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 (35) - 94% of the 35 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (831) - 93% of the 831 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 has made it well suited to Early Access, allowing me to get the base mechanics in place and then polish them up over time while adding in new opponents.”

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?

“At this point in time, most of the original planned Early Access scope has been completed, as well as tons of mechanics and features that had never been planned to begin with.

One more opponent will be added to bring the final roster to ten opponents, and a new venue will be added along with him. After that I will continue to tweak mechanics and work in extra polish where I can.”

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 nine 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 (91)

February 18

Beta Update - February 18

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 massive update headed out to the beta branch now.

New crowd sounds have been added. These are positional ambisonic sound fields instead of just being stereo sounds fixed to your head or mono positional sounds that come from a single point. The crowd will also now react to impressive hits (from either you or your opponent).

The punch physics have been extensively reworked. The game should be able to read punch direction more accurately, making hitting weak points far more consistent. Weak points now require more precision to hit to make up for this. The new physics makes the opponent's guard a little more powerful than before. If your glove stays in contact with the opponent for too long and is at risk of getting stuck, it will be teleported straight to the location of your controller.

Punch impact feel should be improved a bit as well. Your glove will lock in place when it collides with the opponent instead of sliding or tumbling around. A dust particle effect will play when you impact the opponent with intensity relative to how hard you hit. The hit impact sound effects now scale upward more quickly in volume with the force of your hits. Blocks now play a different, louder sound for high force impacts.

Please read through the full list of changes below and let me know your thoughts in the feedback thread here or by emailing me at

If you run into a game breaking issue, please report it to me and then switch over to the rollback branch to go to the previous beta update.


Update Notes:
  • Replaced all crowd sounds and added reactive cheering.
  • Made a bunch of physics system customizations that may cause all kinds of bugs.
  • Major improvements to impact direction accuracy for weak areas and punch type read-out.
  • Weak areas now require more precision to hit to compensate for the increased impact direction accuracy.
  • Your gloves will now be much more stable when you impact an opponent and will be much less likely to roll off the opponent or around the back of their head. This also provides a sort of hit-stop impact effect.
  • Added a dust/air particle effect when your gloves collide with the opponent.
  • Your glove will teleport to the location of its controller if the game thinks it may be stuck or about to be stuck.
  • Improved hit detection and collision handling.
  • The ref will now motion for you to resume fighting before you are teleported to the center of the ring.
  • Improved velocity calculations for punches slower than 10m/s and hopefully reduced some of the high spikes that could occur with punches faster than 10m/s.
  • Changed the camera shake effect to play even when you take very light hits and added a minimum volume level for the sound that plays when you take a hit.
  • Boxing dummy and heavy bag mass stat is now called "Mass Credit" and shows what percentage of the maximum potential mass you achieved for the type of punch you threw.
  • The night gym venue no longer uses the timer tones but now has bell sounds again.
  • Fixed a bug that could allow the corner continue and quit triggers to continue to be activated if you activated them and step out of the corner circle.
  • Opening a cut or punching where an open cut is on an opponent will cause a blood particle effect instead of a sweat particle effect.
  • Reduced scroll speed of menus.
  • Added a scroll note to the slider on the side of scrolling menus.
  • Removed automatic glove size scaling and replaced with predefined glove size options.
  • Added a new section to the configuration info display panel with information about the glove and controller setup.
  • Fixed some visual issues that occurred when the opponent was teleported to the center of the ring.
  • Added some new animations to the trainer.
  • Replaced the X marks on the boxing dummy with lights that play a noise and change colors when you hit their corresponding weak points.
  • Changed the volume curves of hit sound effects to get louder faster as impact force increases.
  • Added two levels of block impact sound effects based on force.
  • Drastically slowed down the opponent's punch speed in Easy mode but increased their dodge and block speed to be the same as in Normal mode.
  • Reduced the opacity of the controller outlines.
  • Renamed "Endurance" to "Distance" and "Extreme" to "Outclassed". I didn't mean to push this change, so these might change again soon. :steamhappy:
1 comments Read more

January 23

Main Branch Update - January 23, 2019

Hello everyone! Time for another main branch update!

A quick note before the good stuff. The method for scrolling menus has changed in this update. Instead of having to bother with the scrollbar, you now poke and drag the menus as if they were a touch screen. This means you'll move your hand in the opposite direction that you have been in order to scroll, which may take some getting used to.

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 game is still in Early Access so anything and everything on the main branch is still subject to change based on your feedback. If you want to receive frequent (but less tested) updates with cutting-edge changes that I'm testing out, please opt into the game's beta branch through Steam.

Two New Opponents!
Jump in the ring with two new boxers. Alexei Petrov, or "Melky" as he's more affectionately known, is a young blood from Russia here to train in Hazegood's Gym. New players will take him on as their first fight in front of a crowd. On the other end of the roster, the slippery Mateo Vega (or "Matty") is the new champion of the roster.

Difficulty Progression System Tweaks
Instead of unlocking a difficulty level for a specific opponent by defeating the previous opponent on that difficulty, you now unlock difficulties for a specific opponent by defeating that opponent on an easier difficulty. For example, beating Joe on "Normal" will allow you to fight him on the "Endurance" difficulty level. "Challenger" has been renamed to "Endurance" and "Champion" has been renamed to "Extreme" to better suggest what to expect from those difficulties. Progress indicators have been added to show what difficulty levels you haven't beat yet. "Normal" and "Easy" are always available for unlocked opponents.

AI Body Punches
The AI will now throw punches at the player's body. The player has fuller arm blockboxes in order to better cover themselves up.

Dynamic Third-Person Camera
The third person camera now dynamically follows the action like a TV camera.

Better Block and Parry Animations
The opponent's fists no longer glide past your block once you've successfully blocked or parried them, but instead will stop at the point of impact.

New Crowd Visuals
The gym crowd has been updated with more varied visuals. (Note that there are more gray and white haired crowd members than intended. The hair color ratio will be tweaked with future updates.)

Exit Bout Mid-Round
If you pin your opponent into a corner and clinch him for several seconds, the ref will end the match. This both prevents a clinching exploit and allows you to exit a match mid-round.

And Much More!
There are many other combat tweaks and bug fixes included in this update. Check out the previous beta news updates for the full list.

For those of you on the beta branch, here's what's different from the last beta update:
  • The player now suffers a small damage penalty from being rocked.
  • The desaturation/grayscale effect from being rocked is now much stronger than before.
  • The visual and audio effects from being rocked reach full intensity sooner than before.
  • The camera shake effect is now used for head hits that don't hit hard enough to cause the full white flash.
  • The red flash for the body hit is now darker.
  • Added blondes back to the crowd. (There are more gray and white haired crowd members than I intended. I'll fix that in a future update.)
  • Fixed a bug causing contact with the opponents to constantly trigger the blocked hit sound and vibration.
  • Fixed a bug allowing the opponent's hits to be blocked too early in their punch and without playing the vibration or audio trigger.
  • Reverted the body damage changes. Body hits again have slightly reduced damage compared to head hits.
  • Fixed some issues with Hojo's animations.
9 comments Read more
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About This Game

Room scale: The game is currently room scale only with a minimum space requirement of 2m front-to-back. If playing with SteamVR, please make sure you have gone through setup in "room scale" mode.

Oculus Rift users: Native Oculus support is included. Please ensure your Guardian boundaries are configured properly. For best results, you'll need 2m of front-to-back space.

Windows MR users: The Thrill of the Fight is compatible with WMR headsets and controllers, but holding your controllers near your face to block causes tracking loss due to the way WMR controllers are tracked. Because of this, I have not marked support for Windows Mixed Reality on the store page. If you still wish to play, please make sure you have configured your headset properly for room scale and have 2m of space front-to-back.

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 Core i5-3450 or AMD Ryzen 5 1600 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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