Traditional fighting games have been surprisingly slow to evolve in VR. While first-person shooters and rhythm games adapted quickly, the genre built around two characters in a side view has mostly stayed flat. Final Fury aims to shift that, dragging the arcade brawler format into a fully motion-controlled VR setting.
The game is being developed by Odders Lab, the team behind Les Mills Bodycombat and OhShape, both VR titles with a heavy focus on movement. This time, they’re shifting from fitness to fighting, but the emphasis on physical engagement stays front and center.
Movement-Based Combat in a Familiar Format
Final Fury takes the structure of a classic 1v1 arcade fighter—think Street Fighter or Mortal Kombat—and translates it into VR. Instead of memorizing combos on a controller, players move and punch in real space, using their own body as the input device.
The fights are still framed in the traditional side-view arena, but actions like blocking, dodging, and unleashing special moves are all performed through motion. It’s not full freeform melee like Blade & Sorcery, but rather a tightly structured game that adapts genre expectations to a new control scheme.
That hybrid approach is interesting. It respects the roots of the genre while still offering something that feels built for VR, not just ported into it.
A Cast That Feels Pulled From the ’90s
Character design in Final Fury leans hard into arcade nostalgia. The roster includes fighters with elemental powers, exaggerated armor, and over-the-top personalities. There’s a definite Killer Instinct vibe here, with each character occupying a clear archetype—robotic brute, fiery martial artist, mystic spellcaster.
Visually, the style is clean and colorful, with a sci-fi edge that helps the effects and environments pop. Each arena is themed, from futuristic cities to desert temples, and the audio hits are punchy enough to make every impact feel physical.
Built for VR, Not Just Ported to It
What separates Final Fury from earlier VR fighting experiments is how deeply it integrates motion into core mechanics. You’re not just flailing your arms. The game maps moves to specific gestures and rhythms, with some attacks tied to cooldowns to avoid turning every fight into chaos.
This keeps the pacing tight. Matches are fast, but not random. There’s a balance between reacting in real time and reading your opponent, even if it’s AI. PvP isn’t fully rolled out yet, but it’s expected to follow the same mechanics, with some light adjustments for balance and latency.

Where It Fits in the VR Ecosystem
VR still doesn’t have a go-to fighting game. Most attempts so far have either leaned too much into physics experiments or gone too light on structure. Final Fury seems to split the difference, offering a more curated experience without losing the physicality that makes VR interesting.
It’s launching on major headsets, including Meta Quest and PC VR platforms, with potential console VR support down the line. Whether it sticks will depend on how the online features, progression systems, and fighter balance hold up after launch.
For now, Final Fury looks like a smart attempt to bring a well-worn genre into VR without just mimicking what’s already been done. It may not reinvent fighting games, but it finally gives them a reason to stand up and move.

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