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 (30) - 100% of the 30 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (588) - 93% of the 588 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 (67)

April 19

Major Update - April 19, 2018

Hello everyone! It's time again to bring all of the beta branch goodies over to the main 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 specifically 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 Models
Ugly Joe, the trainer, and the referee have been updated with new models! Dashing David's model was updated in a previous patch and his name was changed to Gene Priest. At this point, all of the existing models have been updated, which means it's time to bring in some new boxers!

Speed Bag
There is now a speed bag in the gym! Currently it's optimized for triplet bounce hits. Give it a go and see what rate of hits per minute you can sustain.

In-World Round Timers
There are now visible timers in the gym and arena that keep track of the time remaining in the current break or round.

Auto-Calibrator Improvements and Arm Whip Mass Reduction
In previous versions, creating a "whipping" motion with your arm would generate an insanely high speed punch that would do massive damage, making all of your other punches pointless. This update include an update to the auto-calibrator that detects these arm whips and brings them in-line with your other punches without unfairly penalizing you for legitimate swings.

If you have turned off auto-calibration, the game will try to adjust for arm whip punches by reducing your punch mass appropriately. If you haven't tried out the auto-calibrator in awhile, please give it another chance. It has received many updates and does a great job of handling some of the inaccuracies from trying to read what your body is doing in the virtual world.

New Punch Animations and Better Lunging Behavior
The punch animations have been updated to reduce the frequency of opponents leaning out of the path of your swings. Lunge punches now behave better if the opponent tries to step too close to you.

Combat and AI Tweaks
The AI's distance keeping and aggression algorithms have received major tweaks, as have their blocking capabilities. Your fist now fits into openings in the opponents guard better than it used to. The damage system has been tweaked in many different ways.

And more!
There have been a ton of performance and visual polish changes as well. 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.

Here's what's new since the last beta:
  • New referee model!
  • You can now set yourself to turn around backwards in match.
  • The AI's jabs have had their speed reduced slightly.
  • Timer visuals have been tweaked.
  • Some tweaks to damage modifier values.
  • Increased chance of bleeding by 50%.
  • Attempted to address an issue where the AI jumping between animations would cause cause an unreasonably large amount of velocity to be added to your punch force.

Note: Some users have reported various performance issues recently that seem to be fixed turning off antialiasing in the in-game Settings menu. This issue may be caused by the recent supersampling preset changes in SteamVR, but I'm still investigating the possible cause.
9 comments Read more

April 14

Beta Update - April 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.

There's another beta update headed out right now. The focus here continues to be improving the AI's capabilities to match the player and adjusting stat levels to compensate. A handful of bugs with the previous update have been fixed as well.

There's also a couple of surprises, like the new timers visible in the gym and arena!

As always, check out the patch notes below and let me know your thoughts in the feedback thread here or by emailing me at

The rollback branch has been updated to the April 9 build in case you run into any game-breaking problems.

Thanks, everyone!

Update Notes:
  • Added a round timer to the gym and arena.
  • AI distancing and aggression has been tweaked across the board.
  • The AI should no longer raise its guard and walk you down.
  • Increased the variety of the opponents reaction block poses.
  • Fixed an issue where block impacts tended to have little mass. This should make block impacts much louder.
  • Updated the dizzy system to be less of a guaranteed knockdown against the AI. The AI's visual effects for dizziness now scale with how dizzy they are. The AI no longer gets locked down after being just a little bit dizzy (and so no longer suddenly throws a 5 hit combo in your face out of nowhere as soon as their eyes stops rolling).
  • The long-term-damage "trauma" system now increases damage exponentially instead of linearly, but still tops out at about the same increase in damage. This makes the trauma system take longer to kick in, but it kicks in faster when it does. Light hits no longer count towards increasing trauma.
  • Updated the level at which trauma visual feedback starts appearing for both the player and AI.
  • Removed the stun state for extremely dizzy opponents. This will possibly return as a part of the trauma system as a guaranteed KO condition or a stoppage by the ref if you don't get the KO fast enough.
  • Increased AI's top end damage per hit to better match what the player can achieve.
  • Increased the force needed to get a one-hit-knockdown.
  • Increased the force needed to put an opponent down for the count.
  • Lunge punches no longer sink the opponent into the ground or significantly drift them to their right side.
  • The AI should no longer get embedded in the floor when they are knocked down in the middle of the ring.
  • The referee should no longer yell at you to separate when you're not close enough to the opponent to clinch.
  • Increased the speed of the AI's jabs and added a new left straight punch for them to combo with.
  • Improved the way the crowd is rendered, improving performance while paving the way to add some more variety down the road. Sections of crowd should no longer disappear in the arena for the player or on the desktop view.
  • Fixed a bug causing "infinite" break time to actually result in no break time.
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 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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