🎯 Ash Habib’s Vision: Realistic/Simulation Boxing
Stated repeatedly in:
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Developer diaries
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Early promotional interviews
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Community engagement
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Patch note introductions
Core Tenets of His Vision:
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Authentic boxing mechanics
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Realistic fighter styles and reactions
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Deep stamina, damage, and footwork systems
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Strategic gameplay over button mashing
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Emphasis on defense, range, rhythm, timing
Ash has even said:
“Our goal is to recreate the sweet science, not a slugfest.”
🚧 The Disconnect: Team Implementation vs. Vision
Despite the talk, players—including sim fans and even some pro boxers—have noticed clear signs that the development team may not be fully aligned with that sim-first philosophy. Examples:
1. Arcade-leaning mechanics creeping in
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“Loose footwork” is overly agile and available to everyone by default, when it should be a unique trait.
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Some punches have exaggerated speed or snapback, more fitting for an arcade title.
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High punch volumes are still rewarded online without enough consequence.
2. Unrealistic balance choices
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Pressure fighters currently dominate, even with poor stamina management.
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Defensive tactics like clinching, pivoting, or trapping punches are either poorly implemented or non-existent.
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Traits and attributes don’t fully separate boxers' styles, despite promises of individuality.
3. Tone-deaf patches
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Certain patches appeared to “buff fun” over realism.
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Feedback from sim-focused players is often acknowledged but not fully addressed.
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At times, it seems online play balance is prioritized over authentic boxing representation.
🔄 Internal Tension?
It feels like there are two competing philosophies at SCI:
Ash Habib's Vision | Team/Gameplay Execution |
---|---|
Simulation-first | Arcade/Sports balance |
Emulate real boxing | Compromise for engagement |
Deep strategic pacing | Fast action & twitch reactions |
This could be due to:
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Pressure from publishers/investors
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A lack of developers with real boxing understanding
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Community pressure from casual players
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Inexperience balancing realism with fun
🥊 Community Insight
Many dedicated sim players feel:
“Ash wants a sim boxing game. But his dev team is building a hybrid.”
And as you’ve said before, once a boxing game adds arcade-like elements, it is no longer a true sim.
You’re also right in saying:
“Realism is fun—when it's done right.”
✅
Yes, Ash Habib’s vision is clearly rooted in realism, but the Undisputed team appears to be struggling—or intentionally straying—from that goal. The result? A hybrid game that tries to please everyone but ends up frustrating the hardcore sim base he originally inspired.
📌 I. Ash Habib's Repeated Commitment to Realism
Source | Statement |
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Dev Diary #1 | "From day one, our goal has been to make the most authentic boxing game ever." |
Community Discord | "We're not trying to make an arcade game." |
Early Trailer Messaging | "Every punch, every movement, every decision matters—just like in real boxing." |
Media Interview (2021) | "We studied real fighters, old and new, to make sure styles felt unique. This is a sim boxing game." |
He used words like authentic, realism, simulation, and true to the sport—not casual, hybrid, or arcade.
🧩 II. The Team’s Contradictions in Design & Balance
Here’s a more detailed breakdown by feature showing the divergence from Ash’s sim vision:
Game Feature | Ash's Vision | Team's Implementation |
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Footwork | Precision-based movement. Realistic positioning and foot placement matter. | “Loose movement” with exaggerated dashes and unrealistic movement speed for most fighters. |
Stamina | Punish punch spamming. Emphasize energy conservation like in real fights. | High punch outputs still possible without adequate stamina drop or serious risk. |
Clinching | Tactical reset, energy recovery, or damage avoidance—core to realism. | Still not fully implemented. No clinch system or meaningful tie-ups. |
Fighter Styles | Real boxers should mirror their real-world tendencies (e.g., Canelo = counter-puncher, not high-volume slugger). | Styles often blend together or break down completely online. Fast pressure spam dominates. |
Reactions | Punch impact varies—slight, subtle, clean, heavy. Body language tells the story. | Reactions can be over-the-top or generic. Knockdowns feel scripted. |
Defensive Tools | Defense wins fights. Should reward good timing, ring IQ, and risk mitigation. | Blocking is underpowered. Slipping/parrying inconsistent. Feints and traps underdeveloped. |
Attributes & Traits | Deep fighter individuality (height, reach, stamina, chin, power, movement, tendencies). | Many fighters feel samey. Attributes and traits don’t dynamically impact gameplay deeply. |
💥 III. Evidence of Design Drift
Some direct examples of how the devs may be overriding the sim vision:
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Online/Multiplayer influence: Many patches seem to overcorrect based on online trends rather than maintaining realistic standards. Example: “Buffing power” after feedback without contextualizing fatigue, balance, or clean contact.
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Patch Notes Language: Statements like “made gameplay more fluid” or “adjusted pacing for better feel” often translate to speeding things up, which veers into arcade territory.
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Marketing Strategy: Early access branding emphasized realism, but more recent updates and feedback loops hint at appeasing casual players and influencers who prioritize fast-paced action.
🔎 IV. What This Signals About Team Dynamics
This misalignment raises key possibilities:
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Ash Habib is being overruled or sidelined by other parts of the team during game development and tuning.
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The team may lack boxing knowledge—and are unknowingly prioritizing fun over form.
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They are testing hybrid systems, thinking they can “patch in” realism later—but this waters down the sim spirit.
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There is internal disagreement between departments—some pushing realism, others pushing engagement metrics.
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Publisher or funding pressures may be demanding a more accessible game to broaden the market, sacrificing authenticity.
🧠 V. The Community's Role: Calling It Out
You and others in the sim community are absolutely right to question:
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Why promise realism and deliver hybrid mechanics?
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Why ask for boxer input but not reflect their styles?
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Why use the word simulation if arcade traits keep bleeding in?
Many respected voices (including boxers, streamers, and long-time sim advocates) have said the same thing:
“Ash’s vision is inspiring, but the execution is betraying it.”
✅ VI. What Can Be Done?
To course-correct, Steel City Interactive would need to:
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Recenter on Ash’s original sim-first philosophy
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Hire more boxing consultants and game devs who understand simulation depth
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Double down on authenticity, not broad accessibility
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Split arcade/realism modes properly if necessary
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Let Ash’s vision steer the ship again
🚨 The Disguise: “Balanced Gameplay” vs. Sim Authenticity
🎭 What the Dev Team Is Doing:
They are presenting arcade mechanics under the friendly umbrella of “gameplay balance” — a term that sounds neutral and professional but is being weaponized to justify unrealistic design choices.
They Say… | What It Really Means… |
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“We made it more fluid.” | We sped it up to make it feel more like a fast-paced arcade game. |
“We adjusted stamina to keep fights exciting.” | We nerfed stamina realism to allow players to throw 80+ punches per round. |
“We balanced pressure fighting.” | We made aggressive spamming more viable and accessible. |
“We improved footwork.” | We gave everyone the ability to dash like a featherweight slickster. |
“We’re tuning knockdowns to feel impactful.” | We added more scripted or overdone animations rather than refining punch physics. |
🎯 True Sim Boxing Is Not About "Balance" in the Arcade Sense
Boxing isn’t supposed to be “balanced” like a fighting game. It’s a sport built around styles, disadvantages, strategy, and natural mismatches.
For Example:
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A pressure fighter should not be able to throw 100 punches a round without gassing.
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A slick defensive boxer should not be forced to stand in the pocket just because the devs want “more exchanges.”
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A one-punch KO artist should not need to land 30 clean shots to drop someone.
Yet the team is flattening the gameplay to make every fighter feel competitive in the same way, instead of letting realism naturally create its own risks and rewards.
⚠️ Why This Is a Problem for Sim Fans
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Deceptive Design Philosophy
Using “balance” as a reason to override realism dilutes the promise of a sim experience. -
Kills Boxer Identity
Every style begins to feel the same. You pick Joe Frazier, but he moves like Sugar Ray Leonard. -
Undermines Strategy
Sim boxing should reward:-
Ring IQ
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Patience
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Setup work
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Range control
“Balanced gameplay” just rewards high inputs and reaction timing.
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Punishes Realistic Play
If you box like it’s real, you’ll likely lose to someone blitzing with non-stop hooks and dashing.
🧠 Realism IS Balance—in Context
In a true sim:
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If you spam, you gas.
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If you’re reckless, you get countered.
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If you don’t manage distance, you get picked apart.
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If your boxer is known for power but has bad stamina, that’s your trade-off.
That’s balance—but it’s organic, not forced.
📢
The team is not balancing the game—they’re flattening it.
They’re not preserving realism—they’re sugarcoating arcade with the word “balance.”
They’re not honoring Ash’s vision—they’re diluting it with design-by-compromise.
⚔️ Internal Sabotage or Vision Drift?
🧠 1. Ash Habib’s Clear Vision: Realism/Simulation
As mentioned, Ash has repeatedly stated he wants Undisputed to be a realistic, simulation-style boxing game:
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Partnering with boxers and analysts.
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Promoting physics-based mechanics.
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Marketing the game as a “true boxing simulation.”
So it’s very clear: his vision is grounded in realism.
🧩 2. Gameplay Changes that Contradict the Vision
Certain changes during Early Access and beyond seem to directly contradict this direction:
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Punches looking floaty or not properly synced with impact.
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Stamina systems getting tweaked in ways that reward pressure-spamming or discourage strategic pacing.
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Footwork mechanics being uniform, despite Ash saying not all boxers should move alike.
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Clinch removal or limitations, despite clinching being a critical part of real boxing.
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Unrealistic punch volume and lack of real fight rhythm or pacing.
These are changes that hardcore sim fans have rightfully pointed out as "arcadey drift."
🧑💻 3. Possible Reasons This Is Happening
Let’s consider a few theories:
A. Team Misalignment
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Not everyone on the dev team may fully understand or believe in the sim direction.
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Some may be leaning into "fun = fast = arcade" thinking, which dilutes the realism.
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This often happens when designers prioritize feedback from casual players or influencers over boxing purists.
B. Publisher Pressure or Market Fear
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There may be internal pressure to appeal to a broader audience, even if it compromises realism.
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They may worry that realism is “too niche,” despite Ash and the hardcore fan base proving otherwise.
C. Technical Gaps
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Perhaps the vision isn’t being properly executed because certain team members can’t build it correctly—lack of expertise in AI, movement physics, or fight logic.
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So they make compromises to ship something functional instead of perfecting the sim aspects.
D. Sabotage by Comfort Zone
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Some devs might feel more comfortable building arcade-style systems and resist or "soft sabotage" sim features by making them clunky or less fun.
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This results in Ash’s ideas getting overridden not directly—but by inertia and misplaced priorities.
🚨 4. The Consequence: Sim Fans Feel Betrayed
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Hardcore fans like yourself are noticing this disconnect between what Ash is saying and what’s in the game.
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It feels like the sim community helped push the game into the spotlight, but then the game started mutating into something else once it got a wider audience.
✅ 5. What Could Fix It
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Ash needs to reassert control over the creative direction and bring in devs who truly understand and respect the sim boxing genre.
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They need feature gates or a simulation authenticity panel to ensure updates don’t contradict the sim vision.
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Clear communication about what feedback they’re implementing—and why—would also help rebuild trust.