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Crazy Kung Fu News

Update 0.84 - Fight Mode

Dear Students

I've been very excited to work on this update, which revises the way Fight Mode works. There are a few core things that have changed which will make using this Mode much more enjoyable and practical in your Kung Fu journey.

For example there is now a selection of 3 space sizes for Fight Mode, as to be able to cover a variety of play space and allow you to chose what fits best for you. The dummy in Fight Mode is also now much more aware of your space and will not drive you outside of the space you have selected.

Already with these two new functionalities you should see an improvement in your training, allowing you to fully utilise your play area and further improve your skills without worrying about your physical environment.

There's more updates too, so check out the full list here.

[h3]Updates and fixes:[/h3]
  • Fight Mode now has 3 play space size selections: 2x2, 3x3 and 4x4.
  • Fight mode dummy AI will respect your play space boundaries and no longer drive you out of the area.
  • New camera fade between all scenes and enviornments accross all platforms to solve certain issues with camera renders, recordings and MR devices.
  • Fight Mode can now also be unlocked by getting a total acculumative score in Train Mode of 1,000,000 points, in addition to being unlocked by completing Train Tier 1.
  • Updated all numbers to include commas, as to be more legible.
  • Fixed sidequest achievements not appearing (Quest only)
  • Fixed Fight Mode not unlocking after completing Train Tier 1 until restarting the game.


If you have any questions or feedback, let me know in the comments or on Discord!

As always, train hard and stay focused.


Update 0.82 - Wing Chun Training Game

Dear Students

I hope you will appreciate this months update as much as I've enjoyed working on it. It's taken a lot of thought, and will most likely need some refining as we progress with our journey together.

This update brings Wing Chun Dummy Training to VR. You will learn some basic shapes and forms whilst scoring to get to higher levels of training.

This new Training game is not only important in order for me to share Martial Arts with everyone through VR, but as a new medium (VR) it's particularly important to lay down some good foundations for what will be built in the future. And I believe that sharing, learning and respect, which are all part of the essence of Martial Arts, are good pillars for how we should use VR for years to come.

So this is my small input into what is, and will be, an incredible medium to be part of. And together we will help shape our digital futures into a place were we can not only learn, but grow together.

[h3]Updates and fixes:[/h3]
  • A new Wing Chun Dummy Training game has been added to the Study section. Use speed and accuracy to achieve the correct shapes as you progress through increasing levels of difficulty and knowledge.
  • Update impact VFX and AFX. The visual/audio effects are now more distinct between blocking and punching, as well as much more interesting: they no longer block your view as they are semi-transparent, and their relative size and volume is based on how hard the impact is.
  • Removed shrimp modifiers due to it not working with the new hand system. Will be added back in in a future update! (thanks to TheWarKitty)
  • Reduced volume of plank punch sounds (thanks to LetoDK)
  • Did some optimising and cleanup, game now takes ~15% less storage (you can now use this free space to store videos of your Kung Fu awesomness!)
  • Fixed issue where Tier 3 arms some stay red/white (thanks to d20diceman)
  • Fixed issue where Stats/score on scroll not updating after returning to Train tab from Fight tab. (thanks to DenHBR)
  • Add minimum score for Fight Mode on scroll (thanks to DenHBR)
  • Add highest score for Fight More on scroll (thanks to DenHBR)


If you have any questions or feedback, let me know in the comments or on Discord!

As always, train hard and stay focused.


Update 0.81 - New visuals!

Dear Students

It's been a while since I truly worked on the visuals of the game, having focused on gameplay the past few months. But here it is, a new look with still the same feel.

[h3]Updates and fixes:[/h3]
  • A lot of models/textures have been redone for this update, in order to increase the visual quality of the game as well as the contrast and make things pop! Includes: dummy, planks, panels, scroll, figurine, Mook Jong and more.
  • As per quite a few requests over the months, I've decided to switch to fists only for the Oculus version of the game so that it's the same as all other platforms.
  • Dummy angles/position adjust to face player. (thanks to Mr12i)
  • Remember last selected environment (thanks to BayesianBroccoli)
  • Added text reminder to add modifiers to gameplay
  • Added center punch flurry to tutorial (thanks to TheWarKitty)
  • Added combo muliplier to tutorial
  • Updated text in tutorial (demo only) as to not reference the scroll which isn't present in the demo. (thanks to Mr12i)
  • Fixed issue where Fight Mode level selection wouldn't appear until restarting the game after completing Train Tier 1.
  • Fixed issue where "Honour" achievement wouldn't get awarded. (thanks to DenHBR)


I hope this update is useful for all of you. If you have any questions or feedback, let me know in the comments or on Discord!

As always, train hard and stay focused.

Update 0.80 - Tutorial and accuracy!

Dear Students

The theme of this update is "clearer instructions". That means that my main focus has been to help build a better understanding of how to play the game, the best way to get good scores and develop stronger knowledge of the overall game mechanics as a player.

One fo the core parts of this update is a entirely new and much more detailed tutorial. There have also been quite a few other updates, especially around accuracy and scoring. Here's the full list:

[h3]Updates and fixes:[/h3]
  • New tutorial! It now has much more detail and goes through each movement individually to make sure that everyone has time to learn from it and rehearse.
  • "Timing" has now become "Accuracy". Accuracy is calculated based on when you make contact with your target. There is an optimal time to do so. See next point!
  • Ghost outline in Train Tiers 1 and 2 to show when to get the best accuracy.
  • Option in Extras settings to remove ghost outline and gain a bonus multiplier.
  • Highlight on dummy arm after punch/block to show if it was accurate or not. White for accurate, red for innacurate.
  • Updated combos mechanics: Combo multiplier now only increases when your accuracy is good. The stack won't decrease if your accuracy is bad, but it still will if you do mistakes.
  • Readjusted all score thresholds to suit the new combo and accuracy system. (scores have been reset on leaderboards for Train Tier 1 and 2, time to get back to the top!).
  • Fight Tier 3 complete achievement (Honour) now unlocks properly! Go get it!
  • Reduced dummy arm speed of Train Tier 1 for less harsh onboarding of new players.
  • Train Tier 2 dummy movement is now more fluid.
  • Fixed text overlap in some areas.


I hope this update is useful for all of you. If you have any questions or feedback, let me know in the comments or on Discord!

As always, train hard and stay focused.

Update 0.75 - Global Tier Leaderboards!

Dear Students

πŸ†It's time to get competitive! πŸ†

Each Tier now, in both Train and Fight, have their own global leaderboard. This means that you get ranked in each leaderboard against others who are competing in the same Tier. πŸ”₯πŸ”₯πŸ”₯

I'll continue to monitor how this new leaderboard system goes, improve it if needed and then work towards including rewards for the top players at some point. Will keep you informed!

There are also a few other patches and improvements overall as usual. Enjoy! ✊