Face-off in the virtual ring in this grueling boxing game. Jab, dodge, and sweat your way to the top of the boxing world. Grab your gloves, step through the ropes, and become a champion.
User reviews:
Very Positive (18 reviews) - 100% of the 18 user reviews in the last 30 days are positive.
Very Positive (253 reviews) - 92% of the 253 user reviews for this game are positive.
Release Date: Jul 1, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“As the sole developer on the project, Early Access gives me the opportunity to share the game with a wide audience to gather support and feedback as I'm creating the game. The format of the game will make it well suited to Early Access, as once the base mechanics are in place, the focus will be on releasing more and more opponents over time.”

Approximately how long will this game be in Early Access?

“The game could realistically be in Early Access from six months to a year.”

How is the full version planned to differ from the Early Access version?

“The Thrill of the Fight is a simple game from a single developer with humble beginnings as a side-project to a day job, and has now become a full time focus of its own. The current planned scope for the game differs from the current version in the following ways:

  • Updated boxing mechanics with a more realistic focus and a round system (currently being implemented and tested on the beta branch)
  • New sound effects in coordination with a professional sound designer (currently being planned and recorded)
  • Additional opponents to provide a satisfying variety of fighting styles and challenge level (likely around 10 opponents total not including the just-for-fun fighters)
  • Additional NPCs in and around the ring
  • General polish and quality of life improvements

Details are subject to change based on playtesting, budget and timeline, and player feedback.”

What is the current state of the Early Access version?

“The game includes 1 easy sparring opponent, 5 additional more difficult boxers, and 2 just-for-fun Halloween themed opponents. The game's boxing mechanics are currently being revamped to support more realistic knockdowns and a round system on a Steam beta branch.”

Will the game be priced differently during and after Early Access?

“Unless a large and currently unplanned feature is added to the game, there are currently no plans for the price to increase in the future.”

How are you planning on involving the Community in your development process?

“Community feedback will be taken into consideration every step of the way. While I plan to keep a strong vision for how the game will shape up, I want to be very responsive to whether or not people playing it are enjoying themselves and feeling satisfied with the game they're playing. Please don't be shy to opt into the beta branch of the game through Steam and share your thoughts about the future direction of the game.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (32)

April 24

Beta Update #15.7

Note: For those looking to try out the beta, you can do so by right clicking the game in Steam, going to "Properties", clicking the "Betas" tab, and choosing the "beta" option from the dropdown.

Another beta update! There's still a lot in progress in this build, but I didn't want to hold up another update since there are a lot of goodies for you all to get a peek at. List below!

Note that while the sound effects are different in this build, they still are not final! For example, there's lots of work going on with the crowd sounds to test some different approaches and none of them are the final tracks. Also note that opponent balancing has not been the focus of the beta updates so far, and will be the focus of a future beta update. I have gone ahead and made all opponents tougher and closer in line with what I plan on having their defensive stats be around.

  • Added a transition effect when the game moves you around the ring and improved how the player's body handled being moved around.
  • Added a heavy bag and moved the difficulty selector beside it. As you beat on the heavy bag, the game will show you the force of your hits and automatically suggest a difficulty to you.
  • Added a brand new dodging system for the AI. Opponents now have a better range of motion and don't exaggerate their movements quite as much as they used to. The mechanic is in place, but each opponent's dodging skills will be tweaked in a future update.
  • Revamped the way AI blocking works. Opponents now block reactively to your punches instead of holding their hands up based on the distance away your fist is. Like with the new dodging system, expect the blocking stats of each opponent to be tweaked in a future update, as well as the exact positioning of their hands when they block different parts of their body.
  • Changed some of the player body vs opponent body interaction to cause the player's invisible limbs to get hung on the opponent's body less often.
  • Added a card on the opponent select board to exit the game.
  • Prepped for an announcement of the winner at the end of the match, but it's not quite ready to go yet.
  • Tweaked sound effects and added some crowd sounds for testing. Note that this is an area of very active development and sounds are still not final!
  • Set some limits on how far the AI would predict your head has moved.
  • Moved the hit target on the players head that the AI swings for back a little bit.
  • Adjusted player blocking triggers
  • Changed code that gave more emphasis to hits landing in the direction of the knuckle to code that tries to guess leverage based on swing and contact angle. You'll see this leverage reflected in the forces the heavy bag shows you.

10 comments Read more

April 3

Beta Update #15.6

Edit 4/5: I've pushed out a quick update to address a few simple things that users have requested. There is now a countdown timer between rounds and a menu to quit or skip the break. A head guard and shorts worn by the player can now be seen on the spectator camera (and you can see the shorts as the player - just trialing that out). Additionally, the ref gives some instructions at the beginning of the round, and I've eliminated collision between the player's and enemy's bodies to clean up the hit detection a little.

Rounds are here! Finally! They still need a bit of polish, but they're playable, so I didn't want to delay them from going out to the beta branch any further. Keep in mind that they're still a work in progress, and everything is subject to change.

Here's what's still planned for rounds, specifically:

  • Polish transitions when moving player around the ring (i.e., give a bit of delay so the player can realize they're about to be moved, and then do a screen fade-out and in during the movement).
  • After the match ends, have a winner ceremony and allow the player to leave the match when they're ready.
  • When selecting an opponent, show a menu with details about the match. After the opponent has been beaten, the player will have the ability to change some of the details of the match (e.g., the number of rounds).

On top of those items, damage and balance adjustments will continue to be made. The next few releases will focus on polishing rounds, sounds, and various other rough edges, and after that attention will turn to getting balance nailed down individually per opponent and getting more opponents in place.

Full patch notes:
  • Rounds added! The three knockdown rule is now gone, and you'll be scored for your performance each round. Either boxer can win by knockout, or by decision. A draw will not count as a win for unlocking the next boxer or opening up the match settings menu.
  • Referee added!
  • Adjusted opponent's head movement prediction abilities. They still need some work.
  • Player blocking ability improved slightly.
  • Enemy blocking speed slowed down slightly.
  • Fixed a bug where tired opponents weren't playing the animation for reacting to hits.
  • Made a very small adjustment to punch speed smoothing.
  • Started messing with the camera view that shows up on your monitor.
  • Added support for the Hardlight haptics suit. The haptics will fire independently for blocking with the arm and shoulder or when getting hit in the head.

As always, please feel free to leave feedback in the forums or at fyiandev@gmail.com. Thanks!

13 comments Read more
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About This Game

Note to Oculus Rift users: The game requires tracked controllers, so you'll need Touch controllers to play. The game can accommodate forward-facing setups, but you'll ideally want a 2m by 2m play space due to the way SteamVR chooses the forward direction of your play area. Smaller spaces and "standing" mode work, but will make the game feel a little cramped.

The Thrill of the Fight is still under active development in an early state. Future improvements include tightened boxing mechanics, visual and audio polish, new opponents, and more.

The Thrill of the Fight is a boxing game designed specifically for VR. Enter a virtual gym and battle unique challengers with their own boxing styles and techniques. Use timing and skill to land the knockout blow. Evade punches, land jabs, and block blows to become the king of the ring.

The Thrill of the Fight is best described as a "semi-sim" with some simplified or unrealistic mechanics for the sake of fun and straightforward game play or to accommodate the limits of current VR technology. Mechanics are realistic where possible but the game is not guaranteed to be a fully accurate recreation of real boxing.

System Requirements

    • OS: Windows 7 SP1 or newer
    • Processor: Intel i5-4590 or AMD FX 8350 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX970, or AMD Radeon R9 290 equivalent or greater
    • DirectX: Version 11
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