STEAMYDATA

The Thrill of the Fight — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Professional boxer Tamuka Mucha uses TotF to train!2020-04-13Hey, 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
Main Branch Update - February 5, 20202020-02-07Hello, 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 record
Beta Update - January 212020-01-21Note: 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 fyiandev@gmail.com. If you run into a game breaking issue, please report it to me
Main Branch Update - October 24, 20192019-10-24Hello 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 fyiandev@gmail.com. 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. Vi
Beta Update - October 62019-10-06Note: 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 fyiandev@gmail.com. If you run i
Oculus 1.39 Update May Break Fast Movement Tracking on Rift CV12019-07-24Update: it seems that Oculus has released a beta version of 1.40 to the Oculus Software PTC channel, and the patch notes say that it fixes this tracking issue. To get to this, open the Settings in your Oculus software and click the "Beta" heading, then click the slider beside "Public Test Channel". I haven't had a chance yet to test it out to confirm, so please reply here if you try it and it fixes the issue. The Oculus 1.39 update appears to be breaking tracking of fast controller movements for Rift CV1 (original Rift) users. This is very noticeable when throwing fast hooks in TotF, but is not a problem specific to TotF and can be replicated
Small Update - July 23, 20192019-07-23Hello everyone! I've pushing out a very small update to address a problem that was pointed out on the forum. A couple of other small fixes are included as well. I've also snuck in a new panel on the main screen that gives some quick tips for new players. Full notes below. If you run into a major issue, please switch to the rollback branch through Steam to go back to the previous version, and let me know in the comments below, on the forum, or by email at fyiandev@gmail.com Thanks! Update Notes: Added "Quick Tips" info panel to main screen. Fixed issue causing the new hook multiplier slider to appear over the top of the base multiplier slider.
The Thrill of the Fight has been approved for Oculus Quest2019-07-20Hello, everyone! I'm thrilled to announce that Oculus has accepted my concept pitch for putting The Thrill of the Fight on Quest. I'll be working out details like the launch date as I get closer to finishing the Quest port, but I wanted to go ahead and share the good news. I'm very excited about the Quest port. The game feels great with no wires, and it's very convenient to be able to take the headset wherever you have the most room to play without being tethered to a computer. TotF was already a graphically simple game, so I've been able to keep the Quest version very close to the PC version visually, and it plays identically. The inside-out
Official Steam Guide for TotF2019-06-25Hello, everyone! I've finally created the official Steam Guide for TotF. I tried to cover all of the essential information and answers to the most commonly asked questions I receive, but let me know if you feel there's something missing. I may create a second, less in-depth guide with hints, tips, and FAQs, and anyone in the community is also welcome to do so if you wantto share what's working well for you and what you wish you knew when you started playing. Christooo! already has a great guide written up (so check his out, too!), but I wanted to create an official run-down of many of the games mechanics that I could point users towards. Chec
Main Branch Update - June 25, 20192019-06-25June 28: Made some tweaks to the difficulty presets and lunge punch rates of Melky and Joe. June 27: Fixed an issue where having LIV installed would break TotF. LIV support is disabled for now, but I'm working on a fix. June 26: Due to a version control issue, yesterday's update didn't include the opponent fatigue system. I've hotfixed it in today. Hello everyone! It's time again to move the latest beta branch features over to the main branch. Note: If you run into a problem with the update, please opt into the branch named "190506" through Steam, and let me know about the issue in the comments below. As always, I'd love to hear your feedback
Beta Update - June 192019-06-19Note: 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. June 23: Pushed out a small update with a new method of force adjustment that uses a separate multiplier for hooks than for all other types of punches. Another beta update? Heck yes! The 6/15 update brought some changes to the calibration system to help favor crosses. Those changes made the game far too easy for most and led to big inconsistencies for others. The 6/17 update addressed a few issues with the opponent's offense and defense to try to incr
Beta Update - June 172019-06-18Note: 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. A new beta update already? Well, as is often the case, while I was waiting for feedback on the last update to roll in, I couldn't help but keep tinkering. I've got some new changes that I want to get out to the beta branch for feedback ASAP, so I'm going ahead and pushing out a new update already. The primary changes are centered around making the opponent a little more bullish about getting within punching range. The distances at which the opponent c
Beta Update - June 152019-06-15Note: 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 new beta branch updated headed out now. I have updated the version of Unity that the game runs on, which could bring with it a ton of bugs, so be on the lookout for anything fishy. I have also been playing around with a Quest version of the game, and have brought a few changes over to the PC version from my testing on Quest. I've also worked in a few changes based on feedback since the last main branch update. If there aren
Beta Update - May 202019-05-20Note: 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. Hey, everyone. I'm pushing a small update out to the beta branch that's mostly an experiment. In general, TotF rewards the velocity of punches a bit too highly regardless of how much body mass is behind them, and it's fairly easy to throw hooks that are disproportionately fast compared to your straights. This leads to straights feeling weak for most players. There's also a scenario where the way hooks are handled can lead to the player trying to throw
Beta Update - May 72019-05-08Note: 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'm pushing out a quick beta update to address some feedback from the main branch. I'm hoping to get these moved over to the main branch quickly. 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 fyiandev@gmail.com. If you run into a game breaking issue, please report it to me and then switch back to the main branch (the rollback branch is going to remain
Main Branch Update - May 6, 20192019-05-06Hello everyone! There has been a good cycle of beta updates and player feedback for the last few months, and I'm now pushing the recent beta tested changes over to the main branch. Note: If you run into a problem with the update, please opt into the branch named "190123" through Steam, and let me know about the issue in the comments below. As always, I'd love to hear your feedback, either over on the Steam forums, on Reddit (where I'm u/fyian), or directly at my email address at fyiandev@gmail.com. The game is still in Early Access so anything and everything on the main branch is still subject to change based on your feedback. If you want to
Beta Update - April 242019-04-24Note: 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! There's a new beta update headed out now. The main change that I'd love to get your opinions on is that unblocked punches against the opponent will now have colored particle effects suggesting how much damage you inflicted with the punch you landed. Punches with a cyan colored effect inflict little to no damage on the opponent. Punches with a red colored effect have inflicted enough damage to substantially dizzy your opponent. The eff
Beta Update - March 212019-03-21Note: 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 another beta update headed out. This one isn't quite as exciting as the last one, but has some important bug fixes and tweaks in it. I've made a fairly important change to how the glove follows the controller. Please punching the weak points on the boxing dummy and let me know if you feel like getting credit for weak points is reliable and consistent. I've also added a toggle to the bottom of the settings menu that controls w
Beta Update - March 112019-03-11Note: 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. Ladies and gents on the beta branch, it's the moment you've all been waiting for. It's time for the title fight against the world champion at a worthy venue. Prepare to challenge Edward "Moneymaker" Price in the new Arena venue. Edward represents the pinnacle of fighting prowess, with the strength of Duke Bell, the aggression of Luis Felix, the reactions of Hojo Mizushima, the evasiveness of Mateo Vega, and nearly the reach of Charong Kitsuwan. Along
Beta Update - February 272019-02-27Note: 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 another beta update going out today mainly focused on tweaks to feel from the last beta update. The previous update focused a bit on bringing the player's abilities more in line with where they should be by making weak points more reliable to activate but harder to hit, making the fist travel path more reliable, especially during collisions, and wrangling in some of the velocity spikes from fast arcing punches. The result of