlers can smother dangerous strikers. Pressure fighters can overwhelm patient counter punchers. Veterans may decline. Prospects may break through. Champions can rise, dominate, and eventually fall.
Build contenders. Protect investments. Create stars. Shape divisions that develop history over years of play.

Booking fights is not always as simple as offering a bout.
Fighters react based on personality, career position, risk, money, rivalries, teammate conflicts, title paths, short notice, and bad blood. Some will jump at a grudge match. Others will push back, demand more, or refuse unless the offer fits their goals.
You can make promises to close difficult deals: a title shot with a win, a rematch after a loss, a home-region fight, a main-card spot, or a specific future opponent.
But promises matter. Break them, and fighters remember.

Fighters rise from unknown prospects to contenders, champions, and legends. Rivalries form. Title lineages grow. Divisions evolve. Stars leave, decline, return, or demand their moment.
Your decisions create the history of your promotion.
Who did you build? Who did you betray? Which fights defined your era?

You’re not alone.
Other promotions are chasing the same prospects, booking their own events, targeting key dates, and building their own legacies. Fighters have options. Momentum matters. Talent can slip away if you are not paying attention.
Stay ahead or get left behind.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Having a lot of fun with this one. The first major update added much more content to the game. The use of AI art for the fighters makes it so you can have a large roster of unique looking characters. I do wish the commentating had a voice over and there was crowd noise, reactions, conversations, news, social media, et cetera to make the game more immersive.
this game is fantastic but ranking system is bad. Please fix it or enable us to change it
It is good for what it is and you can get some fun out of it if you enjoy sport simulation/management games. Right now it's extremely overpriced though (it should be priced around £5-£10 max in its current state, even £10 is pushing it) and it's pretty much a glorified mobile game. I'd recommend the dev takes a look at the WMMA series by Adam Ryland for some ideas to give the game more depth, also opening it to the workshop or modding would give the game more life as it's pretty shallow rn. All that being said, it does have potential which is why I haven't refunded and would like to support the game, it's currently being regularly updated too (in fact there's an update as I type this). Despite giving thumbs up though, I can't recommend to buy the game right now, I can only recommend you download the demo before you buy, see if the game is for you and see if you're willing to overpay to support this type of game. It's very niche.
Not worth the $25.99 price. I would recommend to wait for it to go down in price to around $10 as it is too simple of a game for the current price.
This game is amazing. It's running an MMA promotion and to sign fighters you use promotion credits you get from your events rather than money and negotiating. Two things I would like to be improved on, though. 1. I would love to see more motivations in the game, like some people want a little bit of money and just want to fight strong people, while some people want a lot of money and doesn't really care who they fight. These motivations will drive how the fighters negotiate for extensions and if they accept/decline certain fights. It'll also give me more reason to cut people. 2. Some of the milestones are either bugged or make no sense. Like, selling out an arena is good, but if I get more fans at a venue than the "sellout limit" for one of the milestone's I should get the milestone completed. Also, having a milestone for having an unhappy fighter seems like you're rewarding bad management from the user in exchange for a legacy point, which is really important in this game. Seems kind of wrong. Also, some milestones I've done and it just haven't given it to me, like giving a fighter a promised title shot, which I've done numerous times. 8.5/10 game its on the likes of Football Manager in terms of immersion and execution.
This game isn't good compared to it's original. If you're looking for the original you can find it when you google for UFC simulation managers it's by Grey something or other. Now before you dismiss this review simply because I don't remember the original, let me get into why this game struggles so much. They introduced a feature to this game that allows for fighters to make requests, which ordinarily would be a great addition. However, it gives you absolutely no benefit. What I mean by this is there is no friggen way to get positive interactions out of it that make up for any of the negatives. It's a complete game breaker the entire time you're looking to climb. They ask for a match and you give it to them? Congratulations you get a plus benefit that is practically nothing. Are there any other positive interactions? NO. SO WHY THE HECK IS THE GAME ASKING FOR A FIGHTERS LOYALTY WHEN IT DOESNT GIVE ANY AS A REQUIREMENT TO LEVEL UP TO THE NEXT PROMOTION TIER?!?!?!?!?! Every few weeks my fighters moan about either decisions (which you cant do much about and is an instant negative bomb) or about wanting to fight in "their hometown". Very rarely do you EVER get any positives about it. The only positives I've seen comes from when they ask for a pay raise and you give them whatever amount they're asking for. Even then the positive you get from that is practically nothing versus all the negatives you're constantly spammed with. This matters because it impacts your locker as a whole. Which means no positives so no happy locker room which makes them spam for negative interactions which means you can't keep fighters and have to lose them or pay them sums which bankrupt you because the balancing is ♥♥♥♥, OR, you have to complete their requests for no positives and remain at a neutral locker room which is the best you can do. Whats the point of having the system if it's only going to handicap you? Why are my fighters complaining about manager decisions when they're brand new to the industry and on a 6 win streak and ranked 1st in my division about to do a title challenge? What? Does that make sense AT ALL? To ANYONE????? I wouldn't complain if it wasn't constantly happening. The feature was implemented as a joke. It was requested for people to have more personality and yet it's personality was made to make all the fighters some cry babies who have no industry loyalty at all. No positives and only negatives. Why are my fighters asking for hometown matches? Why this is stupid as hell? Why are you asking some small regional tier venue that is just starting in California and demanding matches in your hometown in NY? Or even doing that in general? That doesn't make sense logically and it doesn't make sense because of how this game functions. Why do I have a card of good fighters that aren't generating income worth their value? Once you get to the higher tiers and do TV streams you have additional income you can generate per fight. Even if you sell out a venue of all Established fighters, while having high win streak and rated fights, and have all the other bonuses you can get for ticket sale, viewership, and impacted fights, I'm still not making anywhere near enough to keep my fighters on my roster. If I just sign the lowest tire bums and make them fight I actually have a higher income to expense ratio. This game has serious balancing issues and until it's addressed it's not worth playing for more than a few hours unless you meta-game hard and happen to find some cheese ways to make money. TLDR: There are a ton of balancing issues the developers need to work out that make it fall short of the original. They also need to majorly work out progression systems because they don't work properly and sometimes have ridiculous requirements. They also need to find a way to give positive interactions from fighters instead of constant negative spams. Oh, also why the heck are my fighters complaining about fighting every 4 months? That's much faster than most IRL. Give me a break and do some logical thinking. Why do I have some A tier fighters fighting that are both on 7 win streaks and have contrasting amazing styles and the match rating is only a B+? What drugs are the devs on? I create a bunch of under rated fights (because they're all on winstreaks and recognized fighters with clashing styles and similar levels of skill) and my top rated fights are A and yet the crowd rating is still a C? What??? How am I supposed to pack 4K plus seat baseline events when I can't even afford to keep the fighters required to make those sort of seating draws? 4 Win Streak and camp expects a title challenge against 20-1 champ? Lol what??? Why would I pay as much to scout the character as I would to just sign them and release them if it doesn't work out? I'd get more information that way too? What??? So many issues to look at. Your team has a ton of balancing issues to correct and this game COULD become good. Maybe play your own game for once??? - Personal Note The easiest fix to these issues would be to correct the match rating system to be more leniant, to stop spamming negative events by fighters every few weeks (change your percentage system or something), give more fan draws per star level of talent, and to pay more for each event. It would balance out the major issues very quickly. Also capping event listings at such small amounts as 3 to 5 at the highest tiers is absolutely ridiculous when managing 5 divisions. Or, ORr, hear me out. Crazy concept but.... Maybe don't limit event planning and lower the headline requirement by a tier or half tier? Limiting event planning causes so many issues it makes the game stupid. Especially when in combination of the "I didn't fight in the last 4 months so you need to book me now!" BS mentality that isn't realistic of MMA.
Game has a lot of potential and developer seems to be actively working on it, hence I would recommend buying this if you enjoy MMA and simulation/managing games. This is probably very close to what a well made GM mode in UFC games would look like, so if you were looking for something like that, try the game out.
I'm really enjoying it and it's a fun game. The tokens are kinda weird, I'd prefer a real world currency system that did the same thing, but I can see how they make it easier for the developer to make a game. Another thing I'd like to see is a scouting and walk-in system. Where you purchase database, scout areas and sometimes prodigies walk into your gym.
Definitely recommend. I got sucked into this quickly and had a hard time putting it down. The world feels alive, and the stories you build with your fighters are genuinely rewarding. A few quality-of-life suggestions that would make it even better: Card planning filters. Who you put on the card matters based on where the fight is, but there's no way to plan around that. Add filters for fighting style and fighter hometown/region. Free agent filters. Same issue here. I've spent way too long rapid-scrolling looking for a fighter from a specific region. Filters for style and hometown would save a lot of clicking. Rivalries. These feel weak right now. Fighters clash and then just... forget about it. Seven years into my save, I had zero established rivalries. Give them staying power and room to actually grow. Fighter relationships. They drift to neutral too easily. More levers to build (or break) relationships would help them feel less static. Card grading. After 100+ events and rising prestige, I've maxed out around a B, mostly sitting C- to C+, including a one-punch KO that should've been an instant classic but scored a C. Grades should weigh the actual fights, not popularity (which already shows up in attendance/views). More range at every prestige level would help cards feel distinct instead of blending together. Fight insights/feedback loop. I still don't fully know what makes fans excited for a matchup. It seems style-based, but there's no clear signal. Something like Game Dev Tycoon's combo feedback (e.g. "Brawler vs. Volume Striker is a great clash") would make discovering good matchups feel rewarding instead of guesswork.
If you're a sim-game fan who loves MMA, this games is exactly what you're looking for
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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