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:
Mostly Positive (24) - 79% of the 24 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (529) - 93% of the 529 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 one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

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Recent updates View all (57)

February 19

Update #18

Hello everyone!

The beta branch has finally made it to a stable spot, so it's time to bring a bunch of goodies over to the live branch!

As always, I'd love to hear your feedback, either over on the Steam forums, on Reddit (where I'm u/fyian), or directly at my email address at The beta branch is for testing incomplete or unpolished features, but the game is still in Early Access, so anything and everything on the main branch is still subject to change based on your feedback.

New Gym
The first thing you'll notice is that the gym is roomier and has a new look. A boxing dummy has been added for practicing hitting weak points, and more information has been added to the hit feedback displays. You'll notice there is some training equipment you can't get to yet - hopefully coming soon!

New Boxer Models
The next thing you might notice is that several of the boxers have gotten a face-lift. I've commissioned some custom modelling work to replace the character generation asset I was using previously, and I've been adding these new boxers to the beta branch as they get completed. You'll see new models for the sparring partner, Luis, Charong, and Duke. Joe and David will be replaced soon, too, as will some of the other NPCs.

Opponent Feedback Updates
Opponent reactions have been tweaked to better convey the effect of your hits. Note that there is no hidden "health bar" or equivalent mechanic and your hits don't do numerical damage in the traditional sense. You'll want to place good hits to take down your opponent, and your first hit might even knock your opponent down for the count if you land a solid blow to a weak point. Don't worry if you don't get the KO - bouts are meant to go to the score cards often.

Bleeding and Improved Bruising
Opponents can now bleed! This feature has been missing for a long time but has finally returned. Note that only the new boxing models bleed, so Joe and David won't.

I'm also spent some time improving the bruising effect to better compliment the skin shader I'm using for the new boxers.

Many Other Combat and AI Tweaks
Blocking and parrying should work much better than previous versions. The AI has better control of their movement in the ring. Opponents commit more to their moves and don't turn while punching, giving you more angles to attack them from. The auto-calibration system has been updated to feel more consistent. Scoring has been updated to make the AI more competitive. Animations have been updated to have more start-up time and to transition more smoothly. And more!

You can get more specific details by checking out the change logs that have been posted for the beta branch over the last few months.

Also, be sure to check out this excellent article with tips and tricks for TotF written by Tom Donahey of VR Fitness Insider.

Known issues:
  • If you're seeing a lot of jittery lag or a long initial loading time, this is being caused by a recent major update to SteamVR. This is currently fixed in the beta branch of SteamVR, and hopefully Valve will move it to their main branch soon.
  • There is a minor graphical glitch with the audience at the weigh-in stage.
  • The trainer hovers above the floor a bit at the gym screen.
  • Opponents in the dungeon start the bout partially inside the wall at their corner. Their placement during the actual combat portion of the rounds should still be correct.
4 comments Read more

February 11

Beta Update - Feb 11, 2018

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'm pushing an update to the beta now with some polish to the combat mechanics.

I've updated the AI movement mechanics to be able to handle covering smaller distances more quickly. This was meant to help allow the AI to give you more space more quickly, but it's had a significant impact on how dynamic the fights feel. Blocking should be a little bit more reliable compared to the last update, and your hits may feel a little stronger, too.

Another important addition is that the heavy bag and boxing dummy read-outs have an improved layout that shows more information about your punches.

As always, check out the list below, jump into the beta, and let me know if you run into any problems by emailing me at or posting in the feedback thread here. When providing feedback on hit feel and enemy reactions, please keep the auto-calibrator on, as that's what the game is being balanced around.

I've moved the previous beta update to the rollback branch so you can revert if you find something game breaking.

NOTICE: Some users are reporting issues with matches taking an extremely long time to load. During the extended load time, the game audio will continue as normal and your desktop monitor will show the game in action, but the headset will continue to show the loading screen. If this is happening to you, please post in this thread and let me know. I'll follow-up there with questions about your setup.


Feb 18 Update:
  • Fixed judge's "fuzzy" decision making to account for new scoring values from the Feb 11 update.
  • Added punch type to heavy bag and boxing dummy hit info displays.
  • Made some tweaks to leading hand detection.
  • Fixed a bug where leaving and coming back to the heavy bag or boxing dummy would reset their text but not their "best hit" damage value.

Update Notes:
  • Improved AI movement over small distances.
  • Improved the interaction of hitboxes and blockboxes.
  • Revamped the way the AI's animations are moved to target the player. This should result in much smoother, more natural, and less jumpy animations.
  • Made the AI's head track the player less, opening up more angles for the player to hit their jaw.
  • The mass transfer system has been made more lenient.
  • Removed the lower range of the mass transfer system. This change alone doesn't meaningfully increase the players damage, but it does reduce the occurrence of hits that feel like they have no power.
  • Changed the way scoring works to allow lighter hits than in the last update, but to reward harder hits more.
  • Updated the punch feedback UI panels for the heavy bag and boxing dummy to show more information about your punches. Note that "Punch Type" doesn't work yet and always shows "--" for now.
  • Fixed bruising and bleeding not showing up on the new Duke.
  • The ref now plays a reaction animation and hits sounds when punched.
  • Tweaked vertical player positioning at title screen.
  • Moved player corner position closer farther out to account for the recent size increase of the rings.
  • Adjusted arena lighting slightly to make the new characters' skin look better.
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About This Game

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.

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.

Windows MR users: The game runs and functions properly through SteamVR, although there are some lighting glitches and the current lack of force feedback when running Windows MR through SteamVR is noticeable. Punch tracking works great, but I'm having some controller tracking problems when blocking (using a Lenovo Explorer) that aren't occurring for another player who primary plays TotF on his Samsung Odyssey. I'm going to refrain from marking support for now while I continue to test, but I'd love to hear your feedback on the forums if you do try out the game.

Hardlight suit users: Support for commercial Hardlight suits is currently available on the beta branch. Please opt in by right clicking on the game in Steam, clicking Properties, clicking the Betas tab, and selecting the beta branch from the dropdown menu.

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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