Why Steel City Interactive Is Afraid of Making Undisputed an Authentic Boxing Game
The fear that Steel City Interactive has toward creating a truly authentic, realistic boxing game is not based on industry facts. It’s based on a long-standing misconception: the belief that realism is niche or that simulation boxing games never worked in the market. None of that is true. And none of it is supported by any past EA boxing titles, because EA never made a simulation boxing game to begin with. All EA boxing games—from Knockout Kings to Fight Night Champion—were cinematic hybrids, not authentic or realistic boxing simulations.
Understanding this is the key to understanding why SCI’s decisions make no sense today.
The core issue is simple: SCI keeps trying to copy a misconception instead of chasing authenticity.
They believe that realism is dangerous, when in reality, realism is what fans actually want.
1. SCI Bought Into a Myth About the Past
There is a false idea circulating in the community that “Fight Night games were sims” or “EA had the realistic formula right.”
But EA boxing games never simulated:
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Real stamina
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Real footwork
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Real distance control
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Real tendencies
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Real defense
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Real styles
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Real physiology
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Real pace or rhythm
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Real punch economy
What EA made were polished, animation-driven action games with boxing themes. They looked mature, so people mistakenly labeled them “sim-like,” but the gameplay systems were not built on authentic boxing logic.
SCI is treating this myth as if it were fact.
They’re designing Undisputed as if:
“Fight Night was realistic, so fans don’t like real boxing. They like hybrids.”
Wrong.
Fans never got a real sim. They never had that option.
The demand for an authentic game has been unmet for over twenty years.
2. SCI Is Afraid of Risk; But Authenticity Isn’t the Risk
SCI seems terrified that leaning into authenticity will scare away casual players. But look what actually happened:
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The realistic ESBC alpha footage exploded online
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The arcade-leaning Undisputed Early Access drove fans away
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Casuals didn’t stick around anyway
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The hybrid design satisfied nobody
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The deeper the game moved away from boxing, the worse the community reception became
Casual players do not reject realism.
They reject unpolished, shallow systems pretending to be realism.
Authenticity is not the threat.
It is the missing ingredient.
3. SCI Simplified Gameplay Because They Lacked Systems, Not Because Fans Wanted Simplicity
True realism requires:
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Accurate tendencies
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Distinct styles
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Physics-based footwork
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Punch accuracy logic
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Angle-based decision-making
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Stamina models that differ per boxer
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Foot pressure and weight-transfer systems
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AI that replicates human ring intelligence
SCI has not built these systems, and that is why realism scares them.
Their hybrid approach was not a design philosophy.
It was a shortcut.
They chose:
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Sliding movement instead of footwork
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Universal stamina instead of real fatigue curves
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Homogenized styles instead of a real boxer identity
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Button-speed punching instead of angle-dependent mechanics
They made everything easier to build, not better to play.
4. They Misinterpreted Early Access and Lost the Game’s Identity
Early Access is supposed to show the community the core vision first. Instead, SCI used Early Access to experiment, pull back, simplify, and flatten the depth. They believed that:
“Start arcade → slowly add realism later.”
But realism cannot be patched in.
It must be the foundation.
What happened?
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The original ESBC identity disappeared
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The early supporters left
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The buzz died
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The momentum collapsed
Undisputed lost the very audience that made the game big.
5. Investors and Advisors Push Hybrid Because They Don’t Understand Boxing
Investors fear:
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Complexity
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Long development loops
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High skill gaps
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Difficult balance
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Niche identity
They push for games that:
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Looks good on trailers
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Play simple
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Show instant impact
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Use flashy animations
But boxing is not a casual arcade sport.
It is a technical craft.
The audience follows authenticity.
Sports games prove this over and over.
6. SCI Forgot Who Their Real Audience Is
The people who buy boxing games are:
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Real boxing fans
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Real practitioners
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Coaches
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Analysts
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Hardcore players
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Long-term supporters
These fans want:
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Styles that matter
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Stamina that matters
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Defense that matters
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Strategy that matters
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Tendencies that matter
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Ring intelligence that matters
The casual-first approach ignored the only audience willing to support the game long-term.
In chasing a mythical casual player base that never existed, they pushed away the real fans who would have supported the game for years.
7. They Are Trying to Balance a Game That Has No Authenticity to Balance
SCI’s biggest public excuse is:
“We don’t want styles to be overpowered. We want balance.”
Balance only matters when the foundation is authentic.
Otherwise, you are balancing problems you created, not problems boxing creates.
Real boxing is balanced organically through:
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Conditioning
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Tendencies
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Speed vs timing
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Inside vs outside
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Style matchups
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Risk management
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Technique
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Defense discipline
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Decision-making
SCI removed real mechanics, so now they are forced to balance:
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Artificial stamina
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Artificial footwork
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Artificial movement rules
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Artificial punching risk
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Artificial hit reactions
This is why no change ever feels right.
You cannot balance a fake version of boxing.
You can only balance boxing by actually simulating it.
8. The Game Is Struggling Because They Ran From What Made ESBC Special
ESBC got attention because it looked like the first true, authentic boxing game since… ever. Fans saw:
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Authentic weight shifts
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Authentic movement
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Authentic punch mechanics
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Authentic presentation
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Authentic fighter behavior
That identity is gone.
Undisputed is now:
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Not authentic
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Not deep
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Not realistic
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Not simulation
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Not casual-friendly
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Not competitive
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Not grounded in boxing logic
It sits in the dead zone between genres.
This happened because SCI was scared of committing to authenticity.
The Real Truth
SCI isn’t afraid because realism won’t work.
They’re afraid because:
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They lack the systems
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They lack the experience
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They lack the advisors
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They lack the courage to commit
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They believe myths about the genre
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They misunderstand their audience
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They hide behind “casuals” to justify shortcuts
The hybrid approach backfired because it was never what boxing fans wanted.
And since there has never been an authentic 3D boxing simulation game in history, this was SCI’s chance to make the first one.
Instead, they ran from it.
That is why fans left.
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