May 20, 2019
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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.

Hey, everyone. I'm pushing a small update out to the beta branch that's mostly an experiment.

In general, TotF rewards the velocity of punches a bit too highly regardless of how much body mass is behind them, and it's fairly easy to throw hooks that are disproportionately fast compared to your straights. This leads to straights feeling weak for most players. There's also a scenario where the way hooks are handled can lead to the player trying to throw hooks harder and harder, accidentally nerfing their multiplier, and getting stuck in a negative feedback loop. The "Tracking Speed Limit" setting was meant to help with these problems, but in some cases it seems to be making them even worse, while it's going unnoticed in most other cases.

What this beta update does is sets a lower cap on the punch speed that the automatic force adjustment system will try to calibrate around. The new lower value is still faster than straight punches from all but the absolute fastest punching players, but it's low enough that just about anybody can reach the speed with a hook. This should make the multiplier more likely to adjust around your straight punches instead of your hooks and make it less likely that "high speed" hooks will tank your multiplier.

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 fyiandev@gmail.com.

If you run into a game breaking issue, please report it to me and then switch to the rollback branch.

The version number for this update should read "190520.0BS"

Thanks!


Update Notes:
  • Reduced the maximum punch speed that the automatic force adjustment system will try to use for calibration data.
  • Removed the Tracking Speed Limit setting. The game will now behave as it did with this setting turned off.
  • Changed antialiasing "Auto" setting to always be 4x on SteamVR. In the future, this entire setting will likely be removed with 4x AA always forced on to accommodate an upcoming graphical change that relies on having a 4x antialiasing level.
  • Fixed an issue where the player would gain trauma too slowly in short bouts and too quickly in long bouts. The opponent's trauma gain rate was already working as intended.
May 7, 2019
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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'm pushing out a quick beta update to address some feedback from the main branch. I'm hoping to get these moved over to the main branch quickly.

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 fyiandev@gmail.com.

If you run into a game breaking issue, please report it to me and then switch back to the main branch (the rollback branch is going to remain on the previous beta update that came before the main branch update).

The version number for this update should read "190507.0BS"

Thanks!


May 12 Hotfix
  • Set "Boost Color" mode to be the new default for Impact Effects
  • Added a new stat to the Score Details tab - "Multiplier at End of Round". This stat shows the force multiplier in use for the player at the end of the round, before the calibration system checks to see if the multiplier should be raised. Since the multiplier will only decrease during a round, the value shown is the lowest the multiplier fell to during each round.
  • Turned "Tracking Speed Limit" off by default.

Update Notes:
  • Added a new option to the Impact Effects setting called "Boost Color" which will increase the visibility of the colored hit effects.
  • Added a new post-bout stats tab called "Score Details" which will provide more information about why the match was scored the way it was. This tab shows the total number of knockdowns scored by each boxer and the total damage inflicted by each boxer, along with a note that explains how the scoring works. The stat that was the deciding factor in who won each round will be highlighted in gold text. The "damaging punches" stat has been brought back and added to this tab as well, although that stat doesn't directly factor into the scoring.
  • Slightly reduced the size of the "Did I get blocked?" check to make it easier to punch in between the opponents arms when they're guarding the side of their head.
  • Changed the size of the "Did I get blocked?" check to correspond with the glove size you pick.
  • The round timer will now count up if you have the round time set to infinite time instead of staying at 0:00.
  • The round timer will now freeze when the bout ends instead of clearing itself to 0:00.

Also, in case you missed them, the main branch update included these changes:
  • Brightened the color of the red screen effect that plays when the play receives a hit to the body.
  • Reduced the Chin and Power levels to 110% for Outclassed mode (from 115%).
  • Reduced the Chin level to 105% for Endurance mode (from 110%).
  • Increased the size of the screens in the Arena venue.
The Thrill of the Fight - VR Boxing - Ian (Sealost)
Hello everyone! There has been a good cycle of beta updates and player feedback for the last few months, and I'm now pushing the recent beta tested changes over to the main branch.

Note: If you run into a problem with the update, please opt into the branch named "190123" through Steam, and let me know about the issue in the comments below.

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 fyiandev@gmail.com. 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.

A New Champion and Venue!
The tenth opponent has finally been added - Edward Price, A.K.A "Moneymaker." Price is the ultimate fighter, with many of the strengths of the other fighters with few weaknesses. Your trainer might have put his foot on the scale to help you weigh in for this fight...

You'll fight Price in the new Arena venue, which is also available as an option in the fight customization menu.

Improved Hit Feedback
Punches that land against the opponent's body are more stable and no longer slide around without any friction, giving a better feeling of impact.

Landed punches now show a subtle impact effect that is color-coded to imply the level of damage you inflicted. This effect can be configured or turned off in the game's Settings menu.

New Audience Sounds
The crowd sounds in all venues have been updated to new 3D sound fields (and now with reaction clips!).

Combat Improvements
The AI has been updated to feel more "fair", with more balanced damage output and added reaction times. The player's punch physics have been updated to detect weak point hits much more reliably. Stats, spacing distances, and other small tweaks have been applied to all opponents.

And Much More!
There have been 93 individual update notes in the beta versions since the last main update, with many improvements to quality of life, general game polish, and improving the way information is shown in game. 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:
  • Brightened the color of the red screen effect that plays when the play receives a hit to the body.
  • Reduced the Chin and Power levels to 110% for Outclassed mode (from 115%).
  • Reduced the Chin level to 105% for Endurance mode (from 110%).
  • Increased the size of the screens in the Arena venue.
Apr 24, 2019
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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! There's a new beta update headed out now.

The main change that I'd love to get your opinions on is that unblocked punches against the opponent will now have colored particle effects suggesting how much damage you inflicted with the punch you landed. Punches with a cyan colored effect inflict little to no damage on the opponent. Punches with a red colored effect have inflicted enough damage to substantially dizzy your opponent. The effect will blend between cyan to yellow to red to show the damage level of your punches between those two end points. The effect is intended to be subtle so as not to make it the primary focus for the player while they're fighting. This effect can be changed to always show a white impact effect like in the previous update or the impact effect can be turned off altogether through the in-game Settings menu. The option you've chosen for this setting will be shown on the main menu configuration quick view panel.

You'll also notice that the "damaging punches" stat has been removed from the punch statistics page because it was causing confusion and didn't provide enough detail to explain why the player might have won or lost a round. Instead, you'll see a new stat that shows the total damage inflicted per round.

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 fyiandev@gmail.com.

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 "190424.1BS"

Thanks!


Update Notes:
  • Added coloration to the hit impact effect to convey how much damage was dealt to the opponent by the hit
  • Removed the "Damaging Punches" punch statistic and replaced it with the total damage inflicted per round
  • Added a bout customization option to control how slowly or quickly the trauma system builds accumulated damage
  • Renamed "Hook Speed Control" to "Tracking Speed Limit" and added it to the main menu configuration quick view panel
  • Made the boxing dummy taller to match Joe's height
  • Impact particle effect will now move with the target that was hit instead of floating in the air at the point of impact
  • Fixed issue causing the player's glove to play the hit impact particle effect at unintended times
  • Fixed issue where customizing the AI's body hit tendency ratio by any amount would always cause them to only hit the body or the head and ignore the other
  • Added penalty to AI's damage while they are dizzied
  • Added descriptions to score card punch statistics sections
  • Added descriptions to some customization menu options
  • Raised point of focus for the active fight camera slightly and reduced the maximum amount it will zoom in
  • Fixed an issue that would cause the customization menu to snap back to its starting scroll position if your hand went off the edge of the menu while trying to scroll it
  • Lowered the main menu position by a couple of inches to make the close buttons easier to reach
Mar 21, 2019
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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 fyiandev@gmail.com.

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"

Thanks!


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
Mar 11, 2019
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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 fyiandev@gmail.com.

If you run into a game breaking issue, please report it to me and then switch over to the rollback branch if needed.

Thanks!


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.
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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 going out today mainly focused on tweaks to feel from the last beta update.

The previous update focused a bit on bringing the player's abilities more in line with where they should be by making weak points more reliable to activate but harder to hit, making the fist travel path more reliable, especially during collisions, and wrangling in some of the velocity spikes from fast arcing punches. The result of this, along with a few other inadvertent changes, left some players feeling much weaker than they had previously.

This update focuses a bit on making the AI's capabilities more "fair" in response. These changes will probably swing too far in the other direction now, making the AI feel a bit too easy. Weak points have been made slightly more lenient in the connection angle you get full credit for, but weak point zone sizes are still smaller than they used to be. Weak points now do much more damage as part of rebalancing what damage thresholds you're able to reach by hitting weak points with the player's current damage output level. The AI's maximum damage has been reduced to closer match the player's current maximum level of damage after the recent changes. The AI now has requires a certain amount of time to recognize and react to the player's movement, allowing you to gain ground or make angles more easily. The AI also won't respond to your openings immediately, but requires a period of time to recognize you've left an opening.

In the future, these reaction times will be adjusted to increase the difficulty of later opponents and for higher difficulty levels. At the moment, the reaction times are the same relatively slow value for all opponents and difficulties.

Again, things will probably feel too easy, but give it a spin and let me know what you think. 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 fyiandev@gmail.com.

If you run into a game breaking issue, please report it to me and then switch over to the rollback branch if needed. If you are currently using the rollback branch because you were experiencing extreme power less in the Feb 18 update and are still experiencing that with today's update, then please switch to the main branch, as that's what the previous rollback branch was equivalent to.

Thanks!

Update Notes:
  • Increased the angle leniency of getting full weak point credit.
  • Greatly increased the damage bonus of weak points to allow important damage thresholds to be reached with the player's current level of damage output.
  • Made the player able to be blocked more easily, but made it less dependent on chosen glove size.
  • Reduced the AI's maximum damage capability to match the player's current damage output.
  • Added reaction time for the AI in response to player movement and openings. This will be used to differentiate opponents and difficulty levels more in the future, but is currently the same value for all opponents and difficulties.
  • Changed the way the "Custom" difficulty option is displayed to make it more clear that it is chosen instead of the other difficulties and not as a modification of the previously chosen difficulty. Note that you can now close the customization menu and still have the customizations apply, as denoted by the custom option being highlighted instead of the other difficulties.
  • Changed the UI for switching between the scorecard and punch statistics to be more clear.
  • Reduced AI's body punch ranges.
  • Greatly improved the smoothness of AI hit and block reaction animations. Hitting the opponent while they are already reacting to a previous hit won't cause them to "snap" back into place as easily.
  • Defaulted controller outlines to off.
  • Added option to turn off the impact particle effect.
  • Added option to turn off the display of the crowd members as a way to improve performance.
  • Added option to turn off the display of the shadows as a way to improve performance.
  • Adjusted the smoothing for extremely fast punches to be slightly less strict.
  • Fixed a physics bug that causing collisions to fire off more than they should.
  • Setting a manual multiplier will now override the data used for the automatic multiplier, allowing you to quickly set a manual multiplier and then turn the automatic multiplier back on. This let's you quickly "reset" the automatic adjustment system to a higher multiplier.
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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.

February 20 hotfix: Made impact effect even less "sticky" and made reduced the opponent's blocking power (and fixed some bugs related to the opponent blocking).

February 19 hotfix: Made impact effect less "sticky" and made glove travel back to your controller when it releases from an impact instead of teleporting there.

Hello, everyone! I've got a massive update headed out to the beta branch now.

New crowd sounds have been added. These are positional ambisonic sound fields instead of just being stereo sounds fixed to your head or mono positional sounds that come from a single point. The crowd will also now react to impressive hits (from either you or your opponent).

The punch physics have been extensively reworked. The game should be able to read punch direction more accurately, making hitting weak points far more consistent. Weak points now require more precision to hit to make up for this. The new physics makes the opponent's guard a little more powerful than before. If your glove stays in contact with the opponent for too long and is at risk of getting stuck, it will be teleported straight to the location of your controller.

Punch impact feel should be improved a bit as well. Your glove will lock in place when it collides with the opponent instead of sliding or tumbling around. A dust particle effect will play when you impact the opponent with intensity relative to how hard you hit. The hit impact sound effects now scale upward more quickly in volume with the force of your hits. Blocks now play a different, louder sound for high force impacts.

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 fyiandev@gmail.com.

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.

Thanks!

Update Notes:
  • February 20: Glove no longer locks in its rotation when frozen.
  • February 20: Glove no longer gets counted as blocked if it grazes the opponents guard.
  • February 20: Fixed some bugs with block impact detection.
  • February 20: The glove block impact check is now the same regardless of which glove size you pick.
  • February 19: Made glove release from impact freeze more easily.
  • February 19: Glove now travels back to your controller when it releases from an impact freeze instead of teleporting there.
  • February 19: Changed "Distance" back to "Endurance" and added short descriptions to each difficulty level.
  • February 19: Slightly reduced the max volume of the lighter block hit sound effect.
  • Replaced all crowd sounds and added reactive cheering.
  • Made a bunch of physics system customizations that may cause all kinds of bugs.
  • Major improvements to impact direction accuracy for weak areas and punch type read-out.
  • Weak areas now require more precision to hit to compensate for the increased impact direction accuracy.
  • Your gloves will now be much more stable when you impact an opponent and will be much less likely to roll off the opponent or around the back of their head. This also provides a sort of hit-stop impact effect.
  • Added a dust/air particle effect when your gloves collide with the opponent.
  • Your glove will teleport to the location of its controller if the game thinks it may be stuck or about to be stuck.
  • Improved hit detection and collision handling.
  • The ref will now motion for you to resume fighting before you are teleported to the center of the ring.
  • Improved velocity calculations for punches slower than 10m/s and hopefully reduced some of the high spikes that could occur with punches faster than 10m/s.
  • Changed the camera shake effect to play even when you take very light hits and added a minimum volume level for the sound that plays when you take a hit.
  • Boxing dummy and heavy bag mass stat is now called "Mass Credit" and shows what percentage of the maximum potential mass you achieved for the type of punch you threw.
  • The night gym venue no longer uses the timer tones but now has bell sounds again.
  • Fixed a bug that could allow the corner "continue" and "quit" triggers to continue to be activated if you activated them and step out of the corner circle.
  • Opening a cut or punching where an open cut is on an opponent will cause a blood particle effect instead of a sweat particle effect.
  • Reduced scroll speed of menus.
  • Added a scroll note to the slider on the side of scrolling menus.
  • Removed automatic glove size scaling and replaced with predefined glove size options.
  • Added a new section to the configuration info display panel with information about the glove and controller setup.
  • Fixed some visual issues that occurred when the opponent was teleported to the center of the ring.
  • Added some new animations to the trainer.
  • Replaced the X marks on the boxing dummy with lights that play a noise and change colors when you hit their corresponding weak points.
  • Changed the volume curves of hit sound effects to get louder faster as impact force increases.
  • Added two levels of block impact sound effects based on force.
  • Drastically slowed down the opponent's punch speed in Easy mode but increased their dodge and block speed to be the same as in Normal mode.
  • Reduced the opacity of the controller outlines.
  • Increase damage of body hits, but lowered body weak point damage to compensate.
  • Renamed "Endurance" to "Distance" and "Extreme" to "Outclassed". I didn't mean to push this change, so these might change again soon. ːsteamhappyː
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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 fyiandev@gmail.com. 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.
The Thrill of the Fight - VR Boxing - Ian (Sealost)
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 fyiandev@gmail.com.

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.

Thanks!


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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