Saturday, July 18, 2026

Ash Habib Needs to Make Up His Mind: Does Steel City Interactive Want Fan Feedback or Not?

 

Steel City Interactive owner Ash Habib needs to provide a clear and consistent explanation of how fan feedback will influence the next Undisputed boxing game.

On one hand, Ash has suggested that Steel City Interactive listened to too many competing voices during the development of the first game and moved away from its original foundation. His comments appeared to imply that the studio should have trusted its initial vision instead of repeatedly changing direction to satisfy different sections of the audience.

On the other hand, Steel City Interactive is once again asking fans to provide feedback, suggestions, and ideas for the sequel.

That creates an obvious contradiction.

Is Ash returning to his original vision and reducing the community’s influence over development?

Or does Steel City Interactive still want the community to help shape the game?

Both approaches can exist together, but Ash and SCI need to explain how.

The company cannot criticize fan influence when development decisions fail, then promote community feedback when it needs renewed excitement and support for the sequel.

Listening to Fans Was Never the Real Problem

The problem was not that Steel City Interactive listened to fans.

The problem was how the studio collected, interpreted, prioritized, and implemented the feedback it received.

Listening to fans does not mean blindly agreeing with every comment posted on Discord, YouTube, Reddit, X, Steam, or social media. It does not mean changing the combat system every time one vocal group complains. It does not mean allowing popular content creators, competitive online players, casual players, or arcade fighting-game fans to speak for the entire boxing community.

A responsible studio should collect feedback from different audiences, identify repeated concerns, compare those concerns with gameplay data, consult people who understand boxing, test multiple solutions, and determine whether a proposed change supports the game’s established design philosophy.

That requires leadership and structure.

If the game’s foundation is supposed to be realistic and authentic boxing, then every major gameplay decision should be evaluated against that foundation.

Does the change make boxing styles more distinctive?

Does it improve the relationship between footwork, balance, positioning, defense, and punching?

Does it make stamina, damage, recovery, timing, and ring generalship more believable?

Does it improve responsiveness without removing tactical consequences?

Does it solve a legitimate gameplay problem, or does it merely make the game easier for one section of the audience?

Steel City Interactive should never stop listening. It should become more disciplined about who it listens to, what evidence it considers, and how it applies that information.

Options and Sliders Exist for a Reason

Different players wanting different experiences should not be treated as an impossible development problem.

That is precisely why videogames have options, sliders, assists, difficulty settings, simulation presets, customizable rules, control configurations, offline settings, and separate online environments.

A modern sports game does not have to force every player into the exact same experience.

A realistic boxing fan should be able to choose a demanding simulation experience with:

  • Realistic stamina consumption and recovery

  • Boxer-specific physical and technical advantages

  • Punishing footwork and positioning mistakes

  • Difficult defensive timing

  • Authentic injuries and accumulated damage

  • Intelligent clinching and inside fighting

  • Realistic knockdowns and recovery

  • Strong matchup disadvantages

  • Minimal visual indicators and assists

  • Strict referee, judging, and rule settings

A casual player could choose:

  • Simplified controls

  • Stronger defensive assistance

  • More forgiving stamina

  • Easier movement and recovery

  • More visible gameplay indicators

  • Reduced injury severity

  • Faster pacing

  • More balanced boxer ratings

  • Less punishing tactical mistakes

A hybrid player could choose an experience between those two approaches.

That is not an unrealistic demand. That is intelligent sports-game design.

The studio should establish a deep and authentic boxing foundation, then allow players to customize how demanding, accessible, realistic, or forgiving that foundation becomes.

Steel City Interactive does not need to combine every audience into one compromised default system.

It can provide separate simulation, hybrid, and casual presets. It can provide gameplay sliders. It can provide assists. It can provide customizable rule contracts. It can separate realistic online matchmaking from more accessible competitive matchmaking.

Options are not evidence that a studio lacks direction. Options allow a studio to maintain its direction while respecting different sections of its audience.

The excuse that conflicting fan preferences made the game impossible to design does not hold up when the company did not fully use the customization tools available to solve that exact problem.

SCI Must Define Its Original Foundation

Ash has spoken about returning to his foundation, but what exactly was that foundation?

Fans deserve a specific answer.

Was the original goal to create the most realistic and technically detailed boxing simulation possible?

Was the goal to make an accessible hybrid game that looked authentic but remained easy to play?

Was the goal to create a competitive online fighting game using licensed boxers?

Was the goal to satisfy both hardcore and casual audiences with options and separate gameplay configurations?

The word “authentic” is not enough.

Authenticity must be defined through systems and mechanics.

Does authentic boxing mean realistic stamina, foot positioning, balance, leverage, inside fighting, clinching, feints, parries, defensive shells, punch variation, boxer tendencies, ring generalship, referee involvement, corner strategy, injuries, judging, and style-specific artificial intelligence?

Or does authenticity mainly refer to licensed boxers, recognizable arenas, real organizations, motion capture, broadcast graphics, and visual presentation?

A boxing game can look authentic without playing authentically.

A game can feature championship belts, famous venues, realistic boxer models, television-style presentation, and official licensing while failing to represent the tactical and physical depth of boxing.

Ash cannot simply say that SCI is returning to its foundation. He must define what that foundation includes and what the studio refuses to compromise.

Are Developers Influencing the Direction?

Some fans believe Steel City Interactive’s developers may be influencing Ash away from his original vision.

That belief has not been publicly proven and should not be presented as established fact.

However, it is understandable why the suspicion exists.

Ash originally presented himself as a passionate boxing fan trying to build the boxing game that major companies were unwilling to make. As Steel City Interactive expanded, hired developers from other major studios, added offices, secured investments, signed licensing agreements, and became responsible for a larger commercial operation, the game’s direction appeared to change.

The company’s public communication also became more controlled and corporate.

That does not automatically prove Ash lost control of the project. It does raise legitimate questions about who now has the strongest influence over gameplay decisions.

Is Ash still the person establishing the creative vision?

Does the gameplay director have final authority over the combat system?

Are online competitive designers determining how boxer ratings and styles are balanced?

Are technical limitations shaping design decisions that are later presented as creative choices?

Are publisher expectations, retention targets, accessibility goals, development schedules, and monetization plans influencing the game more than boxing realism?

Are developers with experience in arcade fighting games, wrestling games, football games, or action games applying design philosophies that do not fit a serious boxing simulation?

Hiring experienced developers can strengthen a studio, but experience at a major company does not automatically equal an understanding of boxing.

A developer can possess strong technical ability and still misunderstand the sport being represented.

The public deserves to know who controls the boxing philosophy of the sequel and how conflicts between accessibility, competitive balance, commercial appeal, and realism are resolved.

The Scripted Video Concern

Some fans believe Ash appears to be reading prepared scripts in company videos and does not always remain consistent with those messages afterward.

Reading from a script is not automatically dishonest or suspicious.

Company owners and executives often use prepared statements to avoid revealing confidential information, making inaccurate promises, contradicting legal agreements, or creating confusion about unfinished features.

The real problem is not whether Ash reads from a script.

The problem is whether the message remains consistent after the video ends.

When Ash says the studio listened too much and needs to return to its own vision, fans reasonably interpret that as a reduction in community influence.

When SCI later asks those same fans for more feedback and ideas, the company must explain what has changed.

Is the studio only collecting feedback to identify problems?

Will fans be allowed to influence solutions?

Which ideas will be considered?

Who will evaluate them?

What standards will determine whether an idea fits the game?

Will experienced boxers, trainers, coaches, simulation players, casual players, online competitors, and content creators all be treated equally?

Prepared communication only works when the underlying position is clear and consistent.

Otherwise, every new video begins to feel like a temporary marketing message rather than a dependable development philosophy.

“The Community” Is Not One Group

Steel City Interactive must stop speaking about “the fans” or “the community” as though everyone wants the same boxing game.

The audience includes:

  • Hardcore boxing fans

  • Former and active boxers

  • Trainers and coaches

  • Sports-simulation players

  • Offline career players

  • CPU-versus-CPU players

  • Online competitive players

  • Casual players

  • Arcade fighting-game fans

  • Content creators

  • Modders

  • Creation-suite players

  • Boxing historians

  • Players focused primarily on licensed boxers

  • Players interested in management and promoter systems

  • Players who want accessibility options

These audiences may disagree about almost every part of the game.

An online competitive player may want boxers to be more evenly balanced so every matchup feels fair.

A simulation player may argue that boxing is not fair. Size, reach, speed, power, durability, experience, style, conditioning, age, injury history, and technical skill should create meaningful advantages and disadvantages.

A casual player may want easier movement, simplified defense, forgiving stamina, and faster action.

A boxing technician may want poor positioning, bad balance, predictable combinations, incorrect range, and reckless pressure to produce serious consequences.

A career player may want a deep boxing world with promoters, managers, trainers, rankings, negotiations, injuries, rivalries, sanctioning organizations, and long-term progression.

An online player may be more concerned with responsiveness, matchmaking, exploits, and competitive balance.

One group does not have to defeat or silence the other.

The solution is a layered game with separate presets, options, sliders, assists, rule configurations, and online environments.

SCI should not blend every preference into one watered-down experience and later claim that satisfying different fans was impossible.

Not Every Fan Suggestion Should Be Treated Equally

Steel City Interactive should listen to everyone, but listening does not mean every opinion carries the same technical value.

A boxer with years of experience may notice problems with foot placement, weight transfer, punch mechanics, defensive posture, range, balance, and ring positioning that an average player would never recognize.

A trainer may understand tactical adaptation, corner instructions, conditioning, recovery, opponent preparation, and style matchups at a much deeper level.

A longtime sports-simulation player may understand sliders, tendencies, attributes, progression systems, franchise logic, artificial intelligence, and customization better than someone who mainly plays arcade fighting games.

An experienced online competitor may identify exploits, input problems, latency issues, animation abuse, and balancing problems that an offline player would not see.

Each group offers different expertise.

SCI should categorize feedback instead of mixing all comments into a single community bucket.

Feedback should be separated into areas such as:

  • Boxing authenticity

  • Combat mechanics

  • Artificial intelligence

  • Online balance

  • Responsiveness

  • Accessibility

  • Career depth

  • Presentation

  • Creation tools

  • Technical performance

  • Rules and officiating

  • Boxer identity

  • Controls

  • Difficulty

  • Customization

The studio should then evaluate suggestions using people qualified to understand each category.

Popularity should not be the only measurement of value.

An idea does not become correct because a major content creator supports it. A technically important issue does not become irrelevant because only a smaller group of knowledgeable players recognizes it.

Feedback Should Not Mean Discord Alone

SCI should also explain how it plans to collect feedback.

A Discord server is not a scientific representation of the entire audience.

YouTube comments are not a controlled survey.

Social-media engagement is not reliable market research.

Content creators do not automatically represent offline players, simulation players, older boxing fans, former boxers, international audiences, disabled players, or people who left the community because they felt ignored.

A structured independent survey could provide SCI with much better information.

The survey should ask players:

  • What type of boxing game they prefer

  • Which modes they play

  • Whether they prioritize realism, accessibility, or competitive balance

  • Which mechanics they believe are missing

  • Which features they want customizable

  • How much career and management depth they expect

  • Whether they play online, offline, or both

  • Which control schemes they use

  • Which aspects of boxing they understand

  • Whether they have boxing, coaching, development, or sports-game experience

  • Why they stopped playing the first game

  • What would convince them to buy the sequel

The results should be published so the community can see what different audiences actually want.

That would be more credible than repeatedly claiming that SCI knows what the fans want while refusing to independently measure the audience in detail.

Ash Should Answer These Questions Directly

Instead of offering another broad request for ideas, Ash should answer specific questions about SCI’s development philosophy:

  1. What was the original foundation of Undisputed?

  2. Which parts of that foundation were changed because of fan feedback?

  3. Which sections of the community influenced those changes?

  4. Which changes does Ash now believe damaged the original vision?

  5. What is the non-negotiable foundation of the sequel?

  6. Is the default experience intended to be a simulation, a hybrid sports game, or an accessible competitive boxing game?

  7. Will the sequel include separate simulation, hybrid, and casual presets?

  8. How extensive will the gameplay sliders and accessibility options be?

  9. Will offline players have control over stamina, damage, speed, movement, artificial intelligence, referee behavior, judging, injuries, knockdowns, recovery, and boxer tendencies?

  10. Will online simulation and casual matchmaking use separate rule configurations?

  11. Who has final authority over combat design?

  12. Who determines whether a mechanic accurately represents boxing?

  13. How are boxers and trainers involved in evaluating gameplay systems?

  14. How is feedback from knowledgeable boxing fans weighed against feedback from casual and competitive players?

  15. Will SCI use a structured third-party survey?

  16. What does SCI mean when it uses the word “authentic”?

  17. Will the company publish a design philosophy so fans understand what feedback fits the project?

  18. How will SCI prevent the sequel from changing direction every time a vocal group complains?

These are not unreasonable or hostile questions.

They are accountability questions for a company asking players to trust it with another boxing game.

Fans Should Not Become the Excuse

Ash should not use the community as an explanation for every design failure in the original game.

Developers make the final decisions.

Fans may request changes, complain about mechanics, demand balancing adjustments, or suggest new ideas, but the studio decides what enters the game.

If a change damages the game’s identity, that is ultimately a leadership and development decision.

SCI could have rejected the suggestion.

SCI could have tested it more thoroughly.

SCI could have limited it to a casual preset.

SCI could have created a slider.

SCI could have made it an optional assist.

SCI could have separated the online and offline implementations.

SCI could have preserved the original mechanic in simulation mode.

The company had choices.

Fans should not be blamed because SCI failed to create a system capable of supporting different preferences.

Threats, harassment, and personal attacks are unacceptable. Those actions should be condemned without hesitation.

However, the behavior of a small number of abusive individuals should not be used to dismiss legitimate criticism from knowledgeable fans.

Constructive feedback and abusive behavior are not the same thing.

SCI must separate them instead of treating all criticism as a danger to the studio’s vision.

A Strong Vision and Player Choice Can Exist Together

Ash does not have to choose between having a clear vision and listening to the community.

A strong studio can do both.

The foundation should come from a clearly defined understanding of boxing.

The customization should allow different audiences to shape the experience around that foundation.

The studio should decide that footwork, positioning, timing, balance, stamina, style identity, defense, ring generalship, and tactical consequences are essential.

Then players should be allowed to customize how demanding those systems become.

A simulation preset can preserve the full consequences.

A hybrid preset can soften selected mechanics.

A casual preset can introduce stronger assists and more forgiving values.

Sliders can allow advanced users to adjust the experience even further.

That is not a lack of direction. It is a deep, flexible design philosophy.

A game does not become less authentic because it includes accessibility options. It becomes less authentic when the default systems lack depth and no option exists to restore it.

Make the Vision Clear and Stand Behind It

Ash Habib needs to make up his mind about Steel City Interactive’s relationship with its audience.

If SCI wants feedback, it should explain how that feedback will be collected, categorized, evaluated, tested, and implemented.

If Ash wants to return to his original foundation, he should clearly define that foundation.

If different audiences want different experiences, the studio should use presets, sliders, assists, customizable rules, and separate gameplay environments instead of forcing everyone into one compromised system.

If developers, executives, consultants, investors, publishers, or competitive players are influencing the direction, SCI should be transparent about who has final creative authority.

Fans do not need another cycle of broad promises, unclear terminology, selective listening, unexplained changes, and retrospective claims that the community pulled the game in too many directions.

Steel City Interactive should listen to fans.

It should listen to boxers and trainers.

It should study gameplay data.

It should test competing ideas.

It should provide meaningful options.

It should protect a realistic boxing foundation.

Most importantly, it should stop presenting player choice and creative direction as though one must destroy the other.

Options and sliders exist so different players can enjoy the same boxing game without forcing one audience’s preferences onto everyone else.

The community is not asking SCI to abandon its vision.

The community is asking SCI to define that vision, build it properly, provide real customization, and remain consistent enough to stand behind it.

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