The Thrill of the Fight - VR Boxing news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players5 · 23 September 2026 - 22:38:19 UTC
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- Units sold (VGI)No data available
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- Review score95% positive
- Total reviews4,071
- Release dateOct 24, 2019
- DeveloperHalfbrick Studios Pty Ltd
- PublisherHalfbrick Studios Pty Ltd
Company pages: Developer: Halfbrick Studios Pty LtdPublisher: Halfbrick Studios Pty Ltd
The Thrill of the Fight - VR Boxing Steam news
The Thrill of the Fight - VR Boxing news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Professional boxer Tamuka Mucha uses TotF to train! - 13 April 2020
Hey, everyone. I just wanted to share that professional boxer Tamuka Mucha reached out to me a few weeks ago to let me know that he had integrated The Thrill of the Fight into his training and to provide some feedback. I had heard of a pro boxers playing and enjoying the game prior to that, but I think Tamuka is the first I've heard that has directly integrated it into their regular professional training. Tamuka has an amazing and inspirational story. Yesterday, he put up an awesome interview on YouTube where he talks about his experiences using VR for training and his hopes for VR boxing in the future (and with a few suggestions snuck in for me, too! 😁). Check it out! I'll be watching his career after we get out of lockdown and rooting for him.
- Main Branch Update - February 5, 2020 - 7 February 2020
Hello, everyone! I've pushed out a small update today. The two headline items are that I've added support for the line of haptics gear made by bHaptics and that LIV support has been reactivated and is hopefully working properly. If you run any problems with this release, please let me know in the comments. If you experience a game-breaking issue, you can roll back to the previous version by right click TotF in your Steam library, clicking Properties, clicking the Betas tab, and then choosing the branch named "rollback" from the drop-down list. 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…
- Beta Update - January 21 - 21 January 2020
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: 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…
- Main Branch Update - October 24, 2019 - 24 October 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. 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 b…
- Beta Update - October 6 - 6 October 2019
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 been quietly working away on the Quest port recently, but I've made some changes to the game that will benefit both that version and the PC version. The most notable difference is new lighting and polished visuals, but there are a handful of other small changes as well. 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: Oct 17: Lowered the minimum value of the range of base force the AI will swing with. Oct 17: Made the aggression slider control more aspe…
- Oculus 1.39 Update May Break Fast Movement Tracking on Rift CV1 - 24 July 2019
Update: it seems that Oculus has released a beta version of 1.40 to the Oculus Software PTC channel, and the patch notes say that it fixes this tracking issue. To get to this, open the Settings in your Oculus software and click the "Beta" heading, then click the slider beside "Public Test Channel". I haven't had a chance yet to test it out to confirm, so please reply here if you try it and it fixes the issue. The Oculus 1.39 update appears to be breaking tracking of fast controller movements for Rift CV1 (original Rift) users. This is very noticeable when throwing fast hooks in TotF, but is not a problem specific to TotF and can be replicated in other games or even in the Oculus Home environment. If you are experiencing this issue, please contact Oculus Support so they can help you gather logs that will help them narrow down the issue. Please let them know that this is not just a proble…
- Small Update - July 23, 2019 - 23 July 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: 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.
- The Thrill of the Fight has been approved for Oculus Quest - 20 July 2019
Hello, everyone! I'm thrilled to announce that Oculus has accepted my concept pitch for putting The Thrill of the Fight on Quest. I'll be working out details like the launch date as I get closer to finishing the Quest port, but I wanted to go ahead and share the good news. I'm very excited about the Quest port. The game feels great with no wires, and it's very convenient to be able to take the headset wherever you have the most room to play without being tethered to a computer. TotF was already a graphically simple game, so I've been able to keep the Quest version very close to the PC version visually, and it plays identically. The inside-out camera tracking can lose track of the controllers pretty easily while you're keeping your guard up, but I'm hoping the upcoming tracking improvements for the Quest are as good as the update for the Rift S and make that much less of an issue. I'll h…
- Official Steam Guide for TotF - 25 June 2019
Hello, everyone! I've finally created the official Steam Guide for TotF. I tried to cover all of the essential information and answers to the most commonly asked questions I receive, but let me know if you feel there's something missing. I may create a second, less in-depth guide with hints, tips, and FAQs, and anyone in the community is also welcome to do so if you wantto share what's working well for you and what you wish you knew when you started playing. Christooo! already has a great guide written up (so check his out, too!), but I wanted to create an official run-down of many of the games mechanics that I could point users towards. Check it out and let me know what you think!
- Main Branch Update - June 25, 2019 - 25 June 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 c…
- Beta Update - June 19 - 19 June 2019
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…
- Beta Update - June 17 - 18 June 2019
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…
- Beta Update - June 15 - 15 June 2019
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 fyiande…
- Beta Update - May 20 - 20 May 2019
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…
- Beta Update - May 7 - 8 May 2019
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 Set "Boost Color" mode to be the new default for Impact Effects Added a new stat to the Score Det…
- Main Branch Update - May 6, 2019 - 6 May 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. A New Champion and Venue! The tenth opponent has finally been added - Edward Price, A.K.A "Moneymaker."…
- Beta Update - April 24 - 24 April 2019
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…
- Beta Update - March 21 - 21 March 2019
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…
- Beta Update - March 11 - 11 March 2019
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 though…
- Beta Update - February 27 - 27 February 2019
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 oth…
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