
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.

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 82 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Pound for Pound — an MMA promotion simulator that turns into a clicker[/h1] Pound for Pound is genuinely interesting during its early stages. You choose your divisions, sign your first fighters, learn their attributes and styles, and start building careers from 0-0-0. Every fighter can feel like a name and a personality rather than another number on an event card. You can build rivalries, plan title runs, negotiate sponsors and TV contracts, expand into new states and venues, and chase historical records. And it is genuinely fun. [b]At first.[/b] Unfortunately, the deeper you get into the game, the more it stops being a promotion management simulator and starts becoming a clicker. [h2]Mandatory progression kills the sandbox[/h2] The tutorial/progression system cannot be disabled, even if you already know the game. You must hold your first event, sign fighters, crown a champion, and complete increasingly specific objectives to unlock higher reputation tiers and upgrades. There are no proper alternative starting modes. No full sandbox. No option to start as an already-funded promotion and simply build the roster you want. Want to run a highly competitive two-division promotion? Too bad. Higher reputation tiers eventually require more divisions, champions, events and title defenses. You can have packed venues and excellent fighters, but still hit an artificial progression ceiling until you complete the required objectives. And if your reputation falls, you have to grind it back. This is not meaningful management. It is a checklist. [h2]Huge rosters, almost no proper automation[/h2] The game has 14 divisions: 5 women's and 9 men's. If you create five divisions with only 10 fighters each, you already have 50 fighters to manage. There is a Smart Fill system, but it primarily considers fighter popularity and matchup hype. It does not understand the stories, rankings, contender structure or fights you actually want to book. Want to build a logical title picture? Do it manually. Want a larger card? Do it manually. Want to manage all 14 divisions with roughly 150 fighters, which is apparently normal for AI promotions? Good luck. Eventually you are booking fighter #137 against fighter #94 on event #298 and wondering who either of them even is. At that point, fighters stop feeling like characters. TV contracts make this worse by requiring events every four weeks. Injuries can keep fighters out for 8+ weeks, while contracts are short and must be renewed manually. There are no proper long-term contracts or automatic renewals. The AI can run enormous promotions while the player manually micromanages everything. This is where the game stops being a manager and starts being a clicker. [h2]Some of the simulation is fundamentally broken[/h2] The world simulation can produce impossible historical data. Other promotions apparently start generating history from 2016. In my save, a champion who supposedly won his title in 2016 was reported in 2032 as having held it for roughly [b]11,000 days[/b]. That's about 30 years. The fighter himself was around 37. So apparently a six-year-old won a world championship. This isn't a balance issue. The numbers are simply impossible. The game is also poor at explaining its own mechanics. Fighter styles, primary and secondary styles, important attributes, strengths and weaknesses against other styles — much of this is poorly explained. Fighter development is similarly unclear. There is no meaningful visible potential system, so you often don't know whether an average fighter can actually become exceptional. Scouting is especially strange. There is no proper trial, sparring or scouting system that lets you evaluate a fighter before signing them. Instead, you often need cooperation with gyms to reveal information about fighters. And those gyms can apparently reveal information about fighters belonging to other promotions. It doesn't feel like a believable scouting system. It feels like a workaround. [h2]Fighter popularity is absurd[/h2] In my save, there was a 37-year-old fighter with a [b]45-10-0[/b] record. The game considered her a [b]Prospect[/b]. The #1 fighter on the longest win-streak leaderboard had [b]23-0-0[/b]. He was also a [b]Prospect[/b]. Do you know real-world fighters with 23 consecutive wins who are still prospects? I don't. My own fighter eventually reached [b]35-0-0[/b], became #1 in the world in two divisions, won two championships, accumulated [b]25 title defenses out of 27 title fights[/b], competed in [b]32 Main Events[/b], and dominated highly ranked opponents. The game considered her a [b]Superstar[/b]. Not an Icon. A Superstar. At that point, the popularity system is impossible to take seriously. [h2]The fight rating system is even worse[/h2] You can have A+ matchup hype, a sold-out arena, highly ranked fighters, hundreds of significant strikes, knockdowns and a genuine war. The game can still give the fight a [b]D[/b]. Most commonly, C. If you're lucky, B. A ratings seem almost nonexistent. In my save, a #7 fighter knocked out a #5 fighter in [b]21 seconds[/b]. The game gave it a [b]B+[/b]. Think about Conor McGregor vs. José Aldo. A 13-second finish doesn't automatically mean a bad fight. Sometimes the shock and significance of the finish are exactly what make a fight historic. Pound for Pound doesn't seem to understand this. Fight ratings feel disconnected from popularity, hype, statistics, significance and what actually happened inside the fight. [h2]The rematch system makes no sense[/h2] The game heavily penalizes rematches if they happen within roughly a year. Try a rematch after six, eight or twelve months and the game clearly disapproves. After only a few months, the penalty is even worse. This is especially strange because the game has a rivalry system that can create situations where an immediate rematch makes perfect sense. Real MMA has had plenty of high-profile rematches only months after the first fight. The game essentially reduces this to a timer: [b]same fighters = wait roughly 1.2 years.[/b] Context does not matter enough. [h2]Eventually, the game becomes a clicker[/h2] And this is the biggest problem. Eventually you are clicking: [list] [*]to get tokens; [*]to fulfill contracts; [*]to maintain TV schedules; [*]to avoid reputation penalties; [*]to satisfy progression objectives; [*]to create another event; [*]to use Smart Fill; [*]and repeat. [/list] The player is supposed to build stories, but the late game increasingly forces you to produce events rather than manage a promotion. The more divisions and fighters you have, the worse it gets. The more successful you become, the more arbitrary progression requirements you encounter. That is the fundamental contradiction of the game. [h2]Final thoughts[/h2] Pound for Pound has [b]real potential[/b]. Its early game can be genuinely excellent. Building a fighter from 0-0-0, watching them develop, creating rivalries and eventually seeing them win a championship can be extremely satisfying. The game gradually stops being about creating your own MMA history and starts being about satisfying arbitrary requirements. It needs fundamental improvements: [list] [*]proper sandbox and alternative starting modes; [*]optional progression objectives; [*]much better automation for large rosters; [*]proper scouting and fighter development; [*]clearer explanations of styles; [*]a complete overhaul of fighter popularity and fight ratings; [*]a smarter rematch system; [*]better contract management; [*]progression that rewards successful management instead of forcing a predefined grind. [/list] I had a lot of fun with Pound for Pound. But the deeper I got into it, the more it stopped feeling like an MMA management simulator and started feeling like a clicker with an MMA theme. [b]I recommend it as an early-game sandbox, but not as a long-term MMA management simulator.[/b]
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Hours played at review time, across 82 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's in early access but it's still really rough around the edges. The biggest issue is that it really doesn't compare to World of Mixed Martial Arts 5 (WMMA 5) and WMMA 6 releases in less than a month which figures to be even better. It's not bad! It's just pretty much worse in essentially every single aspect compared to a similarly priced game, WMMA. The Good: [list] [*]It's fast. Really fast. Sim speed is lightning quick. [*]The UI is mostly pretty good. It's pretty. Fairly simple to navigate. [*]Many simplifications are actually quite nice like boiling money down into tokens. Helps keeps the game swift to play [*]I actually like the art and the images. AI or otherwise, whatever. It looks good. [/list] The Bad: [list] [*]Progression feels bad. You're gatekept out of weight classes and regions and even the concept of holding two title fights on the same card until you hit arbitrary metrics that allow you to level up. These rarely feel rewarding or like big accomplishments, especially when they're juxtaposed to the reality of the game. I have the #2 P4P fighter in the world who is 22-0 and my Lightweight [i]and[/i] Welterweight champion and he's still only a 'prospect' and my company is still 'regional'. [*]There's an insane number of missed weights. Dudes miss weight constantly. The game suggests guys with tough weight cuts need more time but that's not close to the whole story. You can book a fight six months out and guys will miss the weight. That's fine. Missed weight happens, it's a real hurdle a promoter has to navigate. Love that. But I'll have a guy miss weight, I'm not kidding, in six straight fights and then throw a fit if I force him to move up. The worst was when I had a guy miss weight in several consecutive Lightweight fights. So I moved him to Welterweight. He goes on a tear and wins the championship at Welterweight. Immediately drops back down to Lightweight? Vacates the title. I get no say in the matter. I'm just forced to book him at Lightweight now. His first fight back at Lightweight? Missed weight. Which then allowed me to force him back to Welterweight. It's crazy. I average three-four missed weights per card. [*]Simulation is way too swingy. Way too much variance. I have guys that are S-tier grapplers getting submitted by guys that are C-tier grapplers. I have guys booked to win obvious squash matches losing boring decisions. Sure I totally understand there's a degree of randomness in any fight and upsets happen. Totally. But the variance is just wayyyyy too high. Mix that in with the weight cuts and it becomes a real pain. All of the fun and speed of booking gets sucked right out. [*]Fight commentary is bad and broken. A fighter will take down another fighter. They're in guard. And then you'll get commentary about how they're 'measuring the distance' or 'throwing a jab'. Or it'll talk about their footwork. It also flows by in a pace that's kinda both too fast and too slow? No ability to advance each stage manually like in WMMA, which I far prefer. Eventually I just started skipping matches altogether which I rarely do in WMMA. [*]Match ratings make little sense. Stand-up battle with lots of strikes and an even match? D. Flash KO in the first 15 seconds of a fight? F. Pretty boring clinch fight with lots of short strikes against the cage? B+ (WAR). Don't really understand why. It's not [i]always[/i] this way. Some fights that should be exciting are exciting and get good grades. But I can't seem to work out why and when that is. Even worse are fan expectations. I had a fight get a 92 A rating and was called a Fight of the Year contender but fans were disappointed anyway because their expectation for the fight was 95? Imagine a person being disappointed in Gaethe-Topuria because it wasn't as good as Griffin-Bonnar or Jedrzejczyk vs Zhang. [*]Free agency is too punishing. You have to pay currency to do all sorts of tricks just to maybe pay even more currency to hopefully maybe sign them? It's too silly. I guess it's counterbalanced by the fact that fighters essentially never refuse to re-sign but still. As a whole that system needs looked at [/list] Is it a bad game? No. Is it a good game? Eh. But Steam asks if I'd recommend it. And no. I wouldn't. I just don't see any reason at all to play a subpar version of WMMA especially and particularly when a brand new one is right around the corner. It's in early access so there's a lot of growing to do. Maybe I'll re-review or something later down the line when it's more fleshed out but tbh this is less early access and more proof of concept demo. Too many core aspects of the game need work still to really say this is worth it.
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
great. please we need personal promotion hall of fame, we should be allowed to choose fighters..... and an editor for more customization. (changing names/potentials)
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 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.
I love simulation games... I play them a lot. This game is absolutely amazing. I love playing it. I'm on Event 397 lol. I don't typically write reviews but this one deserved a shout out. With that being said, I don't know how often the devs put in updates (had the game for a month or so), but I can say I love the game as is, and I look forward to every update.
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.
I have played countless amount of sim management games with an unfathomable amount of hours, and based off of my preliminary gameplay, this game has serious potential in a way not most do. The UI is simple and easy to figure out, the gameplay loop is incredibly addicting, and the developer has pushed out multiple significant updates in a good amount of time that have improved the game drastically. This game has the "just one more turn.." factor, and although it has quite a ways to go, there is serious heart and soul put into the core gameplay and seeds planted that I believe will bloom beautifully with time. Although there is a part where the repetition gets to be a bit too much and you feel like you "beat" the game, for an early access game that happens way later on into the playthrough, after you feel like you've already got your money's worth. I think with more time there will be deeper and more intuitive sims and gameplay, and I can't wait to see future updates from the developer. This game has serious potential.
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