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The Thrill of the Fight News

Professional boxer Tamuka Mucha uses TotF to train!

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

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 is stuck too low or if you are handing off the headset to another player.
  • When the AI is lightly dizzed, it will only throw with its typical punch output when cornered. Previously, the AI would change from its lower punch output when significantly dizzy directly to its high punch output from being cornered. Switching to normal punch output under light dizziness helps the transition between the two.

Beta Update - January 21

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 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 is stuck too low or if you are handing off the headset to another player.
  • When the AI is lightly dizzed, it will only throw with its typical punch output when cornered. Previously, the AI would change from its lower punch output when significantly dizzy directly to its high punch output from being cornered. Switching to normal punch output under light dizziness helps the transition between the two.

Main Branch Update - October 24, 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 brighter and bloodier. The big screens in the auditorium and arena that used to show a duplication of your first person camera view now show a dedicated graphic with a large visible timer (they will still show the third-person camera when it is toggled on).


Bugfixes and Combat Tweaks

The bottom end of the possible range of force the opponents can throw with has been lowered, and their target average damage has also been lowered very slightly. The aggression customization stat now applies to more aspects of the AI's behavior and is more effective than it was before (this applies to the "Endurance" and "Outclassed" modes as well). The player's body should match their real-world position slightly better than before, allowing more reliable body and shoulder defense.

A handful of other small combat tweaks and bug fixes are included in this update as well.


New LIV Branch

I've spun off a new branch with some changes needed for LIV support to work again. The branch should automatically work with LIV with no need for any launch parameters. Please let me know if you run into any problems using LIV with the LIV branch.

Beta Update - October 6

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 aspects of the AI's behavior to make it have a more noticeable effect than before.
  • Updated shading and lighting.
  • Blood effects on the opponent now look brighter and bloodier.
  • Changed the viewscreens in the Auditorium and Arena venues to show a timer and picture of the opponent instead of a first-person view when the third-person camera is turned off.
  • Fixed an issue with the scorecard sometimes incorrectly highlighting which stat decided a round win for the opponent.
  • Slightly increased the damage penalty while very dizzy.
  • Player body position estimation should be slightly more reliable than before.
  • Updated main menu "Quit" button to require being held down instead of just tapped.
  • Fixed a bug causing the right controller to vibrate when the player blocked with their left shoulder.
  • Fixed some issues with the zombie fight.
  • Updated the wording of some of the "Quick Tips".
  • Other small bug fixes