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Main Branch Update - July 19, 2018

Hello everyone! It's time to sync up the main branch with the latest features from the beta. TotF will also be launching on the Oculus Store today, so this update will bring the Steam version up to par with what's launching over there.

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 [email protected]. 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 receive frequent (but less tested) updates with cutting edges changes that I'm testing out, please opt into the game's beta branch through Steam.

New Boxer: Hojo Mizushima

There's a new boxer, and he's a southpaw! "The Artist" Hojo Mizushima hails from Fukuoka, Japan. Hojo is a challenging, well-rounded boxer-puncher and has been slotted in just before Duke. Up next will be a new introductory opponent that you will fight after the sparring partner and before Joe.

Native Oculus Mode and Oculus Store launch

Native Rift support has been added, and TotF will be going live on the Oculus Store today! Once I feel this update has rolled out to enough people on Steam, I'll enable a Steam pop-up that let's you choose native Oculus mode. In the meantime, you can force it on by adding "-vrmode Oculus" to the game's launch parameters through Steam.

Punch Statistics

You can now see a stat card with the number of punches thrown and landed during a fight. You can switch to this screen with the new button seen on the scorecard screen. You'll see the usual stats collected for a boxing match with one addition: "Damaging Punches". This stat only includes punches that hit above a certain damage level, and are heavily weighted in the judge's scoring.

Audio Spatialization

TotF now uses a 3D audio spatializer with HRTF. Sounds should blend better with the game world. You may also notice that the weigh-in stage scene has 3D ambient sound, which I hope to bring to the other scenes and fight venues as well.

WindowsMR Improvements

Due to the limitations of WindowsMR controller tracking, I am still refraining from marking support on the store for WindowsMR headsets. That said, I am still trying to fix bugs for WindowsMR users where possible. This update should fix the lighting glitches WMR users were experiencing.

And more!

There have been a ton of performance, combat balance, visual polish, and quality of life changes as well. You can get more specific details by checking out the change logs that have been posted for the beta branch over the last few months.

Thanks, everyone!