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 (32) - 96% of the 32 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (656) - 93% of the 656 user reviews for this game are positive.
Release Date:
Jul 1, 2016
Developer:
Publisher:

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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 (73)

July 3

Beta Update - July 3

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.

I made a bit of a mistake last week, and only pushed the June 23rd update to my testing branch. I never actually took it live! :steamfacepalm: I've got a new update rolling out now (for real this time!) that includes the June 23rd changes, as well as one other big addition: punch stats!

If you were having punch strength problems in the June 11 patch and you noticed they were still present after June 23, then hopefully they will be addressed by this update.

Please let me know how the update is working for you in the feedback thread here or by emailing me at fyiandev@gmail.com.

The previous beta version has been moved to the rollback branch (for real this time!), so switch over to that if you run into any major problems.

Thanks!

July 3 Update Notes:
  • Added a punch statistics screen. You'll see a button for this on the scorecard after a bout. Swing detection is a little sensitive, so you might have more swings taken than you feel you should. "Damaging Hits" is the stat that's important for scoring purposes, and the best way to gauge your progress.

June 23 Update Notes (again):
  • The whip penalties added in the June 18 update have been removed (but other elements from those changes remain, along with further tweaks).
  • Hit zones bonus values been tweaked
  • Opponents no longer grunt specifically due to a weak point being hit, but instead when they are hit for damage that normally couldn't be achieved without a weak point bonus. This means you'll no longer get grunts from light hits, and you may get grunts from especially large hits that don't hit a weak point.
  • Oculus native mode now responds to recenter requests by rotating your play space so that the side you're facing is the new "front" direction.
  • Tweaked hair shaders some more for better appearance and performance
  • Increased the volume of the gym timer beep.
11 comments Read more

June 23

Beta Update - June 23

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.

I've got another beta update headed out now. This one is mostly polish based on the previous update. The arm whip penalties were causing some problems. I've taken the penalties out, but have tweaked the detection to help address what was making the June 10 update too easy.

Please let me know how the update is working for you in the feedback thread here or by emailing me at fyiandev@gmail.com. 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.

Thanks!

Update Notes:
  • The whip penalties added in the June 18 update have been removed (but other elements from those changes remain, along with further tweaks).
  • Hit zones bonus values been tweaked
  • Opponents no longer grunt specifically due to a weak point being hit, but instead when they are hit for damage that normally couldn't be achieved without a weak point bonus. This means you'll no longer get grunts from light hits, and you may get grunts from especially large hits that don't hit a weak point.
  • Oculus native mode now responds to recenter requests by rotating your play space so that the side you're facing is the new "front" direction.
  • Tweaked hair shaders some more for better appearance and performance
  • Increased the volume of the gym timer beep.
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 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

    Minimum:
    • 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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