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Crazy Kung Fu News

Patch 0.86.10

- Updated menu scroll layout, adding a new tab called "Dojo".
- You can now edit your Dojo in passthrough or not from this tab! And this is laying some ground work for another update coming soon, stay tuned. (TheWarKitty knows)
- Fixed padwork does not registrer right hand (thanks to LetoDK)
- Stop plank (behind you) in tutorial (thanks to EVERYONE ^^)
- Remove arrows that point to EXTRA on announcement (thanks to knob2001_Oscar)
- Re-added the effects on impact for blocks and punches that seemed to have vanished when passthrough was released.
- Quicker load time after punching plank in intro scene! That means more time to punch stuff that matters.

🏆Nominations for The Steam Awards now open!🏆

It’s been a crazy year and I'm truly happy that so many people have been enjoying Crazy Kung Fu! Whether it has been for general fitness, learning new skills or challenging gameplay, there has been something for everyone.

We've also worked a lot together, the game has changed so much over time and all thanks to the feedback and working every week/month pushing new content and updates based on your input. It's been invaluable, and I can truly call this our game, as you've been as much a part of it's creation as I have. 🙏

Now it’s finally time for the Steam Awards, it's a long shot but hey, every nomination means a lot to me. It's all about the journey that we take together, and if we push ourselves and train hard, we can achieve anything.

PS: I have a Christmas gift for you. Stay tuned. 🎄

Patch 0.84.13

  • Fixed issue where Fight Mode start panel wouldn't appear after unlocking Fight Mode through accumulative score.
  • Added a timeout for how long the Fight Mode dummy pauses for after stepping away from you. Now i you stay out of range for too long, the dummy will come to you instead of waiting forever.

Patch 0.84.12 - LIV Fix!

Small patch to update the LIV SDK to the latest version in the game, now it fully works again. Let's get training!

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.