Fight Fit VR

Action ∙ Fighting ∙ Simulation
4.7
47 ratings 33 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

Reviews 33

Mohammed Javed12 days ago
2

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.

17 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.

Stalvnir00725 days ago

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!!

captainintrovert197132 days ago

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.

31 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

UserLew34 days ago

Great workout

I love this game. Perfect for building up your CV fitness as well as toning. Recommend mixed reality for moving and throwing punches.

sirnikom34 days ago

Fighting against multiple enemies

1. Go to my driveway
2. Fire up this game
3. Fight off waves of enemies until I'm drenched
4. Shower

Thanks, developer. Fantastic game. And you can probably remove the "blood" ESRB designation, since I didn't see any.

Tim Prior38 days ago

Top tier VR fighting training tool

Enjoy this a lot. It's really useful for training, and more than just a "game". I own most of the boxing/boxercise type apps, and prior to this I would have probably placed TOTF in top position. But with the numerous different fighting styles and customisation options, etc. Fight Fit VR is definitely coming for the crown (imo).

If I could add one thing it would be the option to be able to turn on "rag-doll physics" (I think that's what it's called), particularly in sparring/dummy mode. So I could try and practise things like arm-locks, throws. I've seen this used in other games, Night Club Simulator VR (for example), but I think it could be a fun/useful option here. Great work! =)

36 days ago

Thanks so much for your review and feedback. Re physics based reactions, I really want to do it but haven't been able to get it to the point of being realistic enough so went with animated reactions for now but I hope to be able to get it right in the future. Re locks and throws, my feeling at this time is that it goes against the fitness side of the game but I do have it in mind for another game but unfortunately it will be a while till I can get to it as still have my hands full finishing fight fit vr.

1-6 of 33