

FINAL FURY
Kluge Interactive · May 8, 2025 · VR, Fighting, Action, Arcade, 3D Fighter
Buy FINAL FURY from Steam at $4.99 — the cheapest of 1 store we compare.
Where to buy FINAL FURY — official stores
FINAL FURY price by region
FINAL FURY costs £2.11 in the United Kingdom, €2.37 in Europe (EUR), $4.99 in the United States, $4.99 in Georgia (USD), CA$5.99 in Canada, A$6.95 in Australia, NZ$7.89 in New Zealand, zł13.12 in Poland and R$19.49 in Brazil right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £2.11 −54% | £4.59 | £2.11 | 2 | |
| €2.37 −53% | €4.99 | €2.37 | 2 | |
| $4.99 | $4.99 | — | 1 | |
| $4.99 | $4.99 | — | 1 | |
| CA$5.99 | CA$5.99 | — | 1 | |
| A$6.95 | A$6.95 | — | 1 | |
| NZ$7.89 | NZ$7.89 | — | 1 | |
| zł13.12 −39% | zł21.49 | zł13.12 | 2 | |
| R$19.49 | R$19.49 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About FINAL FURY
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!ㅤ 🥊 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!
FINAL FURY — game info
- Platforms
- Windows
- Steam Deck
- Unsupported
- Player modes
- Single-player, Online PvP, Cross-platform multiplayer
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Game is gesture only based and doesn't feel like a fighting game. Cool characters and maps but the game is more who can pull off gestures in succession than actually fight. Mutant Boxing League has a great system for fighting and nails what i was expecting from this game. Since the fighting in this game is a core mechanic i don't think it will or can be fixed unless it gets a total overhaul.6 found this helpful
Works on Reverb G2. I hated playing Final Fury from the first minutes. It does not feel like a VR brawler at all. There is no physicality to combat, just gestures replacing button presses, reminded me of Ultimechs in the worst way possible. Punches automatically fly toward opponents with no need to aim or angle, block parries projectiles from every direction, dodge is done with a button rather than physical duck or sidestep. It is all very unsatisfying, especially compared to actually entertaining VR arcadey brawlers like Brazen Blaze or Dragon Fist. The game is currently in EA stage, so some things may be improved. But I doubt that the whole core gameplay loop will be completely revamped, and no amount of additional content can fix it. Online player base appear dead, but it does not matter: with such bland core mechanics bots are indistinguishable from human opponents. Visuals are also not pleasing: there are seemingly no improvements for PC version, while the game looks bad even by Quest standards.3 found this helpful
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]2 found this helpful
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.2 found this helpful
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 ti…1 found this helpful
Bad tutorial, but fun when you know the controlls
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