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 (29) - 93% of the 29 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (861) - 93% of the 861 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 (94)

March 21

Beta Update - March 21

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 another beta update headed out. This one isn't quite as exciting as the last one, but has some important bug fixes and tweaks in it.

I've made a fairly important change to how the glove follows the controller. Please punching the weak points on the boxing dummy and let me know if you feel like getting credit for weak points is reliable and consistent.

I've also added a toggle to the bottom of the settings menu that controls whether or not extremely fast hooks will have their speed adjusted. If your hooks feel too weak compared to your straights, turn that setting off and see if it makes any difference. If you do change this setting, please leave feedback and let me know.

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 if needed.

The version number for this update should read "190321.0BS"


Update Notes:
  • Fixed a bug preventing the AI from throwing body shots under certain conditions
  • Fixed a bug that would allow some custom settings to carry over into the difficulty presets if you did a custom fight and then played on one of the other difficulties.
  • Fixed issue where Luis was approaching the player but then wouldn't throw punches.
  • Adjusted the AIs desired distances and ranges.
  • Tweaked the method the AI uses to determine if a punch target is in range.
  • Added a new setting called "Hook Speed Control" that lets you toggle on or off the hook speed limit. This setting may be temporary depending on if player feedback clearly favors it on or off.
  • Made some tweaks to the way the glove follows the controller
  • The "automatic" anti-aliasing setting is now actually automatic again
  • Improved the way cumulative damage scaling works and fixed a few bugs related to it.
  • The round format text when selecting an opponent now updates with the options you choose in the Custom menu
  • Reduced brightness of scrolling banner in Arena venue
  • Fixed VR arcade launch argument
3 comments Read more

March 11

Beta Update - March 11

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.

Ladies and gents on the beta branch, it's the moment you've all been waiting for. It's time for the title fight against the world champion at a worthy venue.

Prepare to challenge Edward "Moneymaker" Price in the new Arena venue. Edward represents the pinnacle of fighting prowess, with the strength of Duke Bell, the aggression of Luis Felix, the reactions of Hojo Mizushima, the evasiveness of Mateo Vega, and nearly the reach of Charong Kitsuwan.

Along with Price, this update includes more combat mechanic tweaks, as usual. The "good form" mass bonus have returned and weak points have been toned down a bit to compensate.

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 if needed.


Update Notes:
  • Added new opponent: Edward "Moneymaker" Price
  • Added new venue: The Arena
  • Reintroduced the "good form" mass bonus for leaning into punches and rotating your body.
  • Reduced the damage of weak point hits to compensate for the return of the "good form" mass bonus.
  • Removed the angle leniency and increased the size of the weak point zones.
  • Differentiated opponent movement reaction time and opening recognition time speeds.
  • Moved Duke Bell and Mateo Vega to the "Arena" venue.
  • Added "Arena" venue as an option to the fight customization options.
  • Lowered max speed cut-off in punch smoothing algorithms to try to tame hook speed compared to straight punch speed.
  • Added version number to title menu.
  • Fixed bug allowing opponent to block you by accidentally punching your hand right as you started to throw a punch.
  • Fixed bugs causing either duplicate sound and vibration effects or no effects at all to play during some block collisions.
  • Fixed a bug causing very fast punches to get smoothed over a much longer period of time than intended.
  • Fixed the focus ball.
  • Fixed bug preventing variation in crowd idle animations.
2 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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