The Thrill of the Fight is a room-scale VR boxing game. Face off in the virtual ring where you'll jab, dodge, and sweat your way to the top of the boxing world. Grab your gloves, step through the ropes, and become a champion.
Recent Reviews:
Very Positive (34) - 88% of the 34 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (374) - 92% of the 374 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 original estimate was six months to a year from the Steam launch assuming that the game mechanics wouldn't change much after launch and that I'd just be adding in more opponents and then polishing graphics, sounds, and game menus. Instead the game took a much more realistic turn and most of that time was spent adding more depth to the game mechanics and collecting and responding to feedback on the changes. The game will continue in Early Access at least until the core set of opponents are implemented.”

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:

  • 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 currently has mostly finalized boxing mechanics including a realistic damage system and a scored round system. There are currently five core opponents out of the ten that are planned.”

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 players 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 (46)

September 21

9/21 Beta Update

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.

Also Note: Controller positions have changed. "Default 2" now requires the controller to be held a different way, and users using the "Custom" position will need to recalibrate their custom setting.

Hello, all! I've got an absolutely massive update headed out to the beta branch with some major changes in many areas.

Recently with Update #16, I updated the asset I was using for the boxer models, and with it their look changed as well. That update has caused performance issues, bugs, and tons of development complications, so I decided that enough was enough and have commissioned new 3D character models. You'll get to see the first of those in this beta update, starting with the Trainer and Ugly Joe. The other original boxers will follow suit, and then the 4 new boxers will follow behind them. I'm also preparing to add blood and cuts back for these new models!

You'll also see the initial results of the UI overhaul in this update. The opponent select board is gone, and has been replaced by a more traditional menu. There are still some remnants of the old UI floating around, like the settings menu, which I'm working on moving to the new system. After that, I plan to add a "bout customization" panel when selecting an opponent that lets you customize the number of rounds, time per round, break time, opponent stats, and other things of that nature. The manual punch force multiplier setting will also be returning as part of the settings menu.

This beta update also includes some tweaks to the auto-calibration system and other damage mechanics. Average damage has been increased for the player and the opponent, but the effect of weak points has been reduced. Weak points are still basically required for achieving one hit knockdowns.

However, the dizzy system has been drastically revamped. Under the previous system, when you landed a hard hit, you'd increase the dizziness of your opponent. Dizzied opponents had a random chance of getting knocked down. Under the new system, even harder hits are required to increase the dizziness of your opponent, but the random element is gone, and opponents will be automatically knocked down if they become too dizzy. Opponents that are very dizzy will go flat-footed and drop their guard. The same mechanics apply to the player, and your vision will now desaturate and go dark the closer you are to dropping.

This will definitely need some more balancing to get right, but I'm finding it extremely fun.

And lastly, there's now a small UI on your desktop monitor during matches that shows how much round and break time are remaining. You can also press the space bar to toggle between the first-person and third-person cameras.

As always, please let me know any and all feedback you might have. Forum thread is here:

Have fun!

Update notes:
  • New UI! Many elements of the old UI are still being integrated, and new UI features will appear in the future.
  • New models! The Trainer and Ugly Joe have a new look! Expect more very soon.
  • The player's gear has been visually updated. Your legs bend the right way again!
  • The positioning of the player's hands has been reworked. Note that this means you will need to recalibrate if you are using a custom controller position.
  • When calibrating a custom controller position, only one fist will be used for calibration, and its calibration will be mirrored to the other fist automatically. I don't believe that there is a case where you wouldn't want this mirroring to happen automatically, but please let me know if you were intentionally making them different.
  • The "Default 2" controller position has been flipped 180° so that the Vive controller rings point outwards, which makes them less likely to collide with each other and with the headset. If you'd like to use the old position, you'll need to perform a custom calibration.
  • The "dizzy" system has been revamped. Boxers are now guaranteed to be knocked down when extremely dizzy and the AI behavior related to dizziness has been altered.
  • Weak point trigger zones have been altered on Joe. This takes time to optimize per opponent, so I'm waiting to adjust these zones on the other boxers until I have their new models in place.
  • A new UI has been added to the desktop monitor during matches showing the time remaining in the current round or break period.
  • You may now press the space bar on your keyboard to toggle between first-person and third-person view.
  • Increased the size of the blockboxes on the player's gloves.
  • Made opponents less likely to get counted out when it looked like they should be up.
  • Changed the animation of body knockdowns.
  • Increased the damage target of the auto-calibration system and lowered the damage multiplication of weak points.
4 comments Read more

September 9

9/9 Beta Update

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.

Hello everyone! I've got a new beta update going out to adjust the weak spot hit zone sizes and the auto-calibration force target. This update also has a couple of changes that will hopefully address some of the crashing that has been reported recently.

Thanks for your continued feedback! Here's the forum thread for this update:

Update notes:
  • Increased size of weak point hit zones.
  • Drastically improved the size and placement of body hit zones.
  • Increased the players auto-calibration damage target.
  • Slightly reduced the damage caused by weak points since they are now much easier to hit.
  • Lowered the force required to knockdown most opponents.
  • Adjusted enemy damage, both increasing the damage of some types of punches and decreasing the damage of others.
  • Decreased the chance of player's gloves sticking on the inside of the opponent's guard when you retract your hand. This should now function as well as it used to before the hitbox changes that were in update #16.
  • Improved opponents recognition of the player's block position.
  • Increased the variation in the opponent's striking cadence.
  • Adjusted volume of hit sounds to correspond correctly with new damage values.
  • Increased the transition time between crowd clips.
  • Fixed a bug that caused some knockdowns from body shots to have a weird ultra-fast animation.
  • Made grunts shorter and more varied, and made their volume proportional to hit strength.
  • Swapped out block sounds.
  • Made some changes with the goal of reducing crashes that have been reported recently.
  • Something I added in the last patch but accidentally left off the patch notes: Decreased opponent block and dodge speeds very slightly. I will continue to tweak these speeds, and in the future I'll spend more time making these values different among the roster.
23 comments Read more
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About This Game

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. You must run through the SteamVR room setup for the game to work properly.

Room scale: The game is currently room scale only with a minimum space requirement of 2m by 1.5m for 360° setups and 2m by 2m for forward only setups.

The Thrill of the Fight is still under active development. Future improvements include more 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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