About the Game
The Thrill of the Fight is a down-to-earth VR boxing game focused on authenticity. Enter a virtual gym and battle a series of unique challengers with their own styles and techniques. Use timing and skill to land the knockout blow. Evade swings, land jabs, and block punches to become the king of the ring!
Room scale is required with a minimum supported play area size of 2m by 2m (6.5ft by 6.5ft). Please ensure your SteamVR Chaperone boundaries or Oculus Guardian boundaries are set up properly for room scale and that you are willing to move and punch anywhere within and around the play area you have defined. Joystick movement is not supported, and you are expected to physically move around in the real-world.
Oculus Quest is not supported. Do not purchase the PC version of The Thrill of the Fight to play using the Quest headset. Oculus Link does not fully implement all of the room scale features that The Thrill of the Fight relies on to work properly. The only functional and supported way to play The Thrill of the Fight on Quest is to play the native Quest version.
Room scale is required with a minimum supported play area size of 2m by 2m (6.5ft by 6.5ft). Please ensure your SteamVR Chaperone boundaries or Oculus Guardian boundaries are set up properly for room scale and that you are willing to move and punch anywhere within and around the play area you have defined. Joystick movement is not supported, and you are expected to physically move around in the real-world.
Oculus Quest is not supported. Do not purchase the PC version of The Thrill of the Fight to play using the Quest headset. Oculus Link does not fully implement all of the room scale features that The Thrill of the Fight relies on to work properly. The only functional and supported way to play The Thrill of the Fight on Quest is to play the native Quest version.
Screenshots
5 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 4641271
Up to date
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 small update headed to the beta branch for testing.
The two headline items are that I've added support for the line of haptics gear made by bHaptics, and I believe I've fixed LIV support (no launch options needed!).
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 [email protected].
If you run into a game breaking issue, please report it to me in the beta thread and then switch back to the default branch.
Thanks!
Update Notes:
View on Steam
Hello, everyone!
I've got a small update headed to the beta branch for testing.
The two headline items are that I've added support for the line of haptics gear made by bHaptics, and I believe I've fixed LIV support (no launch options needed!).
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 [email protected].
If you run into a game breaking issue, please report it to me in the beta thread and then switch back to the default branch.
Thanks!
Update Notes:
- Added support for bHaptics devices.
- Fixed support for LIV mixed reality recording
- Added multiplier reset button to the Configuration quick-view panel to the right of the main menu. This button will only appear when you have the "Automatic Force Adjustment" enabled, and will let you quickly reset your multiplier if you feel it is stuck too low or if you are handing off the headset to another player.
- When the AI is lightly dizzed, it will only throw with its typical punch output when cornered. Previously, the AI would change from its lower punch output when significantly dizzy directly to its high punch output from being cornered. Switching to normal punch output under light dizziness helps the transition between the two.
Hello everyone!
I've pushing out a very small update to address a problem that was pointed out on the forum. A couple of other small fixes are included as well. I've also snuck in a new panel on the main screen that gives some quick tips for new players. Full notes below.
If you run into a major issue, please switch to the rollback branch through Steam to go back to the previous version, and let me know in the comments below, on the forum, or by email at [email protected]
Thanks!
Update Notes:
View on Steam
I've pushing out a very small update to address a problem that was pointed out on the forum. A couple of other small fixes are included as well. I've also snuck in a new panel on the main screen that gives some quick tips for new players. Full notes below.
If you run into a major issue, please switch to the rollback branch through Steam to go back to the previous version, and let me know in the comments below, on the forum, or by email at [email protected]
Thanks!
Update Notes:
- Added "Quick Tips" info panel to main screen.
- Fixed issue causing the new hook multiplier slider to appear over the top of the base multiplier slider.
- Fixed issue where playing one "Extras" battle during a session would cause the Extras menu to appear after a normal fight instead of the Fight menu.
- Fixed issue causing Zombie to not play hit reaction animations.
- Fixed zombie animation flickering.
June 28: Made some tweaks to the difficulty presets and lunge punch rates of Melky and Joe.
June 27: Fixed an issue where having LIV installed would break TotF. LIV support is disabled for now, but I'm working on a fix.
June 26: Due to a version control issue, yesterday's update didn't include the opponent fatigue system. I've hotfixed it in today.
Hello everyone! It's time again to move the latest beta branch features over to the main branch.
Note: If you run into a problem with the update, please opt into the branch named "190506" 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 [email protected]. The game is still in Early Access (although nearing the end) 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.
Previously, the AI would become worn down by your punches over time and begin to take additional damage, and the AI also had a short-term stamina system that determined how many punches it would throw before it would back off to catch its breath, but it did not have a system for tracking how tired it would get over the long term. Now the AI accumulates fatigue as it dodges and throws punches, which can cause it to become less aggressive over time if it wears itself out.
As always, the player has no artificial stamina or fatigue mechanics. Your stamina is your real-world stamina and you only become fatigued when you are in real life!
The force adjustment system now uses a separate multiplier for hooks, to address problems where hooks were reading out as far more powerful than straights for some players, making straights feel worthless.
The "Tracking Speed Limit" setting is no longer necessary and has been removed.
A new info panel has been added after you complete a match to help explain how the scoring was determined. This new panel will show how many knockdowns and how much damage you achieved compared to your opponent, and will highlight the stat the judges used to determine your score. The number and percentage of punches you landed that dealt damage and your lowest force adjustment multiplier for each round are also shown to help explain why you got the damage results that you did.
Many other small quality of life tweaks and improvements to combat have been added as well. For example, you may notice the Spider is a little bit shorter and easier to fight, and Luis stands a bit farther away from you. Opponents also have some improved behavior to deal with a few exploits players had found.
The game's engine has been updated and a few rendering changes have been made. This engine change has been on the beta branch for testing for awhile, but be on the look out for any problems you might see and opt into the "190506" branch if needed.
Check out the previous beta news updates full, detailed lists of changes.
Thanks!
For those of you on the beta branch, here's what's different from the last beta update:
View on Steam
June 27: Fixed an issue where having LIV installed would break TotF. LIV support is disabled for now, but I'm working on a fix.
June 26: Due to a version control issue, yesterday's update didn't include the opponent fatigue system. I've hotfixed it in today.
Hello everyone! It's time again to move the latest beta branch features over to the main branch.
Note: If you run into a problem with the update, please opt into the branch named "190506" 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 [email protected]. The game is still in Early Access (although nearing the end) 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.
New Long-Term Fatigue System for the AI
Previously, the AI would become worn down by your punches over time and begin to take additional damage, and the AI also had a short-term stamina system that determined how many punches it would throw before it would back off to catch its breath, but it did not have a system for tracking how tired it would get over the long term. Now the AI accumulates fatigue as it dodges and throws punches, which can cause it to become less aggressive over time if it wears itself out.
As always, the player has no artificial stamina or fatigue mechanics. Your stamina is your real-world stamina and you only become fatigued when you are in real life!
Better Force Adjustment
The force adjustment system now uses a separate multiplier for hooks, to address problems where hooks were reading out as far more powerful than straights for some players, making straights feel worthless.
The "Tracking Speed Limit" setting is no longer necessary and has been removed.
Post-Match Score Details Screen
A new info panel has been added after you complete a match to help explain how the scoring was determined. This new panel will show how many knockdowns and how much damage you achieved compared to your opponent, and will highlight the stat the judges used to determine your score. The number and percentage of punches you landed that dealt damage and your lowest force adjustment multiplier for each round are also shown to help explain why you got the damage results that you did.
And Much More!
Many other small quality of life tweaks and improvements to combat have been added as well. For example, you may notice the Spider is a little bit shorter and easier to fight, and Luis stands a bit farther away from you. Opponents also have some improved behavior to deal with a few exploits players had found.
The game's engine has been updated and a few rendering changes have been made. This engine change has been on the beta branch for testing for awhile, but be on the look out for any problems you might see and opt into the "190506" branch if needed.
Check out the previous beta news updates full, detailed lists of changes.
Thanks!
For those of you on the beta branch, here's what's different from the last beta update:
- Reduced leverage on uppercuts to previous value
- Fixed a bug causing Arena venue spotlights to stop moving and performance to be very poor if the audience is turned off
- Fixed several common causes of error messages in log files
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.
June 23: Pushed out a small update with a new method of force adjustment that uses a separate multiplier for hooks than for all other types of punches.
Another beta update? Heck yes!
The 6/15 update brought some changes to the calibration system to help favor crosses. Those changes made the game far too easy for most and led to big inconsistencies for others. The 6/17 update addressed a few issues with the opponent's offense and defense to try to increase the difficulty (in a fair way), but it didn't really help, and the inconsistency problem still remained.
I liked the changes that increased the difficulty, but I wanted to revert to the 5/20 calibration method, and I felt these things would be too difficult in combination. However, that gave me room to add in a long-requested feature that will help make the AI a little easier - long term fatigue!
Here's a quick breakdown:
Trauma / Pain - This system already existed, but I'm recapping here to highlight the differences between these systems. The Trauma / Pain system causes a boxer to be weakened as they take damage to the head or body, respectively. This trauma / pain build-up causes future hits to the head or body to count for increasing amounts of damage. Accumulated trauma and pain will also keep the boxer on the floor for longer during a knockdown count. This effect builds up very slowly and it scales based on round count, so it's not very noticeable until later rounds. The effect is permanent and does not recover at all during the break. This system represents the trauma and pain a boxer experiences from repeated blows. Since the player doesn't actually suffer any real-world effects from the punches they are taking, this effect applies to both boxers - the player and the opponent.
Stamina - This system also already existed, but I'm recapping here to highlight the differences between these systems. Stamina represents the number of actions a boxer will take in the short term before getting winded and needing to catch their breath. In TotF, the player has no imposed stamina system - you simply get tired when you get tired in real life! The AI, however, needs to have a system in place to represent this. As the AI punches or dodges, their stamina level is reduced. It recovers quickly, but if it drops low enough, they AI will stop punching and dodging completely and try to back away to catch their breath.
Fatigue - New to this update, the AI now has a system for representing their long-term fatigue. As the AI takes actions that reduce their stamina, they start to become more permanently tired. Over time, this begins to show up in the form of less aggression and less willingness to punch or dodge. The opponent will recover some of their fatigue during each break period. This effect also scales with the round count. As with stamina, the player doesn't have any sort of fatigue mechanic imposed on them - your fatigue is however worn out you are in the real world.
Since this is a new mechanic, expect some tweaks and adjustments over the next several days.
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 [email protected].
If you run into a game breaking issue, please report it to me and then switch to the rollback branch.
Thanks!
Update Notes:
View on Steam
June 23: Pushed out a small update with a new method of force adjustment that uses a separate multiplier for hooks than for all other types of punches.
Another beta update? Heck yes!
The 6/15 update brought some changes to the calibration system to help favor crosses. Those changes made the game far too easy for most and led to big inconsistencies for others. The 6/17 update addressed a few issues with the opponent's offense and defense to try to increase the difficulty (in a fair way), but it didn't really help, and the inconsistency problem still remained.
I liked the changes that increased the difficulty, but I wanted to revert to the 5/20 calibration method, and I felt these things would be too difficult in combination. However, that gave me room to add in a long-requested feature that will help make the AI a little easier - long term fatigue!
Here's a quick breakdown:
Trauma / Pain - This system already existed, but I'm recapping here to highlight the differences between these systems. The Trauma / Pain system causes a boxer to be weakened as they take damage to the head or body, respectively. This trauma / pain build-up causes future hits to the head or body to count for increasing amounts of damage. Accumulated trauma and pain will also keep the boxer on the floor for longer during a knockdown count. This effect builds up very slowly and it scales based on round count, so it's not very noticeable until later rounds. The effect is permanent and does not recover at all during the break. This system represents the trauma and pain a boxer experiences from repeated blows. Since the player doesn't actually suffer any real-world effects from the punches they are taking, this effect applies to both boxers - the player and the opponent.
Stamina - This system also already existed, but I'm recapping here to highlight the differences between these systems. Stamina represents the number of actions a boxer will take in the short term before getting winded and needing to catch their breath. In TotF, the player has no imposed stamina system - you simply get tired when you get tired in real life! The AI, however, needs to have a system in place to represent this. As the AI punches or dodges, their stamina level is reduced. It recovers quickly, but if it drops low enough, they AI will stop punching and dodging completely and try to back away to catch their breath.
Fatigue - New to this update, the AI now has a system for representing their long-term fatigue. As the AI takes actions that reduce their stamina, they start to become more permanently tired. Over time, this begins to show up in the form of less aggression and less willingness to punch or dodge. The opponent will recover some of their fatigue during each break period. This effect also scales with the round count. As with stamina, the player doesn't have any sort of fatigue mechanic imposed on them - your fatigue is however worn out you are in the real world.
Since this is a new mechanic, expect some tweaks and adjustments over the next several days.
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 [email protected].
If you run into a game breaking issue, please report it to me and then switch to the rollback branch.
Thanks!
Update Notes:
- June 23: Changed the automatic force adjustment system to use a separate multiplier value for hooks than for other types of punches. This value will show up on the main menu, the manual slider, and the details screen. The 5/20 calibration method mentioned below no longer applies.
- June 23: Uppercuts need to be more vertical than before to register as uppercuts.
- June 23: Increased the amount of leverage counted for uppercuts, which increases their power.
- June 23: Decreased the amount of bonus damage received for hitting under the chin with an uppercut to offset the power gained from the increased leverage of uppercuts.
- Added a long-term fatigue system for the AI.
- Adjusted the AI's short-term stamina system to better handle the stamina used for dodging.
- Most opponents that dodge should be dodging more often than before.
- Price and Vega will dodge very slightly less often than before.
- Slightly reduced the amount of trauma / pain build-up needed to start noticing extra damage.
- Slightly reduced the amount of trauma / pain build-up needed for a boxer to stay down longer during a knockdown count.
- Increased the rate at which trauma / pain build-up will keep a boxer down longer during a knockdown count.
- Increased the max amount of time trauma / pain build-up can keep a boxer down during a knockdown count.
Reverted automatic adjustment force calibration details to match the 5/20 update.- Changed the menu screen sliders to fit within their backgrounds.
- Added new reset buttons for each difficulty preset to the Custom menu.
- Reverted Luis's height to it's previous value, but kept his increased reach.
- Made Charong taller, but not as tall as he used to be.
- Removed the camera "fade to black" effect when you stick your face into solid objects. This now works how it used to, except that it only kicks in while your face is in a solid object. Best of both worlds!
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.
A new beta update already? Well, as is often the case, while I was waiting for feedback on the last update to roll in, I couldn't help but keep tinkering. I've got some new changes that I want to get out to the beta branch for feedback ASAP, so I'm going ahead and pushing out a new update already.
The primary changes are centered around making the opponent a little more bullish about getting within punching range. The distances at which the opponent can try to lunge in have been eased up a bit to give the opponent that option more often instead of always stepping in. When the opponent does step in, they will be better about keeping their guard up instead of always dropping it. Once the opponent is in, they'll now be a little less likely to be backed off by your defensive strikes.
Also, by popular request, Luis has grown a few inches and Charong has shrunk few inches. Accordingly, Charong will try stand a little closer to you and Luis a little farther away.
Check out the full list of changes below. Let's continue to use the same feedback thread here as the previous beta update, or feel free to email me at [email protected].
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 "190617.2BS"
Thanks!
Update Notes:
View on Steam
A new beta update already? Well, as is often the case, while I was waiting for feedback on the last update to roll in, I couldn't help but keep tinkering. I've got some new changes that I want to get out to the beta branch for feedback ASAP, so I'm going ahead and pushing out a new update already.
The primary changes are centered around making the opponent a little more bullish about getting within punching range. The distances at which the opponent can try to lunge in have been eased up a bit to give the opponent that option more often instead of always stepping in. When the opponent does step in, they will be better about keeping their guard up instead of always dropping it. Once the opponent is in, they'll now be a little less likely to be backed off by your defensive strikes.
Also, by popular request, Luis has grown a few inches and Charong has shrunk few inches. Accordingly, Charong will try stand a little closer to you and Luis a little farther away.
Check out the full list of changes below. Let's continue to use the same feedback thread here as the previous beta update, or feel free to email me at [email protected].
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 "190617.2BS"
Thanks!
Update Notes:
- The previous beta update made jabs less likely to be considered to adjust your force multiplier. This update makes them considered again like they were before.
- Made the opponent a little less likely to back off from your defensive strikes.
- The AI can now lunge from a closer distance.
- Opponents now do a better job at keeping their guard up while approaching.
- Lowered the damage level needed for pure red hits to exactly the amount needed to get a one hit knockdown. This is lower than the last update but still higher than the level it was previously at. Note that this is just a cosmetic change and doesn't affect the damage you're actually dealing.
- Made Charong a little shorter.
- Made Luis a little taller.
- Updated to Oculus SDK 1.37 to fix the glitched loading screens in Oculus mode.
- Adjusted the lighting some more.
- Fixed "On" option text being really tiny for the Forward Facing setting.
- Fixed a glitch with The Artist's block hit reaction animations.
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 branch updated headed out now.
I have updated the version of Unity that the game runs on, which could bring with it a ton of bugs, so be on the lookout for anything fishy. I have also been playing around with a Quest version of the game, and have brought a few changes over to the PC version from my testing on Quest.
I've also worked in a few changes based on feedback since the last main branch update. If there aren't any major game breaking bugs discovered in this beta, I plan on moving it to the main branch fairly 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 [email protected].
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 "190615.0BS"
Thanks!
Update Notes:
View on Steam
Hello, everyone. I've got a new beta branch updated headed out now.
I have updated the version of Unity that the game runs on, which could bring with it a ton of bugs, so be on the lookout for anything fishy. I have also been playing around with a Quest version of the game, and have brought a few changes over to the PC version from my testing on Quest.
I've also worked in a few changes based on feedback since the last main branch update. If there aren't any major game breaking bugs discovered in this beta, I plan on moving it to the main branch fairly 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 [email protected].
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 "190615.0BS"
Thanks!
Update Notes:
- Updated to Unity 2019.1
- Accumulating head trauma and body pain will eventually cause a boxer to stay on the mat longer after they are knocked down. This effect starts small but builds up exponentially, so should only be a factor in later rounds.
- The automatic force adjustment system should now favor adjusting around straight punches. This change will likely increase everyone's effective punching power at least a little bit, and should drastically help those users who were getting stuck with a multiplier that was inappropriately low. Note that the previous beta version worked similarly, but only for players with very high fist speed.
- The automatic force adjustment should no longer inappropriately lower your multiplier too far for lunging in with a punch.
- Increased the damage required to see yellow and red impact effects. Note that this is just a visual change and isn't a nerf to your actual damage.
- Opponents and other objects no longer look solid black on the inside. Instead, your vision will gray out when you put your head inside these things.
- Altered the hair shader to address some issues it was causing. The new hair shader requires 4x antialiasing in order to work properly, so as a result of this change, the antialiasing option has been removed from the Settings menu.
- Changed the way lighting and shadows are handled to improve performance. As a result of this change, the option to hide shadows has been removed from the Settings menu.
- Improved UI performance.
- Updated to Oculus SDK 1.36.
- Fixed potential memory leak issue with particle effects.
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 [email protected].
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:
View on Steam
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 [email protected].
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.
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 [email protected].
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
Update Notes:
Also, in case you missed them, the main branch update included these changes:
View on Steam
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 [email protected].
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.
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 [email protected]. 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.
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.
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.
The crowd sounds in all venues have been updated to new 3D sound fields (and now with reaction clips!).
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.
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:
View on Steam
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 [email protected]. 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.
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 [email protected].
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:
View on Steam
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 [email protected].
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
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 [email protected].
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:
View on Steam
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 [email protected].
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
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 [email protected].
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:
View on Steam
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 [email protected].
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.
Current Release
4641271
Uploaded Feb 05, 2020
System Requirements
OS
N/A
CPU
Intel Core i5-4590/AMD Ryzen 5 1600 equivalent or better
RAM
8 GB RAM
GPU
NVIDIA GeForce GTX 970, AMD Radeon R9 290 equivalent or better
How to Install
1
Download all files
2
Extract the .RAR file to a folder (use WinRAR or 7-Zip)
3
Run The Thrill of the Fight.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
484 MB
Build
4641271
Password: cracked-games.org or 123
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View AllDownload The Thrill of the Fight - VR Boxing for PC with a direct link or via torrent. Get the full version of The Thrill of the Fight - VR Boxing for free. The Thrill of the Fight - VR Boxing is a Action released by Halfbrick Studios Pty Ltd.