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 (26) - 88% of the 26 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (555) - 93% of the 555 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 (61)

March 23

Beta Update - March 23

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.

I've pushed myself to the point of exhaustion playtesting, so it's time for another beta update! :steamhappy:

Please keep in mind that the beta branch is for testing out potential changes before I take them to the live branch and before I put too much time into things that players ultimately don't want. Occasionally things will feel worse than the previous beta, and that's all part of the plan - just pop into the beta feedback thread for the update and let me know about your time with the game.

At this point, the auto-calibrator has been significantly improved and the game is being designed around it being on. If you've turned it off in the past, please turn it back on and give it a shot before providing feedback. If you've adjusted the customize menu, please also give the game a try with the default settings before making customizations, as the values you found comfortable before might not apply anymore.

I've changed a lot of force calculation mechanics in this beta, so please pay attention to how your hits feel and how difficult the opponent are to you at stock settings with the auto-calibrator turned on. I'm trying to tone down punches that "exploit" the physics system by generating high speeds regardless of body mass imparted, so stop by the punching bag and try to find certain punches that result in massive force values compared to your normal proper form hits. Let me know if you see anything that feels out of place, as I may have over-adjusted some of these types of punches.

The method the judges use to score you has been altered slightly. I don't expect the current implementation to be final, but it will provide me some data for what direction to go in the future. The opponent's chin now affects your ability to generate score again (higher = harder), but it won't feel as extreme as it did a few updates ago.

Oh, yeah, there's a speed bag now, too! :steamhappy: Try it out and let me know how it feels.

As always, let me know your thoughts in the feedback thread here or by emailing me at

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


Update Notes:
  • Added a speed bag!
  • Added system to detect "arm whip" punches and greatly reduce the force imparted to them. You'll see this reflected on the "body mass credit" stat on the heavy bag / boxing dummy punch read-out UI. Let me know if any of your punches read out weaker (or strong!) than you feel they should. I find it best to compare to your rear-hand cross for this.
  • The "body mass credit" read-out now also reflects the jab mass penalty, so that it doesn't look like your jabs are getting a mass bonus over your crosses.
  • Adjusted the way jabs are determined vs crosses. Let me know if you see any oddities here.
  • Adjusted scoring method to allow higher chinned fighters to be harder to score against without ruining any chance of the player winning by score.
  • Adjusted body mass bonus to spread the bonuses and penalties over a wider range of motion.
  • Fixed the black polygons showing up on the new Joe model (let me know if you see these on anyone else's model).
  • Fixed some lightmap issues in the gym.
  • Reduced the player's ability to reliably force the opponent to switch their guard.
  • Adjusted opponents' desired distance from player.
  • Adjusted step-in animations to give a little bit more time to plant feet before comboing or recovering
5 comments Read more

March 11

Beta Update - March 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 have a new beta update going out now.

Joe finally has a new model! He's now an old boxer who has taken his share of hits over the years and is overdue for retirement. Help him out! He's currently still the first boxer you face after the sparring partner, but in the future he might get a small buff and change to either the first boxer you fight in the arena or the last in the gym.

The zombie has been re-added with Joe's new look and has some minor fixes. The ghostly boxer's appearance has been updated as well.

All of the existing boxers now have new custom-designed models, and the buggy asset I was using previously has been completely removed. The trainer is up next, and then work will start on new boxers. I might work a new ref in there somewhere as well.

As for other changes in this update, I've done some heavy reworking of the distances the AI thinks it can reach and the distances it tries to stand at. The punch animations I switched to recently involve more leaning forward than the previous ones, which made the opponent get too close for comfort at the distances they were previously trying to stand.

I've also made some tweaks to the body mass transfer bonus and penalty requirements to make it a little harder to get constant 115% damage punches.

There are a handful of other small changes, too. Notes below!

Let me know your thoughts in the feedback thread here or by emailing me at

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


NOTICE: If you're seeing some extreme jitter or choppiness and/or extreme initial game load time, it might be due to a recent SteamVR update. Valve has a fix on the beta branch of SteamVR, so opting into that should fix the issue.

Update Notes:
  • Joe's model has been updated!
  • Heavily adjusted ranges AI chooses to stand at to keep them farther away from the player.
  • Changed the requirements to get a bonus or penalty from the mass transfer system.
  • Updated the labels on the punch info UI screens for mass transfer and bonus damage.
  • Zombie Joe is available again and has had some bugfixes.
  • The Ghostly Boxer's model has been updated to the new Joe model.
  • Uppercut bonus damage has been reduced.
  • Improved the visual result when the player's camera clips into the opponent's gloves or body.
  • Fixed an issue where increasing opponent's Chin was making it very hard to win a round by score.
  • Fixed visual glitch with weigh-in audience.
  • Made AI not play blocking animation when you touch their arms while they aren't blocking.
  • Fixed the boxing dummy now showing the penalty for downward hits to the top of its head.
  • Made some stat adjustments to various opponents.
  • Made tweaks to the penalty for hitting with odd areas of the fist to better account for hits that land with the palm.
  • Adjusted the range on the "Fist Speed" customization slider to allow slower punch speeds.
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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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