90-Day Pack Sale, 60 New Collectibles, Expanded $WOO Utility & Major Platform Upgrades
Wrestling Organization Online is getting ready to enter its next major era.
WOO ALPHA established the foundation of the WOO wrestling game and gave our community its first opportunity to collect the talent that would shape the ecosystem. Since then, we have continued building, testing, listening to player feedback, expanding the game economy, and improving the experience of actually using the platform.
Now, WOO BETA is approaching.
This is much more than another pack release. WOO BETA introduces 60 collectible talent cards, a larger and more diverse roster, a fixed 90-day public sale window, additional utility for the $WOO token, and a defined retirement process that determines exactly what happens to packs that remain when the sale ends.
At the same time, we have been rebuilding major areas of the WOO platform. The Store, Marketplace, Collection, Pack Opening, individual wrestler pages, and Earn systems have all received significant upgrades as we prepare Wrestling Organization Online for its next stage.
This post breaks down the WOO BETA sale, the supply, the roster, the retirement countdown, the reward structure, what happens to unsold packs, and some of the major improvements already appearing throughout WOO.
WOO BETA At a Glance
| WOO BETA | Details |
|---|---|
| Total Packs Minted | 150,000 |
| Public Sale Allocation | 135,000 |
| Initial Ecosystem Reserve | 15,000 |
| Pack Price | $2 USD Equivalent |
| Cards Per Pack | 5 |
| Collectible Beta Talent Cards | 60 |
| Public Sale Window | 90 Days |
| Male Singles | 21 |
| Female Singles | 19 |
| Tag Teams | 20 |
| Managers | 0 |
| Maximum Cards Contained Across All Packs | 750,000 |
The public sale is being designed around one important principle: WOO BETA will not remain on sale forever.
Once the sale begins, a 90-day retirement countdown begins with it. Players will have up to three months to purchase WOO BETA directly from WOO, assuming the public allocation has not already sold out.
When that countdown reaches zero, direct public sales end.
There are no plans to simply extend the sale because packs remain unsold.
150,000 WOO BETA Packs
The total WOO BETA supply will consist of 150,000 packs, with each pack containing five cards.
Of those 150,000 packs, 135,000 will be allocated to the public sale, while 15,000 will be held back from the beginning for ecosystem use.
| Allocation | Packs | Share of Supply |
|---|---|---|
| Public Sale | 135,000 | 90% |
| Initial Ecosystem Reserve | 15,000 | 10% |
| Total Supply | 150,000 | 100% |
WOO BETA Supply Allocation
| Allocation | Visual |
|---|---|
| Public Sale — 135,000 | █████████████████████████████████████████████ 90% |
| Initial Reserve — 15,000 | █████ 10% |
The ecosystem reserve gives WOO inventory that can be used over time for things such as Battle Pass rewards, tournaments, events, promotions, player rewards, and other ecosystem initiatives without requiring additional Beta packs to be created later.
The public allocation has a very different lifecycle.
Those packs have 90 days to be sold.
WOO BETA Will Cost $2 Per Pack
We are keeping the base price simple.
WOO BETA packs will cost $2 each.
That means the full 135,000-pack public allocation represents a maximum direct-sale value of $270,000 if every publicly available pack is purchased during the sale window.
| Packs Purchased | Base Cost |
|---|---|
| 1 | $2 |
| 5 | $10 |
| 10 | $20 |
| 25 | $50 |
| 50 | $100 |
| 100 | $200 |
| 500 | $1,000 |
Keeping Beta at the familiar $2 price point allows players to participate at very different levels while dramatically expanding the amount of content contained within the release.
Why a 90-Day Sale?
WOO ALPHA moved extremely quickly. The public Alpha allocation sold out in less than 24 hours.
The WOO ecosystem is in a different stage today, however, and we believe Beta should be structured around where the game is now rather than simply trying to recreate the Alpha launch.
A 90-day sale window gives existing players time to participate, gives returning players time to see how much WOO has changed, and gives new players time to enter the ecosystem without removing the scarcity created by a hard retirement date.
The important part is that the clock is real.
| Sale Phase | Status |
|---|---|
| Before Launch | WOO BETA cannot yet be purchased |
| Day 1 | Public sale begins |
| Days 1–90 | Packs remain available while public inventory lasts |
| Sellout Before Day 90 | Public sale ends because inventory is exhausted |
| End of Day 90 | Any remaining direct-sale inventory is retired |
| After Retirement | Remaining public inventory does not return to the Store |
During the sale, the redesigned WOO Store will prominently display availability and sale information so players can see exactly where the release stands.
Once the sale ends, whether through a sellout or the expiration of the 90-day window, WOO BETA will not simply be placed back into the public Store later.
What Happens to Unsold Packs?
This is one of the most important pieces of the Beta structure.
We do not want to advertise a limited release and then quietly return tens of thousands of unsold packs to the Store months later. If we tell players that WOO BETA retires after 90 days, that retirement needs to mean something.
When the public sale closes, any unsold public allocation will be permanently removed from direct public sale.
From that remaining inventory, WOO may move up to 15,000 additional packs into the long-term ecosystem reward pool. Those packs can support future Battle Passes, tournaments, events, promotions, and other reward systems.
Everything beyond that allocation will be handled differently.
Those packs will be opened by WOO, and the cards generated from them will be placed into permanently locked WOO bot inventory.
| Inventory After Retirement | What Happens |
|---|---|
| Packs Purchased by Players | Remain owned by the players who purchased them |
| Original 15,000 Reserve | Remains available for ecosystem rewards and promotions |
| Up to 15,000 Additional Unsold Packs | May be moved into the future ecosystem reward pool |
| All Remaining Unsold Packs | Opened into permanently locked WOO bot inventory |
| Cards Owned by Those Bots | Cannot be sold or traded by WOO |
This creates an important distinction between market inventory and gameplay inventory.
Cards generated from retired unsold packs can still become useful to WOO because they can help populate bot-controlled opponents when additional matchmaking inventory is needed. However, those cards will not later appear on the marketplace competing with cards that players purchased and collected.
They become gameplay infrastructure rather than inventory waiting to be sold.
Buying With $WOO Comes With More
WOO BETA is also an opportunity to create additional meaningful utility for the WOO token.
Players will be able to purchase Beta packs through supported Hive-based payment methods, but we want there to be a meaningful reason to choose $WOO.
Rather than simply discounting the Beta pack when WOO is used, we are adding additional game assets to the purchase.
For every WOO BETA pack purchased using $WOO, the buyer will receive:
1 WOO BETA Pack + 1 WOO Jobber Pack + 1 WOO Gym Bag
| Purchase Method | Beta Pack | Jobber Pack | Gym Bag |
|---|---|---|---|
| SWAP.HIVE / SWAP.HBD | ✅ | — | — |
| $WOO | ✅ | ✅ | ✅ |
That bonus scales directly with the number of Beta packs purchased using WOO.
| Beta Packs Purchased With $WOO | Jobber Packs | Gym Bags |
|---|---|---|
| 1 | 1 | 1 |
| 10 | 10 | 10 |
| 25 | 25 | 25 |
| 50 | 50 | 50 |
| 100 | 100 | 100 |
| 500 | 500 | 500 |
Someone purchasing 100 WOO BETA packs using WOO would therefore receive their 100 Beta packs, 100 Jobber Packs, and 100 Gym Bags.
Instead of lowering the value of Beta itself through a discount, this gives players additional value while creating another meaningful reason to use WOO inside the ecosystem.
What About the Bonus Reward Packs From Previous Sales?
Longtime WOO collectors will probably notice one important difference between the Beta sale and some of our previous major releases.
Historically, certain WOO sales have been accompanied by their own special promotional or reward packs. Those products were separate from the primary pack being sold and could contain partnered wrestlers or other collectibles created specifically for that promotional reward pool.
For WOO BETA, we are approaching that structure differently.
Rather than creating another separate promotional pack series exclusively for the Beta sale, the additional rewards for players purchasing with $WOO will come from two products that are already part of the broader WOO ecosystem: WOO Jobber Packs and WOO Gym Bags.
| Previous Sale Structure | WOO BETA Structure |
|---|---|
| Main collectible pack | Main WOO BETA pack |
| Separate promotional/reward pack could accompany the sale | No separate Beta promotional reward pack currently planned |
| Promotional collectibles created another pack pool | Existing Jobber Packs and Gym Bags provide the purchase bonus |
| Reward format could vary from sale to sale | Every Beta pack purchased with WOO receives the same defined bonus |
The goal is not to remove the idea of rewarding players for participating in a major WOO sale. It is to make that reward structure more connected to the economy and game systems that already exist.
Jobber Packs put additional playable talent into circulation, while Gym Bags provide another layer of game rewards and utility. At the same time, connecting those bonuses specifically to purchases made with WOO gives the token a direct role in one of the largest releases in the game's history.
This also makes the offer incredibly easy to understand.
The more Beta packs you purchase with WOO, the more Jobber Packs and Gym Bags you receive alongside them.
60 WOO BETA Collectibles
The original WOO ALPHA release contained 21 wrestlers.
WOO BETA expands dramatically beyond that with 60 collectible talent cards, consisting entirely of singles wrestlers and tag teams.
| Beta Talent Category | Cards |
|---|---|
| Male Singles | 21 |
| Female Singles | 19 |
| Tag Teams | 20 |
| Total | 60 |
There are no manager cards in the Beta talent set. The focus is entirely on wrestlers and teams that can expand the playable WOO roster.
The finalized rarity structure includes:
| Rarity | WOO BETA Cards | Share of Set |
|---|---|---|
| Common | 21 | 35.0% |
| Rare | 22 | 36.7% |
| Epic | 11 | 18.3% |
| Legendary | 6 | 10.0% |
| Total | 60 | 100% |
Rarity Distribution
| Rarity | Visual |
|---|---|
| Common — 21 | █████████████████ |
| Rare — 22 | ██████████████████ |
| Epic — 11 | █████████ |
| Legendary — 6 | █████ |
That roster includes new characters, new versions of existing WOO talent, evolving storylines, tag teams, and wrestlers whose roles inside the WOO universe have changed since Alpha.
Some of those transformations have already started being revealed through our Road to Beta series, and there is much more still to come.
Beta Isn't Just Changing the Cards
The arrival of WOO BETA has also given us an opportunity to look at the platform itself.
Over the past several months, we have received player feedback about how people interact with WOO. Some areas provided the information players needed but required too many clicks. Other areas were functional but could do a much better job explaining what was happening. Larger collections also made navigation and filtering increasingly important.
We have been addressing those issues throughout the platform.
The screenshots below show several of the major improvements being made as we approach Beta.
A Completely Updated Earn Experience
The updated Earn page is designed to make the WOO economy much easier to understand at a glance.
Players can immediately see important ecosystem information including circulating supply, total WOO staked, current market information, staking APY, Hive Power delegation APY, claimable rewards, and their own available and staked balances.
The claim experience has also been consolidated so players can clearly see which reward streams are ready before taking action.
Instead of treating staking, Hive delegation, rewards, and ecosystem statistics as disconnected systems, the updated page brings them together into one dashboard.
A Store Built for Live Drops
The Store has received a significant redesign ahead of WOO BETA.
Upcoming and active drops can now have a dedicated featured area displaying the pack artwork, number of cards inside, availability, price, sale status, and countdown information. Once a drop becomes available, players will have the important information directly on the purchase page instead of needing to search for it elsewhere.
This is especially useful for a product like WOO BETA because its availability is tied to both remaining inventory and time.
The redesigned Store provides a much better home for these releases while continuing to display previous WOO products underneath.
When WOO BETA goes live, this is where the sale begins.
A Better WOO Marketplace
A wrestling NFT game can eventually contain hundreds of different assets, variants, wrestlers, teams, and editions. As that ecosystem grows, simply putting everything onto one page is no longer enough.
The Marketplace has therefore received major filtering and quality-of-life improvements.
Players can more easily narrow the marketplace using properties such as foil, rarity, team type, and edition, while also seeing how many card types and individual copies are currently listed.
The goal is simple: if you know what you are looking for, WOO should help you find it quickly.
That becomes even more important as WOO BETA adds another 60 collectible talent cards to the ecosystem.
Opening Packs Has Been Rebuilt Too
The updated Open page makes pack management significantly clearer.
Instead of simply presenting a pack and a button, the new experience shows the selected product, how many unopened packs the player owns, how many cards are contained inside, applicable opening limits, and the other pack products currently held by that account.
Products with no remaining packs are clearly identified, while packs ready to open are immediately accessible.
With players potentially holding large numbers of packs across several WOO products, this experience needed to scale alongside the ecosystem.
WOO BETA will launch into a much stronger pack-opening system.
One Wrestler. Far More Information.
This is one of our favorite quality-of-life improvements because it directly addresses player feedback.
Individual wrestler pages now provide significantly more useful information from a single location.
At the top level, a player can immediately see information such as total copies owned, the wrestler's overall record, the lowest current marketplace ask, and how many copies are listed for sale.
Below that, individual NFTs can display information such as:
- Level
- Progress toward the next level
- TP
- Exhaustion
- Individual win/loss record
- Injuries
- Protection status
- Marketplace status
- Delegation status
- NFT ID
Previously, understanding everything happening with a wrestler could require moving between several different areas of the site.
Now, the goal is for the individual wrestler page to function as the central hub for that asset.
That becomes particularly valuable when a player owns multiple copies. It becomes much easier to identify which copy has been used heavily, which has leveled, which is exhausted, which is protected, and which NFT may be better suited for playing, trading, or listing.
Your Entire Collection, Reorganized
The overall Collection page has also received a major visual and navigation upgrade.
Players can now get an immediate overview of their roster while moving between categories such as Talent, Land, Lore, Items, Consumables, and Injuries. Collection totals are surfaced prominently, while improved filters make navigating large rosters much easier.
The updated page also helps the different asset categories feel like parts of one connected collection instead of isolated areas of the game.
This becomes increasingly important as WOO grows.
A collection containing a few dozen NFTs is relatively easy to browse almost anywhere. A collection containing hundreds or thousands of WOO assets needs proper tools to help players find and manage what they own.
Beta is adding more content, so the interface needs to become better at helping players manage it.
From WOO ALPHA to WOO BETA
When WOO ALPHA launched, there were 21 wrestlers and 60,000 total packs. Of those, approximately 50,000 were allocated to the public sale, with the remainder used for staff, company, and ecosystem purposes.
The public Alpha allocation sold out in less than 24 hours.
Beta is intentionally much larger.
| Release | WOO ALPHA | WOO BETA |
|---|---|---|
| Collectible Talent | 21 | 60 |
| Total Packs | 60,000 | 150,000 |
| Public Sale Packs | ~50,000 | 135,000 |
| Cards Per Pack | 5 | 5 |
| Price Per Pack | $2 | $2 |
| Public Sale Structure | Sold Out in Under 24 Hours | 90-Day Fixed Window or Sellout |
Beta contains approximately 2.86 times as many collectible talent cards as Alpha and 2.5 times the total pack supply.
But the biggest change may not be any one number.
The ecosystem surrounding those packs is significantly more developed than it was when Alpha launched.
WOO now has systems including Ranked gameplay, Battle Passes, token staking, Hive Power delegation rewards, an expanded marketplace, deeper collection management, wrestler progression, recurring events, and a more connected economy.
WOO BETA is being released into that ecosystem.
The WOO BETA Lifecycle
| Stage | What Happens |
|---|---|
| 1. Mint | 150,000 WOO BETA packs are created |
| 2. Initial Reserve | 15,000 are immediately reserved for ecosystem use |
| 3. Public Sale | 135,000 become available for purchase |
| 4. Countdown | The 90-day retirement clock begins |
| 5. Sellout or Retirement | Direct public sales stop |
| 6. Future Rewards | Up to 15,000 unsold public packs may be added to the reward reserve |
| 7. Bot Conversion | Remaining unsold packs are opened into permanently locked bot inventory |
This creates a defined lifecycle for the release before the first pack is even sold.
Players know the maximum supply.
Players know how many packs are entering the public sale.
Players know the price.
Players know how long the sale can remain open.
Players know the incentive for purchasing with WOO.
And players know what happens to inventory that remains when the sale ends.
We believe that kind of transparency is important for the long-term WOO economy.
The Road to Beta Continues
WOO BETA is not being built in isolation from the rest of the Wrestling Organization Online universe.
We have already begun using the Road to Beta series to tell some of the stories behind the characters and changes appearing in the new release. Characters are changing, alliances are evolving, teams are forming, and wrestlers who appeared one way during Alpha may not be the same when Beta arrives.
The cards represent those changes, but the goal is for the stories around them to matter too.
As the sale approaches, we will continue revealing more of the Beta roster and more of the stories behind the characters entering the new set.
90 Days. Then Beta Retires.
WOO BETA represents the next major expansion of Wrestling Organization Online, but the packs themselves are only one part of what we have been building.
The roster is getting larger. The platform is becoming easier to use. The marketplace is becoming easier to navigate. Collection management is becoming substantially deeper. The WOO token is receiving additional utility. Our pack infrastructure is improving. And the systems surrounding the game continue to mature.
Soon, 135,000 WOO BETA packs will become available to the public at $2 each.
Those packs will contain cards from a set of 60 collectible Beta talent cards across male singles, female singles, and tag teams.
Players who choose to purchase using $WOO will receive one WOO Jobber Pack and one WOO Gym Bag for every Beta pack purchased with WOO.
And instead of creating another temporary promotional reward pack specifically for this sale, those bonuses will directly support and interact with systems already present throughout WOO.
From the moment the public sale begins, one clock will matter.
90 days.
If the public allocation sells out first, the sale ends.
If packs remain when the 90-day countdown reaches zero, they retire from direct public sale and enter the post-sale process described above.
Either way, there is a definitive end.
More roster reveals, Beta previews, platform updates, sale information, and Road to Beta content are still coming.
The next era of Wrestling Organization Online is approaching.
The Road to Beta continues.