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
Build 4315887
Oct 24, 2019
Hello everyone! I've got another update headed out to the main branch now. The Thrill of the Fight became content and feature complete earlier this year, and this update brings more polish to visuals and combat mechanics. As always, I'd love to hear your feedback, either here on the Steam forums, on Reddit (where I'm u/fyian), or directly at my email address at [email protected].
The Thrill of the Fight is also now available to purchase on the Oculus Quest headset! The Quest version of TotF has the exact same content, features, and physics as the PC version with little compromise in visual quality and the major benefit of having no wires.
Shading and lighting quality has been improved. The environment lighting has been improved and objects and characters now have dynamic lighting highlights. Walls and static objects look more detailed and 3D than before. Blood now looks brighter and bloodier. The big screens in the auditorium and arena that used to show a duplication of your first person camera view now show a dedicated graphic with a large visible timer (they will still show the third-person camera when it is toggled on).
The bottom end of the possible range of force the opponents can throw with has been lowered, and their target average damage has also been lowered very slightly. The aggression customization stat now applies to more aspects of the AI's behavior and is more effective than it was before (this applies to the "Endurance" and "Outclassed" modes as well). The player's body should match their real-world position slightly better than before, allowing more reliable body and shoulder defense.
A handful of other small combat tweaks and bug fixes are included in this update as well.
I've spun off a new branch with some changes needed for LIV support to work again. The branch should automatically work with LIV with no need for any launch parameters. Please let me know if you run into any problems using LIV with the LIV branch.
View on Steam
The Thrill of the Fight is also now available to purchase on the Oculus Quest headset! The Quest version of TotF has the exact same content, features, and physics as the PC version with little compromise in visual quality and the major benefit of having no wires.
Visual Polish
Shading and lighting quality has been improved. The environment lighting has been improved and objects and characters now have dynamic lighting highlights. Walls and static objects look more detailed and 3D than before. Blood now looks brighter and bloodier. The big screens in the auditorium and arena that used to show a duplication of your first person camera view now show a dedicated graphic with a large visible timer (they will still show the third-person camera when it is toggled on).
Bugfixes and Combat Tweaks
The bottom end of the possible range of force the opponents can throw with has been lowered, and their target average damage has also been lowered very slightly. The aggression customization stat now applies to more aspects of the AI's behavior and is more effective than it was before (this applies to the "Endurance" and "Outclassed" modes as well). The player's body should match their real-world position slightly better than before, allowing more reliable body and shoulder defense.
A handful of other small combat tweaks and bug fixes are included in this update as well.
New LIV Branch
I've spun off a new branch with some changes needed for LIV support to work again. The branch should automatically work with LIV with no need for any launch parameters. Please let me know if you run into any problems using LIV with the LIV branch.
Build 4038124
Jul 23, 2019
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.
Build 3953066
Jun 25, 2019
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
Build 3798143
May 6, 2019
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.
Build 3496052
Jan 24, 2019
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 [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.
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.
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.
The AI will now throw punches at the player's body. The player has fuller arm blockboxes in order to better cover themselves up.
The third person camera now dynamically follows the action like a TV camera.
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.
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.)
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.
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:
View on Steam
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 [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.
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.
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.