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 (37) - 94% of the 37 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (829) - 93% of the 829 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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Includes 2 items: The Thrill of the Fight, Virtual Fighting Championship


Recent updates View all (90)

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

January 14

Beta Update - January 14

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 headed out now.

First off, a quick warning: I changed the way menu scrolling works to function more like a big mobile phone. You now poke and drag the menu opposite of the direction you want to scroll. The old method required you to grab the scrollbar handle and drag in the direction you want to scroll, so now you have to move your hand the opposite way. This may take some getting used to, but it's as hard to use as the old system was.

The big change is that the difficulty level unlock system has been reworked to encourage players to start on Normal and work their way up. Instead of beating the previous opponent on a difficulty level to unlock that difficulty on the next opponent, you will now need to beat lower difficulty levels to unlock higher difficulty levels on the current opponent. Progress indicators have been added so you can see which difficulty levels you have already defeated and which are remaining. You still need to defeat an opponent to unlock the next one, but Easy and Normal difficulties will always be available for all unlocked opponents. The old Challenger and Champion modes have been renamed to Endurance and Extreme, but still function the same as they did previously.

If you had previously skipped Easy and Normal and played through the game on Challenger or Champion then you will have all of the same opponents unlocked, but you won't see the new Endurance or Extreme options until you beat the earlier difficulties. Once you unlock one of the higher difficulties you had already defeated, you should see that the progress indicator is already filled in.

I have added in a camera shake effect when you land a high force hit that scales with how hard your hit landed. I'm undecided if I like this effect, so please let me know how you feel about it. Removed on Jan 15

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:
  • The method for unlocking difficulty levels has been reworked. Instead of defeating the previous opponent at a certain difficulty to unlock the next at that difficulty, you now unlock the next difficulty by beating the current opponent on an easier difficulty. This requires you to beat an opponent on Normal to be able to choose Endurance mode, for example. Existing players may see some weird results if they had skipped difficulty levels.
  • Renamed "Challenger" difficulty to "Endurance" and "Champion" difficulty to "Extreme" to better convey what to expect from those difficulty levels.
  • Menu scrolling now works like a touch screen would instead of by trying to drag a scroll bar handle. This may take some getting used to if you're accustomed to the old method.
  • Players will get a camera shake effect when they land a hard hit, depending on how hard their hit was. I'm undecided if I like this or not, so please let me know how you feel about this. Removed on Jan 15
  • Further improvements to the crowd visuals. Female audience members are back!
  • Removed the damage reduction applied to body shots and reduced the damage from the body weak points to compensate.
  • Maximum mass bonus reduced to 5%.
  • Fixed a bug that was causing the Zombie to always be defeated in one punch.
  • Added customization slider to set max knockdowns allowed per round.
  • Added a customization slider to choose the opponent's tendency to throw head or body punches.
  • Made some changes that will hopefully reduce the chance that your glove gets stuck between the opponent's head and body.
  • Opponents are now more willing to throw uppercuts, but they suck at hitting your head and will probably hit your body instead.
  • Reduced and repositioned the player's body hurtboxes to remove some situations where the opponent was able to hit you even though you were guarding your body.
  • Slightly improved the AI's ability to tell if a target they want to swing at is blocked.
  • Removed some extra shoulder blockboxes that I didn't mean to leave in from the last patch. This may make blocking your head slightly harder as compared to the last patch.
  • The info panel to the right of the main menu now shows you your current play area size, compared to the required size. It also shows you what multiplier the auto-adjustment system currently has you set to.
  • Fixed a bug where the play space rectangle would draw on top of the menu from certain viewing angles.
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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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