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 (22) - 100% of the 22 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (634) - 93% of the 634 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 seven 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 (71)

June 18

Beta Update - June 18th

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.

Reminder: Native Oculus support has been added for testing! To try it out, right click the game in Steam, click "Properties", and click the "Set Launch Options" button. Type "-vrmode Oculus" in the box (without the quotes). You can tell the native Oculus mode is working if the game launches without opening SteamVR.

Hello, everyone! I've got a quick and simple update going out to the beta now. The big change of note is that the whip detection system is applying a penalty again to punches it determines are arm whips. This should help make the game a bit harder again. If you're seeing a drastic reduction in the effectiveness of your punches, please ensure you're not making a slapping, back-hand, baseball pitch, or hammer motion when you swing. Make sure you're throwing deliberate, knuckle-first punches with a locked wrist. This change may penalize too much or might apply too broadly, so I'm ready to roll it back if need be. Please give it a try and let me know what you think!

Due to the way these arm whip penalties are applied, the boxing dummy and heavy bag hit feedback info should be more reliable in displaying how powerful your hits are relative to each other than it was previously. It's still not completely perfect, but it should be less likely to encourage bad habits in the ring. To further aid with this goal, I've also gone ahead and rolled in the mass bonus and weak point bonus into the number shown instead of requiring the player to do the math themselves.

Recent updates to the physics system seem to have improved glove control significantly, making it easier to hit weak points. To account for this, I've narrowed the angle that weak point strikes will give a benefit. I've also removed the weak point from behind the jaw.

Please let me know how the update is working for you in the feedback thread here or by emailing me at Let me know if you notice any bugs or performance problems (or improvements!).

The previous beta version has been moved to the rollback branch, so switch over to that if you run into any major problems.


Update Notes:
  • The whip detection system now also applies a penalty (but it works differently than the last time I tried this)
  • Narrowed angle for registering weak point hits
  • Removed weak point from behind the jaw
  • Many shader changes with the aim of improving GPU performance
  • The round end sound will play when the ref ends the match, like it used to.
  • Visible timers should reset to 0 seconds when the ref ends the match instead of continuing to count down during the winner announcement
  • Changed the name of the "body mass credit" field on the hit recap panels to "mass bonus" instead.
  • Heavy bag hit feedback info's "raw force" stat now includes the mass bonus value
  • Punching dummy hit feedback info now shows "raw damage" instead of "raw force", which includes the mass bonus and the weak point bonus.
  • Gym timer beep now sounds less like an alarm
  • Warning tone now plays when 10 seconds are left during a break
  • Fixed center marker being hidden by mat logo
  • Updated in-game logos
2 comments Read more

June 10

Beta Update - June 10

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! It's time for another beta update, and this one has some big changes.

New Boxer: Hojo Mizushima
First off, there's a new boxer, and he's a southpaw! "The Artist" Hojo Mizushima hails from Fukuoka, Japan. Hojo is a challenging, well-rounded boxer-puncher and has been slotted in just before Duke.

Native Rift Support
Second, native Rift support has been added for testing. To use the native support, right click on the game in Steam, click "Properties", then click the "Set Launch Options" button. Type "-vrmode Oculus" into the box (without the quotes) and click "OK". Right now there's a bug where the game won't run properly if you start it without wearing the Rift, so you'll need to use Oculus Desktop to launch the game or use your recently played games menu (the latter will require you to try to run the game from Steam once first). Start-up bug fixed!

If you're using a Rift, please give it a shot and let me know if you run into any problems.

3D Audio
I've added spatialization to improve audio immersion. Sounds should feel more natural and be better positioned in 3D space. Reverb has been improved in all scenes, and the sound of the referee's voice will sound different if he's looking at you or away from you. I'm working on replacing ambient sounds with 3D sound fields, but most are still 2D sounds. The weigh-in stage has a 3D sound field in place already for its crowd noise.

Physics Changes
I've made a major change to the way the physics system runs to make it run as up to date each frame as possible without requiring extra unnecessary physics updates. This will hopefully save on performance and improve consistency in some areas, but shouldn't cause much or any of a noticeable change to gameplay. This was a big behind-the-scenes change, so I'm expecting some bugs to arise from it.

And more!
There were a ton of smaller things that made it into this update as well, so check out the update log below for details.

Please let me know how the update is working for you in the feedback thread here or by emailing me at Let me know if you notice any bugs or performance problems (or improvements!).

The previous beta version has been moved to the rollback branch, so switch over to that if you run into any major problems.


Hotfix 6/11:
  • Fixed native Oculus version start-up bug
  • Fixed controller outlines ignoring the show/hide setting in the Oculus version
  • Reduced skin shininess slightly.

Update Notes:
  • New boxer: Hojo Mizushima
  • Native Rift support has been added with "-vrmode Oculus" launch parameter (start from within Rift headset for now to avoid a bug)
  • Audio spatializion added.
  • Massive behind-the-scenes physics change that will probably cause some bugs.
  • Added 10 second warning sound to gym and auditorium
  • Changed gym bell to a chime from the timer
  • Changed player glove model.
  • Increased AI's tendency to throw crosses from a distance
  • Added back-hand swings to the arm whip detection system
  • Added a marker to the center of the play area.
  • Fixed an issue causing long initial loading times from stage to gym.
  • Updated character shaders to address some recent performance issues.
  • Increased the penalty for landing a hit on the top of the head and made the target area larger
  • Increased the penalty for hitting with the palm and bottom of the fist
  • Increased the "fuzziness" for judge's deciding close matches
  • Blurred the loading screen background a bit
  • Made everyone's skin a little shinier
  • Added the trainer to the weigh-in stage
  • The Sparring Partner no longer blocks.
  • Increased Duke's strength slightly.
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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. Please run through SteamVR setup in room-scale mode before playing.

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 software 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.

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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