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FINAL FURY News

Update 0.7.7 - Lights, Camera, KO! - LIV LCK Integration Live!

[h2]🛠️ Update 0.7.7 – Lights, Camera… KO! – Patch Notes[/h2][p]We’ve got a slick new update that’s tailor-made for content creators, streamers, and anyone who wants to show off their moves in style.[/p][p]FINAL FURY v0.7.7 introduces LIV LCK integration, unlocking cinematic camera tools and custom sequence options to help you capture the perfect angle, whether you're teaching combos, breaking down fights, or just flexing your KO reel.[/p][p]You can now set up multi-angle sequences inside Training Mode, choosing between predefined shots or crafting your own setups. Activate LIV in Settings and you’re ready to roll. It’s the perfect combo of fighter and filmmaker.[/p][p]And of course, this patch isn’t just about the cameras. We’ve also ironed out some bugs, cleaned up audio transitions, and made sure Diesel’s Slash’n’Dice doesn’t get in a dance battle with his walk animation anymore.[/p][p]Full patch notes below, grab your headset and go make some magic![/p][p]New Feature LIV LCK Integration: Creators, this one's for you! Record cinematic gameplay using LIV’s camera and sequence configurator.[/p]
  • [p]Set up your own camera angles and sequences in Training Mode[/p]
  • [p]Choose from preset or custom views[/p]
  • [p]Activate LIV and your sequence in the Settings menu[/p]
[p]Bug Fixes[/p]
  • [p]Fixed a bug that caused players to stay in third-person view unexpectedly[/p]
  • [p]Fixed Diesel’s Slash'n'Dice animation overlapping with his walk cycle[/p]
  • [p]Fixed an issue where Voice Chat continued to behave oddly when disabled[/p]
  • [p]Fixed character animations restarting when stopping movement[/p]
[p]Polish and Audio[/p]
  • [p]Music and audio now fade smoothly when changing scenes[/p]
  • [p]The announcer no longer calls out combos after a KO[/p]
  • [p]Added SFX to the Reward Popup[/p]

Triple Punch Bundle Available Now!

[p][/p][previewyoutube][/previewyoutube][p]Get ready to rumble with THREE VR fighting games in one knockout package. Whether you're a kung fu master, a barroom brawler, or a futuristic tournament champion, there’s a punch with your name on it.

This bundle includes the following games and you can pick it up HERE[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

FINAL FURY Roadmap – What’s Coming Next?

FINAL FURY 2025 (and beyond) Roadmap


Hey Fighters!

With FINAL FURY now out in Early Access, let’s talk about what’s coming next—and how you can help shape the game.

We’re a small, scrappy, and wildly passionate team with some big ambitions. FINAL FURY is already a blast to play, but we’ve got tons of ideas for how to push it even further, and we need our community right there with us in the arena.

This roadmap isn’t a fixed list. It’s a vision of what we’re building and a signal to say, "let’s build this together." Much of this has already been sculpted by your feedback, and this is just the beginning.

Here’s a look at what’s coming…



[h2]🟥 June 2025[/h2]

[h3]LIV Support[/h3]
This includes full LCK (LIV Creator Kit) support and even some bespoke tools—like a sequencer—for content creators and tournament organizers alike. Whether you're going full cinematic or just showing off your form, we’ve got you.

[h3]Gesture Improvements[/h3]
Better inputs are a never-ending goal for us. We’re constantly refining how gestures are recognized to make attacks feel snappier, more precise, and more intuitive. That includes exploring calibration tools, improving feedback cues, and testing new mechanics—like the option to “arm” a gesture with a button press for greater control. Nothing’s locked in yet, and we want your take. What’s working for you? What’s not? Help us shape the most responsive input system in VR fighting.

[h2]🟧 Coming 2025…[/h2]

[h3]More Complex Moves[/h3]
Punches and blocks will get deeper. Right now, what you throw is what you get—but we’re working on adding directional inputs (high, mid, low) and new punch types like hooks and uppercuts. We want these changes to add depth without losing the immediacy and fun of the game. Prototypes coming soon – and we’ll DEFINITELY keep you posted on that.

[h3]New Abilities[/h3]
We’re expanding the core toolkit for every fighter. First up: FINAL FURY Moves.
These are high-damage, charge-up ultimates that reflect a character’s unique personality and style—think classic fighting game supers, reimagined for VR.

Also in the mix: jumping, aerial kicks, and other wild mechanics that we’ll prototype with your help.

[h3]Leaderboards[/h3]
For all the score-chasers and competitive online warriors out there, we’re bringing leaderboards to track your climb—and flex your top spot.

[h3]New Game Mode[/h3]
Still in the early discussion phase, but we’re vibing with the idea of a Survival or Endless Mode. Rack up wins, earn rewards, and test your limits. What do you think?

[h2]🟪 A Little Further Out…[/h2]

Just know that everything below here is still subject to change. You’re looking at aspirations based upon not just how the game develops, but what the community thinks of the directions we’re taking. What’s important to you?

[h3]Achievements[/h3]
Do cool stuff. Get recognized. Enough said.

[h3]Cosmetics[/h3]
We’ve got colors… but we’re also dreaming up something way cooler. Stay tuned.

[h3]Ranked Mode[/h3]
Once input precision and balance are rock solid, Ranked will let you prove yourself in a competitive ladder. It’s coming—we just want to do it right.

[h3]New Characters & Stages[/h3]
We’ve got some wild new fighters and arenas in the works. We’ll be sharing prototypes, movesets, and visuals early on Discord so you can help shape them.

[h3]Expanded Lore[/h3]
There’s more to FINAL FURY than fists and fireballs. You’ve seen the hints in bios and blogs, but we’re working on ways to really bring the story to life. What is the tournament? Why are we fighting? You’ll get answers—lore drops, campaign content, maybe more...

[h2]🤝 We Build This Together[/h2]

FINAL FURY is a living game. This roadmap reflects where we’re heading—but it’ll shift and evolve based on your feedback. Whether you’re here for the mechanics, the competition, the spectacle, or just the vibes—we’re hyped to keep building this with you.

Want to weigh in? Join the Discord and let’s talk:
https://discord.gg/finalfury

Thanks for being in our corner. Now let’s get back in the fight.

— The FINAL FURY Team

Update 0.7.6 - Ready to Fight Round 2 - Live Now!

Patch Notes – v0.7.6


[h2]NEW FEATURE: Arcade Mode while “Ready to Fight”[/h2]

You asked for it—and we heard you loud and clear. After loads of community feedback following 0.7.4, we’ve made it happen: you can now queue for Quick Match and play Arcade Mode at the same time!

That means you can stay sharp and earn unlocks while you wait. Speaking of…

Arcade Mode Unlocks


  • Unlock 3 Chromas per character by completing each difficulty tier.
  • Beat the full Arcade Mode to unlock Valdan and his fiery arena, Hellmouth.


So whether you're perfecting your combos or just vibing through the story—there’s plenty to earn while matchmaking.

[h2]Gameplay Improvements[/h2]

  • Fixed an issue where gestures (especially grabs) wouldn’t register correctly if you started the game off-center and didn’t recenter.
  • Fixed a bug where getting knocked down mid-grab left you stuck in an out-of-body state.
  • AI improvements: opponents now recognize repeated grab attempts and adapt their strategy. Sorry, grab spammers.

0.7.5 - Feel the Fury - Patch Notes

Ever wish you could really feel that knockout punch land? Or sense the hum of power surging through your arms as you charge up a special? Well, wish granted. As of update 0.7.5, FINAL FURY now supports bHaptics gear—starting with the TactSuit™ and TactSleeve™.

Stay tuned for a more in-depth blog coming soon!

[h2]Patch Notes – v0.7.5[/h2]

Features and Improvements
– Added bHaptics support