
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.
Modeled estimate, not a reported figure. How we estimate →
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
Reviews
Themes across 82 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I dig it. There are obvious improvements to be had but this scratches an itch for any MMA fan. Warning: Only 14 hours in and started a new career over to incorporate what I have learned. Maybe some of my suggestion are available in later gameplay. Disclaimer: I am loving this game. Improvements: 1) It is not easy to know who is a hometown fighter 2) I think you need to address the weeks since last fight situation when scheduling multiple shows out as it always references the current week. It would be nice to see the gap from their last fight to the scheduled fight, not today. 3) I am not sure what the answer is, but there is something about the fight style and location that still feels off. Example: Location wants Cage Cutters, but you do not realize that until you book your fight, or you pick a location to drive that and realize that you don't have enough of that to popularize the fight. Maybe add a "recommended matchups" feature to the guided play through to help people better understand the game, and possibly in normal play but remove recommendations for a hardcore/custom mode. 5) It seems difficult to build stories with fighters which leads to lower views. Can something be done here? Just some thoughts. Happy with what I have seen so far and looking forward to more.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 82 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
management games like this are usually too complex that it is just frustrating because you have to spend 30 hours to understand mechanics before you can even attempt to play. this is the perfect amount of gameplay and management. it is perfect
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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