
FINAL FURY is the groundbreaking VR game mixing classic fighting game mechanics with actual fighting. You’re not hitting buttons, YOU are making every punch count. Spar solo or fight the galaxy’s best online!
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About
From the creators of Synth Riders comes FINAL FURY, a VR fighting game that redefines stepping into the ring. Face off against the galaxy’s fiercest fighters—offline or across the world with rollback netcode. This isn’t some button-pushing battle. Every punch, every block, and every special attack is powered by YOU.
FINAL FURY is more than a fighting game—this is a VR fighting game done right, with the support from the nine-time EVO champion Justin Wong!
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🥊 Feel like a fighter as YOU step into the arena. It’s a first-person throw-down!
🥊 Innovative VR combat, blends classic fighting mechanics with physical gameplay.
🥊 Seven characters and counting, each with unique moves to match your play style!
🥊 Advised by Justin Wong and inspired by arcade legends.
🥊 Arcade Mode with challenging AI and unlockable rewards.
🥊 Compete Online with cross-platform play and rollback netcode.
🥊 Heart-pumping OST composed by Zardonic (SUPERHOT: Mind Control Delete).
🥊 Break a Sweat while delivering a beatdown!


FINAL FURY isn’t just about picking a fighter and learning their moves—BECOME the fighter! Feel the adrenaline as you unleash your FINAL FURY in immersive VR battles where you are the hero. Whether you’re rushing down, footsie-ing, or action-canceling your way to victory, FINAL FURY’s skill curve is easy to pick up and tough to master.


Experience fierce fights while coming to blows in first person, then get pumped as ground-pounding finishers and grapples unfold in cinematic third-person perspective cuts. All this explodes around you while battling to the adrenaline-soaked soundtrack from Zardonic (SUPERHOT: MIND CONTROL DELETE)!

Join the official FINAL FURY Discord to learn more about community tournaments, the latest FINAL FURY news, and insights straight from the dev team! This fight’s just getting started!

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*languages with full audio support
Reviews
[h1]小パンチ、投げ、必殺技、全部俺。[/h1] 格闘ゲームのコマンド入力を、腕の振り方動かし方といった、ジェスチャーに落とし込んだ読み合いで戦う対戦格闘ゲーム 特徴はVRらしく、各行動のほとんどにジェスチャーを伴うこと、 ジャブを打ちたい?当然、パンチを 投げ技のチャンス?ハグの構え!といった具合に 現時点では各キャラ2つずつの必殺技が存在し、 両手を溜めて放つ、波動拳のようなジェスチャーや、 ギターを片手に弾き鳴らすジェスチャーなど、キャラごとに様々 基本的にはパンチ->防御->投げ->回避->パンチといった具合に、 どの行動にもいずれかの行動に対し弱くなっているじゃんけんで構成されつつも ここに必殺技が入り、各キャラの戦闘スタイルによるアクセントが足される感じです。 ちょっと面白いのが各動作を行うとキャラが予備動作を行うものの、 技を振らずに別の技に移ることで、相手にフェイントかけたりと、 見た目通り従来の格闘ゲームとは一味違った読み合いを楽しむことができます。 闇雲に遊んでいる内はただのハチャメチャ格闘ですが、 キャラの長所短所や、このゲームのセオリーが見えてきてからは一変して、 強みを押し付け苦手を捌く、由緒正しき格闘ゲームの姿がそこにあります まだまだアーリーアクセスで、現時点では少々物足りなさはあるものの、 既にこのゲームのやりたいことが十分伝わる内容に仕上がっており、 今後の更新でどういった進化を遂げていくか、今から凄く楽しみです。
Si te gustan los juegos de lucha uno contra uno y disfrutarlos en VR te va a interesar. El juego responde bastante bien a los movimientos de las manos en el combate, El entorno gráfico es sencillo pero a la vez hay zonas de combate que están muy bien. Aunque un juego con personajes no realistas presentan una forma muy detallada y consiguen un buen recreado de movimientos en la lucha. Tienes varios modos de combate y sobre todo el on-line para darle una paliza a alguien o que te la den. El juego funciona con total fluidez y está probado con Pico 4 y VD. Os dejo una muestra: https://www.youtube.com/watch?v=J9hRbqVjaBQ
Maybe I'm playing it wrong but it feels like you just spam special moves to win. It seemed you could not even get close enough to AI to fight hand to hand or they'd grapple you. I tried online pvp but no one was playing. https://www.youtube.com/watch?v=7cw5IlqMhYs [url=https://store.steampowered.com/curator/40526744-KillaCyst/]Steam Recommendations[/url] [url=https://youtube.com/killacyst?sub_confirmation=1]YouTube[/url] [url=https://www.tiktok.com/@killacyst]TikTok[/url]
I've played this game for a long time since the early early betas and it has come a long way. The original version had this targeted attack system similar to a rhythm game that really didn't work for it. The motions for attacks are all pretty simple, every character feels unique, so it covers a wide range of playstyles. Right now I'm using Niko because I like his speed. For $10, it's worth a flyer, especially if you grew up on 1990s fighting games in arcades like I did. Right now there are six fighters with hopefully more to come in the future. Highly recommend.
I know I didn't play too much, But this is a Pretty good game, I wish that there was more content, But it is a Really good game, I believe that in like a Year or 2 more, It will be very worth the price, Until then, Take this a a Not Free Demo experience.
klare kaufempfehlung: trotz early access laeuft das spiel problemlos, ist guenstig (unter 10 euro) und macht jetzt schon sehr viel spass! das spiel kam heute im early access raus, doch fuehlt sich bereits sehr stabil an. meiner meinung nach gibt es noch einige probleme zu behandeln wie beispielsweise eine akkuratere erkennung einzelner gesten. ebenso denke ich, dass zukuenftig auch noch am balancing der charaktere gearbeitet werden muss. aber das sind alles probleme die ich eher in einer beta und nicht alpha erwartet haette. das spiel stuertzt nicht ab, es macht bei mir keine nennenswerthen glitch-fehler oder aehnliches. frust durch eine unfertige alpha-version wird hierbei also nicht entstehen. ...ich bin begeistert! und ich freue mich darauf zu sehen wie sich das game entwickelt. es hat auf jedenfall viel potential. anmerkung: den multiplayer allerdings konnte ich bisher noch nicht testen da im matchmaker spontan keine spiele fuer mich gefunden wurden (so kurz na release ist offenbar noch nicht sehr viel los im matchmaker). also kaeuft das game und loggt euch ein damit sich das aendert ;D
FINAL FURY, developed and published by Kluge Interactive, is a virtual reality fighting game that attempts to translate the intensity and precision of traditional arcade brawlers into a fully immersive, first-person format. Rather than relying on button combinations and joystick inputs, the game places combat directly in the player’s hands—literally—requiring real physical movement to execute punches, blocks, and special techniques. The result is a hybrid between competitive fighting game mechanics and physically active VR interaction. The most immediate difference between FINAL FURY and traditional fighters is its control philosophy. Instead of memorizing long combo strings through button inputs, players perform attacks through motion tracking. Jabs, hooks, uppercuts, and defensive guards are mapped to natural body movements, giving each match a tactile immediacy. Despite this accessibility, the system is not simplistic. Timing, spacing, stamina management, and reading an opponent’s intentions remain critical to success. Special moves require deliberate gesture sequences and sometimes coordinated controller inputs, preserving the sense of depth associated with classic fighting titles. The character roster, though relatively compact in its current state, showcases distinct fighting styles and strategic variations. Each fighter brings a different range profile, attack speed, and set of signature abilities, encouraging players to experiment with multiple approaches. Some characters emphasize aggressive close-range pressure, while others reward defensive play and counterattacks. This differentiation ensures that matches feel dynamic and that players can develop personal playstyles rather than relying on uniform tactics. Single-player content includes an arcade-style progression mode where players battle AI opponents of increasing difficulty. These encounters serve both as training opportunities and as a way to unlock cosmetic customization options. While the single-player offering is functional, it is clear that the heart of FINAL FURY lies in competitive play. Online multiplayer, supported by rollback netcode, provides smoother real-time matches and cross-platform competition between different VR systems. The inclusion of cross-play broadens the player base and enhances matchmaking consistency, an essential feature for any competitive fighting game. Visually, FINAL FURY embraces a stylized arcade aesthetic with bold character designs and vibrant arenas. The first-person perspective places players directly within the ring, heightening immersion and intensifying each exchange. Visual effects for special moves and heavy hits add spectacle without overwhelming clarity. The sound design complements the action with impactful hit effects and an energetic soundtrack that reinforces the competitive atmosphere. As an Early Access title, FINAL FURY reflects both solid foundational mechanics and areas poised for expansion. The current roster size and available modes are modest compared to long-established fighting franchises. However, the core combat system demonstrates strong potential, particularly in how it balances physical VR interaction with traditional fighting game depth. Developers have indicated plans to expand content with additional characters, arenas, and competitive features, suggesting that the game’s current form is only a starting point. Ultimately, FINAL FURY stands out as a bold attempt to redefine how fighting games function in virtual reality. By merging physical engagement with strategic combat design, it creates a uniquely immersive experience that appeals to both VR enthusiasts and competitive players. While still evolving, its responsive controls, distinct character identities, and competitive online infrastructure provide a compelling foundation. For players seeking an active, skill-driven VR combat experience that echoes arcade classics while embracing immersive technology, FINAL FURY offers a promising and physically engaging arena. Rating: 6/10
Very Good Game
Bad tutorial, but fun when you know the controlls
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Concurrent players on Steam, sampled daily since tracking started.
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