Fight Fit VR

Action ∙ Fighting ∙ Simulation ∙ Sports
4.6
51 ratings 36 reviews
early access
2024
November 26
game modes
• Singleplayer
player modes
• Roomscale
compatibility
• Quest 2/Pro • Quest 3/3S
storage 0.4 GB

Get Ready to Sweat, Punch, and Level Up Your Fitness!

Fight Fit VR is not just a fighting game – it’s a fitness fighting game that transforms your workout into an adrenaline-pumping battle, creating an experience that will leave you coming back for more.

Key Features

  • Dynamic Combat: Enemies keep coming, and your heart rate keeps soaring. Dodge and punch your way through waves of opponents. The more enemies you defeat, the harder they become.

  • Enemy Variety: Face off against different fight styles, body types, and skill challenges. Adapt, strategize, and stay engaged as you progress.

  • Customization Options: Whether you’re a fitness newbie or a seasoned athlete, we’ve got you covered. Customize your training regimen, from light warm-ups to intense sessions. Build your fitness at your own pace.

  • Score and Compete: Our scoring system lets you track your progress and compare scores with friends and other players. Are you the ultimate fitness warrior?

  • Self-Defense Mastery: Learn real-world self-defense techniques while having fun. Dodge, counter, and punch like a pro—all in the safety of virtual reality.

  • Mixed Reality or VR: VR for a fully immersive digital experience, or mixed reality for a blend of the virtual world with your real-world environment.

Mixed reality
comfort Intense
age rating13+ Teen
websitefightfitvr.com
developerMus Magic
publisherMus Magic
connectionInternet required
app version1.4.6
languagesEnglish

Price History

Reviews 36

Craig25 days ago

Keep Going!

Hey dev! Wanted to give you a decent review and some feedback as you have some promise here I think.

Your game is not bad, but needs some polish.

Here are a few things I remember thinking while playing it.

1. The talking when you hit someone is a bit excessive.

2. Unless you have a wide area having people drop 180 degrees from the other thing you are is frustrating.

And most people don’t have huge rooms to play in. If you really want it this way, I think you need to give some better cues kind of like how they do it in the Quest Batman game.

3. I feel like hamstringing the main character by making blocking something they have to turn on is frustrating. In real life you block or at least put up your guard. It’s pretty crucial. Dodging is only part of the equation.

I feel like you really need blocking to be a primary point of the game especially when some opponents kick which gives them an advantage. Plus blocking is fun. Gameplay is fun when you have options.

When playing Thrill of the Fight, I kept playing because I kept intuitively learning new ways to win.

At first it was moving around, then slipping, then blocking and slipping, then ducking. That’s part of the game longevity.

Maybe your character learns to block or something? If you made it feel like these new “skills” will be learned, I could understand that, but the game isn’t easy, so give your players the ability to succeed.

4. The blood splatter is a bit excessive. Removes the immersion. Maybe just a sound or make things look foggy with haptics for a second.

Ok hope this helps. Good job! Keep going.

I just posted this then saw your latest update notes. Great to hear you’re listening to your players. 👍

Coda28 days ago
1

I want a refund

I never used it pretty boring waste of my money I already know how to fight things just a waste of my money so I want a refund. It’s so boring. It has nothing to do it. All you do is try to fight. It’s very boring and it wastes a lot of my storage.

27 days ago

Thanks for the feedback - though it sounds like you may not have actually played the game based on your comment “I never used it”. Can you please clarify.

If you have played it, it would be very helpful please to get your thoughts on what you were expecting of a $7 fitness game built on fighting game mechanics. As a solo dev that has sunk so much of my time into it, it is very important to me to ensure it meets reasonable expectations when it comes out of early access.

Whilst we are all entitled to our opinions, I think your comment on file size is unfair. The average on the Meta Quest is 2-3GB. Fight Fit VR is 250MB.

Btw – in case you were not aware, Meta’s refund policy allows returns within 14 days and under 2 hours of playtime so if you haven’t played it yet, you should be able to get your money back.

Sophiaanita45 days ago

I want to like this game…

I love the concept of this game and the mix VR, but my progress is not registering. I have completed two consecutive rounds of 3 mins with a score of over 2,000 for each round (several times) and the game still will not unlock features for me even tho I met the requirements. Help !

43 days ago

I am so sorry you the unlocks are not working for you. Another player contacted me a few weeks ago with the same problem. I tried to replicate their problem but couldn't and also from the developer dashboard, I am seeing new players unlock the other game modes so asked them some questions to help me debug it but never heard back from them so assumed it was ok (and breathed a sigh of relief!). Are you playing with an internet connection as if not, the unlocks system does not work. Also, can you check what achievements you have (the menu on the right has an achievements button), do you see the 2 rounds and 2k with a tick next to them? Can you please let me know on fightfitvr@gmail.com. Also, if you are able, can you please send me a video of you doing two rounds and getting over 2k score together with what options you have selected. Same for anyone else having the same problem please to help me debug it. Btw - I really appreciate you bringing this to my attention, if you see dlc in the future (i have a couple of things planned), please get in touch and i'll send you a free download code.

Best regards.

Mus.magic

Mohammed Javed59 days ago
3

Not a bad game

Reason for 4 star is sometimes the hits don't register. Secondly, the counter punch mission is extremely annoying, I counter but it doesn't register. It needs to be removed. And only because of the counter punch mode I lose about 75% health and it just destroys the experience. I don't want to start all over again for a function in your game which doesn't work properly.

Edit - thanks for the lengthy reply. I appreciate you trying to do your best for the community and putting in a lot of effort.

A visual cue would be a really good addition. Make it an option that people can turn off if they are comfortable with the counter attacking. I don't think making the counter window would be a good idea as the attack speed of the AI can be changed. Or remove the counter punching mechanic altogether.

Another thing that would make the experience better is if im in a defensive stance and i know a punch is coming, I am already blocking it before it lands. The game only allows blocks if I actually move my hand towards the attacking punch in order to block it. If I have my guard up before the punch lands, it should be classed as a block

It is a fantastic game and I get a really good workout which is the aim for me.

43 days ago

Thanks so much for taking the time to leave a detailed review — I really appreciate it, and I’m sorry to hear that the counter punch mode caused frustration.

Just to give a bit of context: originally, the counter window started at the very beginning of the enemy's attack animation, but that ended up making countering far too easy. Based on feedback, I shifted the timing so that a counter now only registers during the moment the enemy can actually deal damage - for example, if the enemy steps forward and then punches, your counter needs to land during the punching part, not during the step. That said, I completely understand that it’s still causing some difficulty.

Would a visual cue - like the enemy flashing briefly when they're vulnerable to a counter - help make it feel more intuitive? Or would you prefer if the counter window itself were simply made longer? I’d love to hear your thoughts, and I’ll work your feedback into the next update (which is due out in the next month or two).

On punch detection: you’re right, it’s one of the trickiest technical challenges in VR. Right now, my approach is to measure controller velocity to determine whether something is a punch, and each fist has a brief cooldown (about 0.25s) after registering a hit, to avoid unintentional multi-hits. I’ve tested a range of methods, but this approach has performed best so far. That said, it’s not perfect - especially in cases where your punch might graze an enemy’s arms first, as that can prevent the hit from reaching the intended target zone.

To improve this further, I’ve started work on a machine learning model that will help classify punch types, strength, and intent with more nuance - though I need around 30,000 real samples to train it properly. If you’re open to contributing to that dataset, I’d be happy to pay for your time. You can reach me at fightfitvr@gmail.com if you're interested.

Last thing, to improve the game, beyond the counter punch and punch detection mechanics, what else do you feel would bring Fight Fit VR up to a 5-star experience in your eyes? I want to make this the best it can be and would love your insight.
Thanks again for your honesty - it genuinely helps shape where the game goes next.

Edit - apologies for the delayed response, i didn't see your edit for my response. Many thanks for the suggestions, i'll work it into the next update. btw - for the blocking, i wanted to keep the focus of the game on fitness and hence the default setting is no blocking but instead the player can parry by punching away the enemy attack. However, adding player blocking was the number one requested feature so I added it in the last update. you can find it in the options. Let me know if you can't find it and i'll put up a video on youtube to demonstrate for you.

Stalvnir00772 days ago
1

Incredible for Martial Arts Practice!

Simply brilliant. Awesome graphics. I’ve studied martial arts for years with quite a few styles, with the blocking mode on this is an awesome way to practice block/attack combos for Wing Tsun. Great to be in front of some legendary looking opponents. Amazing workout too!!

captainintrovert197179 days ago
1

Former Martial Artist

It is very good. I am a former TKD instructor now disabled and use the app to keep going. I have trouble with "head and body only" because it doesn't recognize my targets, which are head and body only. otherwise, very challenging. Works very well sitting or in a wheelchair.

78 days ago

Thank you for your review and feedback! I'm very happy to hear that Fight Fit VR is helping you stay active.

Regarding the "head and body only" punch mode, at this time punches need to land cleanly on the head or body to register. If there's any contact with the enemy’s arms or legs beforehand, the hit will not be recognized. I’m working on improving this so that partial contact—such as brushing past the enemy’s arms—doesn't interfere with recognizing a hit to the intended target. I think this maybe a month or two away though.

If you have any other thoughts on how to improve the game, please email me at fightfitvr@gmail.com

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