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🥊Dev Blog: The Evolution of Combat



[h3]WELCOME, FIGHTERS![/h3]

Join us as we turn back the clocks and take you on a journey into the development process of making FINAL FURY.



[h3]Inside Look at FINAL FURY: Building a Better VR Fighting Game[/h3]

Taking FINAL FURY from concept to reality hasn’t been easy. Delivering a VR fighting game that’s both intense and intuitive means being nimble enough to change approaches when needed and make sure that the fighting feels right. That’s where the dev team is at in the process now.

We’re excited to go behind the scenes to break down how the team went from rough ideas to a more polished game in proper fighting form.

[h3]The Idea: How FINAL FURY Began[/h3]



The concept for FINAL FURY comes from a love of arcade classics and translating that into a fresh take on VR combat. “How do you make every action, from throwing punches to dodging attacks, feel as real as possible?” That was the question we kept asking ourselves from the start. Translating this vision into a functional game presented some interesting challenges, particularly in balancing the immersion of VR with the complexity of fast-paced combat.

[h3]Bringing the Vision to Life: Prototyping and Iteration[/h3]

"Building a VR game isn’t just about the visuals—everything has to feel right."


During the early stages, the development team focused on prototyping the core mechanics. This involved a lot of trial and error to make combat feel fluid. The team experimented with different control schemes, camera perspectives, and combat animations to find the right mix.

One of the biggest challenges was creating a sense of rhythm in the combat. We know, we know, we make Synth Riders–but this is different. It wasn’t just about making the game responsive; it was about making it feel natural. This led to the realization that the 3 “C’s”—Camera, Character, and Controls—would be critical to the game's success.

[h3]The 3 “C’s”: Camera, Character, and Controls[/h3]



CAMERA

"The right camera perspective makes all the difference in immersion."


Getting the camera right in a VR game is key to making sure players feel truly immersed in the action. Initially, FINAL FURY used a mix of first-person and third-person views, but this led to a somewhat jarring experience. The frequent shifts between perspectives were distracting and pulled the players out of the moment.

To address this, the game now utilizes third-person perspectives sparingly - only during moments of player inactivity to give certain moves a more cinematic punch while minimizing the chance of motion sickness (something we’re activity monitoring). Non-visual feedback, like audio cues and haptic responses, also got enhanced to keep players grounded in the game world.

For example, when charging up Tempest’s Arctic Blast move, the player puts hands together and the controller ramps up vibrations. Who knows? Maybe it’ll tempt players to shout “Hadoken!” as they launch attacks.

By streamlining the camera system and minimizing distractions, the game now keeps players more engaged in the action, allowing them to focus on the core gameplay.

CHARACTER

"Clear enemy animations help players react faster and stay in the zone."


Combat in FINAL FURY needs to be fast and intense, but early versions of the game had a few hiccups that made it feel more chaotic than strategic. The challenges here were three-fold: Attack animations were often too slow which left key moments diluted due to an excess of superfluous motions.

Characters’ movements felt similarly sluggish. Players also had an information overload with a floating UI and various VFX. Just trust us, not a good thing. Combined, this made it difficult for players to anticipate attacks and effectively respond.

The solution: Make opponent animations clearer and more deliberate. With key attack signals highlighted, players have more time to recognize and react to incoming threats. This change helped create a more predictable combat rhythm, where players could get into the zone and enjoy a more strategic and satisfying battle experience.

In addition to tweaking animations, simplifying the visual effects surrounding combat helps draw attention to what matters. Initially, the screen could get overwhelmed with feedback, making it hard for players to focus on the action. By reducing these effects, players can now concentrate more on their enemies and less on deciphering what's happening around them. In short, FINAL FURY’s combat immerses players in the action without overwhelming them.

CONTROLS

"Simple controls mean quicker reactions and more fluid gameplay."


Controls are the backbone of any great combat system and FINAL FURY went through several iterations to get them just right. Early on, the control scheme involved a mix of arm movements and button presses, which sounds cool in theory but didn’t always work well in practice. Hardly surprising, but more complex controls often led to frustration. Excessive inputs wound up being too restrictive, especially during intense combat sequences where quick reactions matter most.

Recognizing this, the developers simplified the controls and streamlined gestures.

The responsiveness of key movement (dodging, blocking, and counterattacking) also improved. These are crucial actions in any combat game, and the team obsessed over making sure they felt natural. By enhancing the speed and accuracy of moves, the game now allows players to more effectively own their actions in the arena.

This emphasis on dynamic pacing ensures that the rhythm of combat feels natural, maintaining a battle flow state. Whether executing combos or evading attacks.

[h3]Don’t Play as a Fighter, Be One[/h3]



"We need players to feel like they’re the ones throwing the punches, not just controlling a character on-screen."


A core goal of FINAL FURY has always been to make players feel like they’re not just playing a game, but stepping into the shoes of their character. This sense of physicality is key to the FINAL FURY experience—the idea that players are directly in control of every punch, special move, and throw.

Ultimately, we want the player to feel like a fighting game hero in direct control of a match’s outcome, not someone guiding the action from a distance.

To achieve this, the development team focused on ensuring that every action in the game felt impactful and responsive. The attacks, special moves, and throws must fulfill the fantasy that YOU are the character. The feeling of connecting with a punch, pulling off a special move, or delivering a backbreaking throw needs to feel visceral.

By integrating more direct control mechanisms and refining the feedback players receive during combat, FINAL FURY makes sure that every movement feels like it’s coming directly from the player. This creates a deeper sense of immersion and makes every fight much more personal.

[h3]Let Everyone Fight[/h3]

"Balancing complexity with accessibility is key."


While FINAL FURY was designed with hardcore gamers in mind, we truly want it to be approachable enough for anyone to grab the controls and feel ready to fight. As you’ve read here, everything the team’s done from refining camera and attack timing to the UI and animations has been done to make fighting more accessible to all. FINAL FURY is the result of countless hours of iteration and refinement perfecting the camera, character, and controls while emphasizing getting physical. Whether you’re a seasoned VR gamer or new to the genre, we’re designing FINAL FURY to offer an easy-to-pick-up but hard-to-master experience, with a rhythm that we think will keep you coming back for more.

In the coming weeks, we’ll be sharing even more about the next steps of FINAL FURY’s development along with some exciting news. Be sure to join our FINAL FURY Discord so that you can be among the first to know what’s coming!

🥊Dev Blog: Back in the Fight Update!

[h3]WELCOME, FIGHTERS![/h3]

It’s been a while, we know. You’re wondering what’s going on with the development of FINAL FURY and we appreciate your patience. So, here’s the deal:

[h3]Building a Better VR Fighting Game[/h3]

For the past six months, we’ve been heads-down, making some massive changes to FINAL FURY. We’re talking a complete overhaul of the game’s core systems, mechanics, and overall feel. Here’s a quick tale of the tape:

  • New Combat System: We’ve redesigned the combat UI, removing distracting elements that detract from the fight, putting you more in control and in the moment. The orbs are gone in favor of landing direct blows guided by your own hands!
  • Multiplayer Improvements: We rewrote the networking code based on beta feedback. We’re now using rollback baby! Our goal: Allow you to play with fighters from different regions without a hitch.
  • Physical Impact: We’ve focused on making the fighters feel more physical. Animations are now more impactful, making you feel like you’re really in the fight. When you land a hit, you’ll know your opponent feels it.






"When it comes to creating an arcade-style fighting game, having the right feel is incredibly important. We've taken that time to do this right—to make sure that every part of FINAL FURY feels fresh and exciting. It’s been a lot of work, no doubt, but the results are what matter.”

-Seb, Game Design Director



[h3]What’s Coming Next[/h3]

Here’s our promise to you:  We’ll be dropping new content regularly as we build up to something really special in a couple of months.

Here’s what’s coming:

  • Regular Updates: We’ll start sharing updates more often, with behind-the-scenes tours, dev insights, and deeper looks at FINAL FURY’s fight card.
  • Community Fun: We’re planning some cool community events and Q&A sessions with the dev team. We want to keep you in the loop and get your feedback!
  • Big Reveal: All of this is leading up to something pretty cool. Trust us, it’s gonna be awesome!








"You folks mean the world to us, and we’ve been working hard to make sure FINAL FURY lives up to your expectations. We can’t wait to show you what we’ve been up to and hear what you think."
-Rob, Producer





[h3]Join the FINAL FURY Leagu..(We mean, Discord)![/h3]

We’re pumped for what’s next!This is just the start of us, reconnecting with you. We’ve got more blogs coming that’ll dive deeper into the new features, character designs, and the revamped combat system.

As we gear up, drop in our Discord and jump into the chat to share your thoughts and hype. Your feedback is super important as we move forward.



Thanks so much for sticking with us.

Stay tuned and keep fighting!

–The FINAL FURY Team

New Fighter Reveals, Gameplay Trailer & Open Beta Invitation!

[h2]WELCOME, FIGHTERS![/h2]

Inspired by the golden age of arcade fighters, FINAL FURY promises epic head-to-head matches, immersive visuals, innovative controls, a varied roster of characters, and fast-paced gameplay tailored for newcomers and veterans alike.

Highlights from today’s captivating new trailer include exclusive gameplay footage, atmospheric cinematics, and two new characters: Lida—a master manipulator who commands a legion of deadly scarabs—and Valdan—a revenant who uses an infernal blade to exact his vengeance upon other fighters.

[previewyoutube][/previewyoutube]

Along with the Open Beta invitation and gameplay trailer, here is a list of features and modes coming to the game at launch:
  • Innovative VR combat, combining arcade-style fighting mechanics with physical gameplay
  • Nine playable fighters, each with a unique move set, arena, and personality to match
  • Single-player battles against CPU opponents in the Arcade and Versus modes
  • Online competition via matchmaking or private matches
  • Heart-pumping music, original soundtrack composed by Zardonic

[h2]EXPERIENCE FINAL FURY FIRST HAND![/h2]

For the chance to be among the first to experience FINAL FURY, VR players are welcome to sign up for upcoming playtests and exclusive developer insights at https://finalfuryvr.com/




The FINAL FURY Open Beta is coming to Meta Quest and SteamVR early next year. Players eager to get a first-hand look at the game are welcome to sign up for the beta and exclusive developer insights on the official website, wishlist the game on Steam, and join the community of fighters on Discord.

https://store.steampowered.com/app/1782760/FINAL_FURY

Thank you so much for supporting FINAL FURY! We’re so excited to continue on this wonderful journey with you all, and we look forward to hearing your feedback in the days to come as we march toward the launch of our Open Beta early next year.



[h2]SEE YOU IN THE ARENA, FIGHTERS![/h2]

Date Changes for Closed Beta & Website Reveal!

[h2]Heads Up - Closed Beta Date Changes![/h2]

With Thanksgiving around the corner and falling on the first weekend of our Closed Beta, we decided to move our dates 1 week forward to start from Wednesday, November 29th so that nobody misses out on this final event of the year for FINAL FURY.

This means multiplayer playtesting sessions have also been moved. Please see below for new dates & times:

Saturday, December 2nd
  • US slot at 6 PM EST (3 PM PST)
  • EU slot at 6 PM CET

Saturday, December 9th
  • US slot at 6 PM EST (3 PM PST)
  • EU slot at 6 PM CET

Saturday, December 16th
  • US slot at 6 PM EST (3 PM PST)
  • EU slot at 6 PM CET

[h2]Discover the FINAL FURY Universe[/h2]

Have you ever wondered about the stories behind our mighty combatants? Their origins? Their motivations? Their fighting styles? Well, lucky for you—there’s a place where you can dive :punch: fist-first :punch: into the heart of the *FINAL FURY* universe!

Our new website now features in-depth profiles of our starting roster of characters, giving you a glimpse into their unique backstories, moves, stats, and more.

Check it all out at https://finalfuryvr.com/fighters !



[h3]Stay Tuned for More Updates[/h3]

Thank you so much for supporting FINAL FURY! We’re so excited to continue on this wonderful journey with you all, and we look forward to hearing your feedback in the days to come as we march toward the launch of our Open Beta early next year.



[h2]SEE YOU IN THE ARENA, FIGHTERS![/h2]

Get ready for the Final Closed Beta!

[h2]WELCOME, FIGHTERS![/h2]

First and foremost, we want to once again express our utmost gratitude to all you amazing fighters out there who participated in our previous FINAL FURY Closed Beta. Since then, we’ve been hard at work in the dojo, sharpening every edge and fine-tuning every move in the game, all thanks to the abundance of valuable feedback you’ve shared with us. But like any good martial artist perfecting their technique, we know there’s still plenty more we can do. And that’s where you come in.

[previewyoutube][/previewyoutube]
[h3]Final Closed Beta from Nov 22nd - Get excited![/h3]

Closed Beta starting Wednesday, November 22nd will be cross-playable on BOTH Quest and Steam VR.!With it comes a host of top community-requested additions and improvements, including…

  • An all-new playable character (official reveal coming soon™!)
  • Crossplay support between Quest and SteamVR players
  • A solo training mode where you can practice your skills without any pressure
  • AI improvements for a more engaging single player experience
  • Various gameplay, stability, and performance tweaks
  • UI/UX enhancements

If you already had access to the Closed Beta during our previous phase of testing, you’re all set come November 22nd. Feel free to jump back in, check out what’s new, and share your feedback through our survey so that we can continue to fine-tune the game.

NOTE: As a reminder, all progress from the previous Closed Beta has been reset.

If you haven’t signed up yet, what are you waiting for? Head to our official website at finalfuryvr.com and register now to help shape the development of FINAL FURY!



[h3]Playtest Sessions - Saturdays at 6 PM![/h3]

We’ll be organizing group multiplayer sessions on concurring Saturdays at 6PM EST (3PM PST) and 6PM CET on the following dates, so mark your calendars and join the rest of the community on our Discord server at the specified times so you have the best chance at finding other players to fight against.

Click the links below to add to your calendar!
- Gaia, concept art, personality

[h3]Stay Tuned for More Updates[/h3]

Thank you so much for supporting FINAL FURY! We’re so excited to continue on this wonderful journey with you all, and we look forward to hearing your feedback in the days to come as we march toward the launch of our Open Beta early next year.



[h2]SEE YOU IN THE ARENA, FIGHTERS![/h2]