
Uchi No Heya! Sumo Stable Management Game Update!
First, I just want to thank everyone in this community so much for the love on the first version! The new update for Uchi No Heya! is out and includes the main feedback I received from the first post. I also created a discord so that I can post updates there instead of on this subreddit every time, though I am always happy to share here!
See original post: https://www.reddit.com/r/Sumo/comments/1sodr3d/sumo_stable_management_game_uchi_no_heya/
VERSION 0.3.3! Should honestly probably be 0.4.0 it adds a ton:
THE BANZUKE GOT REAL
• World scaled to 620 AI rikishi across all six divisions, in true Ōzumō proportions
• New Yusho Race overlay — every division crowns its own champion,
• Rikishi never rematch in the same basho, and same-heya bouts are off the table (kettei-sen excepted)
PROMOTION RULES OVERHAUL
• Real Ōzumō rules end-to-end: kadoban probation for Ozeki, 33-wins-in-3 for Sekiwake → Ozeki,
two consecutive yusho (or 13+ basho) for Yokozuna
• Yokozuna can never be demoted — but weak basho stack into retirement pressure
• Positional caps (4 per sanyaku rank) — overflow bumps the weakest holder down
• Makushita 7-0 jumps straight to Juryo
• Head-to-head records now shown on the pre-bout matchup screen
KETTEI-SEN (決定戦) — Tiebreaker Playoffs
• Top-of-division ties trigger a real playoff in ANY division
• 2-way ties = sudden death; 3+ way = round-robin until one is left unbeaten
• Player bouts are fully animated
TRAINING REWORK
• Two-pool system: shared Heya Pool + per-rikishi Personal Points
• Personal points reset weekly, scale with age/talent/last-basho performance
• Heya Pool now caps by roster size and is earned from STABLE-WIDE win % (not individual records)
• Hidden stat ceilings now visible as 4-zone stat bars: current / trainable / gold range band / unachievable
• Band width tightens with potential — Exceptional rikishi show ~8pt bands, Limited show ~30pt
• Post-training summary card so you can see what changed across the whole stable
• Focus Recovery: 60% injury heal, costs ALL of one rikishi's weekly personal points
ECONOMY TIGHTENED
• Salaries up ~40% across the board
• Per-win income recalibrated — kachi-koshi alone no longer breaks even
• Money events ~2× more impactful; floors raised
• Prize money rebalanced to 25% of previous values
• Motivate cost now scales with how unmotivated the rikishi actually is
JUNGYO REBALANCE
• Win rate now scales with rank: 50% baseline at Jonokuchi → 92% cap at something like top tier Yokozuna
• Net-positive morale and income event for successes
QOL & POLISH
• "None of These" scout walk-away button
• Heya rename — click your stable name on the home screen
• Save export/import as JSON in the Saved Games menu - Transfer your saves to other devices!
• Buy Me a Coffee + Discord buttons on the main menu. Figured we needed a better place than this thread to discuss this game!
• Draggable scrollbars on long banzuke / yusho race overlays
• Detailed gyoji on the demo bout
• Mobile pre-basho prep cards and chanko cook cards sized up
• Bug fixes: kettei-sen sprite loading, finances page crash
Sekiwake demoting to wrong rank, opponent sprites in playoffs, money display refresh issues
HOW TO PLAY updated end-to-end to match all of the above.
Thank you again to everyone! Any new bugs found or feature requests would be appreciated. Will of course check here and in the discord!