Great Concept but…..
Response from developer
Thanks for the detailed review — it genuinely helps, and I'm really glad the roster-building and depth are landing for you. Good news on the funds: the latest update adds starting scenarios, so you can now choose your difficulty and starting cash and begin with a much healthier bankroll. No more getting spiralled into not affording to watch your own fighters — those live fights are meant to be the best part, not something you get priced out of. On the booking, let me clear it up, because the game handles it two ways depending on where the fighter is. While they're a free agent on the local circuit, you set their fights up yourself in the Fight Finder. Once they're signed to a promotion it switches: you either wait for that promotion to send you offers, or go to the promotion directly and hit the Lobby button to request a matchup. That second path is the one that's easy to miss, so if it felt like booking dried up after signing, that's almost certainly what you were looking for. Fair feedback that it should be more obvious in-game, and I'll work on surfacing it better. Thanks for pushing me to make the game better — more on the way.
Report
Response from developer
Thank you for the great rating and for flagging this! You're right — those opportunities (YouTube videos, podcasts, commentary gigs) are meant to be a fun part of the experience, and it sounds like a recent update may have knocked them out. I'm putting this straight on the to-do list and will get it sorted in an upcoming patch. Really appreciate you taking the time to report it — these reports are exactly what helps keep the game tightening up. Thanks for playing!
Has Potential
Response from developer
Thank you so much for the kind words and the 5 stars — it means a lot! You've pegged exactly where my head's at: a steady stream of updates and fixes to keep sharpening the game. There are several improvements already in the pipeline, so stick around. Really glad you're enjoying it, and thanks for backing the project!
Good needs some work.
Response from developer
Thank you for taking the time to write this — feedback like yours is genuinely what shapes where the game goes next. You're right that the opening stretch is currently too tight. The intent was to make the climb feel earned, but if the first few weeks read as 'stuck in debt waiting for the phone to ring,' that's a pacing problem rather than a difficulty one, and it's something I'll be looking at in an upcoming update. The starting money and early-week activity are both on the list. Really appreciate you giving the game a chance at this stage — there's a lot more coming, including a fix for some of the matchmaking friction (teammate offers being one) and deeper systems around how your fighters actually feel about the fights you book for them. Hope you'll check back in after the next few patches.
Cool game so far
Response from developer
Thanks for taking the time to write all that out — genuinely useful, let me go through it. On the real bugs: the contract crash is under active investigation, and the detail about it sending you back a couple of weeks is new and important info — thank you. A speed-up option for fights is a great idea and I'll add it to the list. A few of the others might actually be design choices rather than bugs, so let me explain in case it helps: The 5-0 fighter not appearing in "make a fight" — if his reputation has moved up to Regional, he won't show up on that screen, since it's for Local fighters only. Worth checking his reputation tier. Fighters not getting fights — if a fighter is signed to a promotion, the promotion offers them fights rather than the other way around (same as real MMA). If you want to push for a specific matchup, head to the Promotions screen, pick the promotion and weight class, and use the Lobby button on the fighter you want. On takedowns — the fight engine is calibrated against two studies covering 1,600 real UFC fights, and takedowns are actually much rarer than most people expect (around 1.8 per fight on average). A wrestler needs to either earn an advantage or catch the opponent off-balance to land one, and dominant wrestlers need speed, strength, explosiveness and fight IQ working together. So a takedown-stat-heavy fighter who lacks the supporting attributes will struggle to shoot effectively — that's by design rather than a bug. On your fighters always losing when you watch — I've put over 200 hours into testing and haven't seen this pattern, and the watched and unwatched fights run through the exact same simulation. It's possible there's something specific to your save that I'm not seeing, though. If you can share a few examples on r/EladanGames I'd genuinely love to look into it. Speaking of which — since App Store replies are limited, the best place to follow up on any of this is r/EladanGames. Happy to dig into specifics there. Thanks again for the detailed feedback.




