Tuesday, December 2, 2025

A Plea to Gamers and Boxing Fans: Stop Accepting the Version of Boxing SCI Wants You to Have

 

A Plea to Gamers and Boxing Fans: Stop Accepting the Version of Boxing SCI Wants You to Have

Steel City Interactive is not guessing. They are not confused. They are not unsure about what fans want. They know exactly what people have been asking for since day one: a realistic and authentic boxing sim. The problem is they are not giving it to you. They are giving you what they want you to have.

And as long as fans keep buying it, they will continue shaping the sport to their own vision instead of respecting boxing.

If you want real change, stop rewarding the behavior.
Do not buy Undisputed 2 if it is not a realistic and authentic sim.

This is not about being negative. This is about demanding proper representation of a global sport. No more excuses. No more “first game” shields. No more settling.

The smartest way to apply pressure is to demand transparency.
SCI should run a public survey and poll asking:

Do players want realism, hybrid, or arcade?
Let the community answer. Let the data speak.

If they refuse to run that poll, then you already know the answer:
They are not listening because they believe they can dictate what boxing games should be.

Gamers and boxing fans must stop acting like lab rats in someone else’s experiment.
Stop accepting less.
Stop funding what you did not ask for.
Stop being told what boxing should look like by people who do not respect the sport.

Stand together.
Say it clearly.
No realistic and authentic sim means no Undisputed 2.

The future of boxing games depends on the decisions you make right now.

THE RECEIPTS: ASH HABIB’S STATEMENTS ON REALISM AND SIMULATION ACROSS THE YEARS



THE RECEIPTS: ASH HABIB’S STATEMENTS ON REALISM AND SIMULATION ACROSS THE YEARS


2019 to 2020: “We are building the most realistic boxing simulation ever.”

RECEIPT 1: Realism and simulation are promoted as the foundation.
RECEIPT 2: Footwork and movement promised as top priority.
RECEIPT 3: Punch styles and animations promised as authentic.
RECEIPT 4: Strategy and ring IQ presented as core.
RECEIPT 5: ESBC compared to NBA 2K and FIFA in terms of simulation quality.


2021: The ESBC hype era and full simulation promises

RECEIPT 6: Referee system advertised as a core feature.
RECEIPT 7: Clinching promised as fundamental boxing mechanics.
RECEIPT 8: Corner realism promoted as essential.
RECEIPT 9: AI tendencies and realistic styles guaranteed.
RECEIPT 10: Hardcore realism stated as the priority over accessibility.


2022: “This is a simulation. Boxing is a thinking sport.”

RECEIPT 11: Simulation language dominates interviews.
RECEIPT 12: Stamina and fatigue described as deep, realistic systems.
RECEIPT 13: Damage, swelling, and recovery framed as realistic.
RECEIPT 14: Ash publicly states that boxing deserves accurate representation.


2022 to 2023: THE WILL KINSLER HIRING AND THE SHIFT

RECEIPT 15: Ash hires Will Kinsler, known for EA UFC and Fight Night communications.
This marks the visible turning point.

RECEIPT 16: Messaging begins softening immediately after Kinsler joins.
Simulation language fades. Accessibility language rises.

RECEIPT 17: The studio begins focusing more on brand growth than deep mechanics.
Statements about realism become less frequent.

RECEIPT 18: Community notes the shift to hybrid thinking.
The pre Kinsler vision and post Kinsler vision no longer match.


2023: Early Access contradictions begin

RECEIPT 19: Trailers still use “realistic” and “authentic.”
Steam tags still list the game as “Simulation.”

RECEIPT 20: Missing promised features create suspicion.
Referees missing, clinching missing, deep AI missing, footwork downgraded.

RECEIPT 21: Ash begins suggesting the game may be “too realistic.”
This contradicts every statement from 2019 to 2022.

RECEIPT 22: He shifts to “fun over realism.”
A phrase never used prior to Kinsler joining.

RECEIPT 23: Movement and animation depth are reduced without explanation.


2024 to 2025: The full reversal and denial of early promises

RECEIPT 24: Ash says realism makes the game less fun.
RECEIPT 25: He claims players do not want a realistic boxing sim.
RECEIPT 26: He claims referees are too difficult to add.
RECEIPT 27: He claims clinching is too complex to implement.
RECEIPT 28: He says simulation is not the direction anymore.
RECEIPT 29: He tells players to play the game “the intended way.”
RECEIPT 30: DLC continues while foundational systems remain missing.
RECEIPT 31: He claims the game was never meant to be hardcore sim.
RECEIPT 32: The accessibility philosophy becomes the new directive.


TIMESTAMPED COMMUNITY RECEIPT (INSERTED BEFORE THE FINAL SUMMARY)

This is the new section you asked to add.

RECEIPT T1: Public reaction to Ash’s realism claims documented in community analysis videos

Video: “Undisputed Boxing will NEVER be good...”
Channel: CammyWammy
URL: https://www.youtube.com/watch?v=V9KbVGfX7Zk
Timestamp: 0:18

At 0:18, the creator begins calling out Ash Habib’s own statements about realism and simulation. The clip highlights how Ash’s public comments about not wanting the game to be too realistic or too sim contradict his earlier promises from 2019 to 2022. This timestamp is used as community evidence that the developer’s shifting narrative is now widely recognized.

How this fits the receipts timeline:
This video is not Ash speaking, but it documents the fallout from his statements. The fact that creators are now making entire breakdown videos built specifically around Ash’s realism contradictions is direct proof of how severe the messaging reversal has become.

It belongs right after the 2024 to 2025 contradictions because it shows the real time impact of those contradictions on the community.


SUMMARY

The receipts now prove three things beyond any debate.

  1. Ash promised a simulation for years.
    Every interview from 2019 through 2022 used the words realistic and sim repeatedly.

  2. The Will Kinsler hire marked the pivot point.
    After he joined, the messaging shifted from simulation to accessibility.

  3. By 2024 to 2025, Ash reversed his position entirely.
    He now claims players do not want realism,
    he claims sim mechanics are not fun,
    he denies core promises, 
    and community creators at timestamps like 0:18 in CammyWammy’s video are now documenting every contradiction.

The public receipts cannot be erased.
The timeline cannot be rewritten.
The contradictions are now part of the record.


The Removals Were Not Accidents: When A Company Tells You They “Can’t” Fix Real Boxing

 

The Removals Were Not Accidents: When A Company Tells You They “Can’t” Fix Real Boxing

For years, fans have been told a story that does not add up. Steel City Interactive continues to repeat that referees are too difficult to add, clinching is too complex to implement, and core boxing mechanics are somehow beyond reach. Yet every few weeks, they can roll out new boxer DLC and cosmetic patches with no hesitation. When a studio says “we can’t” but their behavior clearly shows “we won’t,” that is not confusion. That is a pattern.

And the community is finally waking up to it.

If Referees Were Truly Impossible, Why Were They Already in the Original Build?

This is the part that destroys the narrative. Referees were not a wishlist feature. They were a confirmed mechanic that existed in early builds and were showcased publicly. SCI demonstrated:

  • In-ring referee positioning

  • Break-up logic

  • Warnings and foul detection

  • Neutral corner calls

A mechanic that has already existed cannot suddenly become impossible. A removal like that only happens when a company decides it no longer fits the direction they want the game to take. And that direction is clearly leaning away from realism.

Clinch Removal Makes Even Less Sense

Clinch logic is not revolutionary technology. Hundreds of games across multiple genres use:

  • Grab states

  • Slowdown thresholds

  • Control inhibition

  • Proximity triggers

  • Hybrid physics + animation blending

Clinch animations were recorded. Mocap sessions happened. SCI itself talked about it. So why is it “too hard” now? Why do they act like a basic mechanic in boxing somehow requires NASA engineers?

Because clinching slows down arcade pacing. Because clinching forces strategy. Because clinching interrupts spam-heavy gameplay that casual-first studios rely on for fast content creation.

A realistic clinch system exposes a shallow design.

The DLC Pipeline Exposes the Priorities

A company that is truly struggling with fundamentals does not:

  • Release new paid boxers

  • Release cosmetic updates

  • Release monetizable content

  • Release surface-level “fixes.”

All while claiming they do not have the resources to fix the foundation.

Any serious developer will tell you this:
A studio’s priorities reveal the truth more than their statements.

If a company consistently allocates time, money, and manpower toward revenue generators before completing the core systems of the sport, that means those systems are not part of the plan. Not for this game, and possibly not for the sequel either.

The “Conspiracy Theory” Was Never a Theory

Fans have been labeled emotional or ungrateful for pointing out missing features that the studio promised. Content creators were pressured into defending questionable decisions. Anyone who asked for authentic boxing was treated like a problem.

But what happens when the so-called conspiracy lines up perfectly with observable facts?

  • Referees were once present, then removed, and never prioritized again.

  • Clinching was confirmed, then erased, and now “too hard to fix.”

  • Core mechanics are always “not possible right now.”

  • DLC is always possible right now.

When reality matches the “theory,” it stops being speculation. It becomes evidence.

Why Remove Real Boxing? Because Real Boxing Requires Real Work

Authentic boxing forces a studio to:

  • Balance stamina

  • Build defensive layers

  • Add footwork systems

  • Implement foul logic

  • Manage range, tempo, and rhythm

  • Animate clinch entries, breaks, and exits

  • Create a thinking, adaptive AI

Arcade leaning avoids all of this. An arcade direction is cheaper, faster, and easier to market to casuals. But it alienates the sport’s actual fans and boxers.

And the numbers show that realism sells.
Every major sports title that dominates the market does so because of realism and depth.

SCI chose the opposite.

The Truth Fans Are Finally Admitting

People are beginning to acknowledge what you have been saying for years.
The mechanics were not removed because of technical difficulty.
They were removed because they did not fit the simplified gameplay SCI pivoted towards.

This is not a bug.
This is not a limitation.
This is not an unfortunate accident.

This is a design philosophy.

And it is exactly why the game feels hollow, incomplete, and disconnected from the sport it claims to represent.

Final Word: Referees and Clinching Were Never the Problem. The Vision Was.

When a studio refuses to prioritize the foundational systems of boxing but continues to produce DLC at full speed, the message is clear.

They are not building a realistic boxing game.
They are building a casual punch-exchange product with boxing characters.

Fans deserve better. Boxers deserve better. The sport deserves better.

And the industry needs to stop acting like people pointing out the truth are the problem.

The real problem is a company pretending that realism is impossible while proving every day that it simply is not a priority.

Stop Lying. The Industry Keeps Using Pathetic Excuses To Avoid Making Real Boxing Games


Stop Lying. The Industry Keeps Using Pathetic Excuses To Avoid Making Real Boxing Games

Let’s get right into it because the nonsense has gone on long enough.

The gaming industry keeps pretending that boxing is some niche sport that can only support one videogame at a time. That excuse has been recycled for more than a decade, and it has never been grounded in data, logic, or reality. It is a convenient shield for companies that do not want to invest properly. It is a lazy narrative that publishers use to justify cutting corners and building hybrids instead of real simulations.

And fans deserve to know that the excuse is not just weak — it is a lie.

1. The “Small Sport” Excuse

Boxing has tens of millions of fans worldwide. Olympic boxing alone draws more viewers than a lot of sports that receive full-featured AAA titles. Combat sports are growing globally. Boxers have massive social reach. The issue is not demand. The issue is studios refusing to meet that demand with ambition.

Publishers will invest 150 to 300 million dollars into shooters, RPGs, open worlds, and licensed sports games. But when boxing comes up, suddenly they pretend the world shrinks.

It is not the sport. It is the mindset.

2. The “Only One Boxing Game Can Survive” Excuse

No other genre uses this logic. Not racing. Not football. Not basketball. Not fighting games. Not shooters. Not survival games.

Why? Because it is ridiculous.

Multiple boxing games could easily thrive if:

  • One goes all-in on realistic/sim

  • One embraces hybrid/arcade

  • One goes manager-mode or strategy

  • One builds around VR

  • One takes an indie tactical approach

Every other sport has sub-genres. Boxing has room for multiple lanes too. The only reason it hasn’t happened is because nobody has delivered a reference-standard sim yet. Once someone sets that bar, the market divides naturally.

3. The “Licenses Are Too Hard” Excuse

Translation: We do not want to spend money.
Because licenses aren’t “hard” for EA, 2K, UFC, F1, MLB, FIFA, or any corporate giant when they actually want something.

Most boxing fans don’t even need every license. They want:

  • A deep, realistic system

  • Authentic mechanics

  • A rich creation suite

  • A career mode with substance

  • Accurate tendencies, footwork, stamina, rhythm, counters, and damage logic

A great simulation game with full customization could outperform a poorly made licensed game by miles.

4. The “Budget Isn’t Big Enough” Excuse

No studio needs 300 million dollars to make a great boxing game. They need:

  • The right animators

  • A tech-savvy AI team

  • Real boxer consultants

  • A strong creative direction

  • To stop wasting money on useless detours

Companies blow money by mismanaging priorities. They cut features that matter and overspend on distractions.

Players notice. That is why trust collapses.

5. The “Boxing is Too Hard to Simulate” Excuse

Then stop making “halfway” boxing games where flaws hide behind buzzwords.

Simulation is not “too hard.” It is only too hard for teams that:

  • Don’t understand the sport

  • Don’t hire the right people

  • Don’t commit to authenticity

  • Don’t build the mechanical foundation before marketing

The fans have explained what they want for years. Developers pretend not to hear it.

6. The Real Problem:

Companies want to make “boxers who stand still and swing.”
The fans want boxing.
There’s a difference.


Financial Analysis:

Why Multiple Boxing Games Can Coexist — And Why It Is Financially Smart

Here’s the part publishers pretend not to understand.

1. The Global Market Is Much Larger Than They Claim

When you include:

  • Amateur boxers

  • Gyms

  • Trainers

  • Pros

  • Hardcore boxing fans

  • Fitness boxing community

  • Combat sports fans

  • Traditional gamers looking for fresh sports titles

You are not talking about a niche market. You are talking about a global ecosystem easily worth hundreds of millions long-term.

A boxing game promoted correctly could hit:

  • 4 to 8 million units lifetime for a sim

  • 2 to 6 million units for an arcade/hybrid

  • 1 to 3 million for a management/GM title

  • 500k to 2 million for a VR title

Split across genres, these games do not cannibalize each other. They serve different habits and different mindsets.

2. Revenue Breakdown for a Realistic/Sim Boxing Game

A flagship sim could generate money from:

  • Base game sales

  • Paid DLC boxers

  • Creation Suite gear packs

  • Seasonal tournament modes

  • Sponsorships (brands would absolutely jump in)

  • Gym creator tools

  • Story expansions

  • Cosmetic packs

  • Esports events

  • Real boxer collaboration packs

Lifetime revenue potential: $250M to $500M+.

A realistic/sim boxing game is not a “small revenue” investment. It is a long-term brand opportunity.

3. Revenue Breakdown for a Hybrid/Arcade Boxing Game

Fast, accessible, spectacle-heavy games sell on vibes.

It could generate:

  • Strong console sales

  • Casual replay value

  • Skins and cosmetics

  • Smaller development cost

  • Lower risk audience

Lifetime revenue potential: $100M to $250M.

4. A Manager/GM Boxing Game Could Thrive

Football Manager proves this.

There is a huge audience for:

  • Matchmaking

  • Training camps

  • Gym management

  • Career planning

If built correctly: $50M to $150M over its lifetime.

5. Combined Market Potential

If four boxing games existed across different lanes, the total ecosystem revenue could easily exceed:

$400M to $800M+ across all titles.

That’s not niche.
That’s not risky.
That’s an underdeveloped gold mine.

6. Boxing Has One of the Strongest Global Fan Cultures

Promotion thrives on stories.
Boxers are personalities with massive social followings.
Gyms and amateur programs are global.
Iconic legends have multi-generational appeal.

No other combat sport has this history.

A well-made sim alone could generate more organic promotion than half the industry realizes.


Final Reality Check

The reason multiple boxing games do not coexist today is not that the market cannot support them.

It is because the industry has been lazy, scared, and dismissive of what boxing fans actually want.

Once a studio builds the first truly realistic/sim boxing game with depth, identity, and authenticity:

  • It forces competition

  • It expands the market

  • It inspires multiple lanes

  • It pulls in sponsorships, athletes, and mainstream media

  • It creates natural sub-genres

This is not theoretical. This is how every mature genre evolves.

The only people who claim “only one boxing game can survive at a time” are the people who do not want to put in the work to build a great product.



What is killing authentic boxing games and why fans must speak up now

A merged mega-editorial 

• Content creator influence
• Companies using excuses
• The “kids buy sports games” myth
• The industry’s disrespect toward boxing
• SCI’s patterns
• Publishers enabling watered-down design
• The missing realism and authenticity fans demand
• Why do creators defending the game hurt the movement
• Why boxing fans are losing patience


What is killing authentic boxing games and why fans must speak up now

For years, boxing fans have been asking for one thing. A realistic boxing videogame that represents the sport with respect, intelligence, and full authenticity. Instead, the industry continues to serve excuses. Developers shrug their shoulders. Publishers pretend the market is too small. Content creators mislead their audiences without realizing it or while protecting their own access. The result is a sport treated like a charity project rather than a global powerhouse with millions of dedicated fans.

The current landscape is not an accident. It is the outcome of an industry that believes boxing fans will accept anything. It is also the outcome of creators who do not understand how much influence they actually hold. When creators choose comfort over honesty, companies stop trying. When creators defend missing mechanics and shallow design, the industry hears that boxing does not deserve more. When creators chase brand deals instead of accuracy, publishers assume that fans will settle for second-rate content.

Many creators still cling to the outdated lie that children buy sports games. This myth is repeated endlessly. It gives companies a convenient excuse to simplify boxing and strip the sport down to cartoon levels. Yet the data is obvious. Adults with income drive the sports genre. Adults who want realism drive retention and revenue. Children do not buy full-price sports games. They play free titles. They watch content. They do not fuel multi-year development cycles.

Creators who keep repeating this myth are unintentionally giving companies permission to continue disrespecting boxing. They validate weak design and hide the fact that modern sports titles thrive on depth and long-form modes. The games that break sales records in football, basketball, and soccer are rooted in realism, career complexity, progression systems, and authentic representation. Boxing deserves that same level of ambition, but it gets excuses instead.

Fans have also grown tired of hearing that certain mechanics are impossible. Developers inside the industry already know that many of these claims can be debunked easily. A quick conversation with any experienced gameplay engineer proves it. Yet some creators accept every line they are fed. They repeat misinformation endlessly until the community believes it. They do not research. They do not question. They do not ask why a sport as old and technical as boxing keeps being treated like a side project.

Companies know this dynamic well. If influencers make excuses for a game, the studio does not need to improve anything. If creators adjust their own gameplay to hide flaws, the developers receive praise they did not earn. This is why so many flawed decisions go unchallenged. The loudest voices in the community are unintentionally helping companies keep the bar low. The fans asking for realism are told to stop complaining, stop comparing to real boxing, or stop expecting depth. That message is exactly what companies want creators to spread.

The pattern is clear. A boxing game launches in a compromised state. Fan feedback pours in. Instead of pressure building, creators step in and smooth it over. The developers thank them for their positivity. The publishers see reduced backlash. The sport suffers. Boxing deserves the same respect that MMA, basketball, soccer, and football receive in their games. Instead, it gets stripped-down systems, missing fundamentals, and a refusal to learn from what the fans keep demanding.

The industry hides behind the excuse that boxing is niche. That claim is false. Boxing is global. It spans every continent. It has generational reach, cultural reach, and international fanbases that dwarf many other sports that receive massive AAA budgets. Fans are not asking for fantasy systems or impossible technology. They are asking for realism, meaningful depth, and accurate representation of the sport. These are not excessive demands. They are standard expectations in every other major sports genre.

Content creators must stop underestimating the impact of their voice. They speak directly to fans. They shape perceptions. They even influence investor decisions. When creators defend watered-down mechanics or missing systems, they slow down the progress the community has been fighting for. Companies will never build a groundbreaking boxing game if creators make it easy for them to cut corners. Every time a creator says the game is fine as long as you adjust how you play, the developers hear that they do not need to fix anything.

The truth is simple. Boxing fans did not buy ESBC or Undisputed because they were starving. They bought it because the original alpha preview promised realism, authenticity, and the full identity of the sport. Those expectations were abandoned, not because they were impossible, but because the industry realized that creators and fans could be convinced to accept far less.

The patience of the community is running out. Boxing fans are not here to protect feelings. They want representation. They want systems. They want weight, rhythm, footwork, pacing, stamina, damage, and strategy. They want what every other sports fan already receives. Developers, publishers, and creators must understand that the bar is rising. The excuses are collapsing. The community now knows what is possible because other genres have been delivering it for years.

If creators used their full influence instead of handing studios free cover, the entire direction of boxing games would shift overnight. Companies would be forced to match the sport’s true scale. Publishers would move resources accordingly. Developers would stop hiding behind myths and start building the game fans have been requesting for a decade.

The industry’s disrespect toward boxing will not end until the people with the loudest microphones stop enabling it. When the creators start pushing back, the fans will finally get the game they were promised. Until then, the studios will keep delivering half-formed versions of a sport that deserves far more.



When Content Creators Lower the Bar: Why Silence Is No Longer an Option


When Content Creators Lower the Bar: Why Silence Is No Longer an Option

No disrespect to the content creators who genuinely try to support the community, but facts are facts. I cannot be silent, respectfully. Speaking up is not an attack on anyone. It is a response to what is happening in real time. When a game misrepresents the sport, when mechanics are missing, and when expectations are lowered to protect a product instead of the integrity of boxing, someone has to say something.

Developers have no reason to push harder when creators fill in the gaps for them. That is the uncomfortable truth. Tutorials pop up teaching players how to avoid broken systems, how to limit certain actions that should work correctly, and how to “play the game the way it is intended,” a phrase that does not mean anything if the simulated sport is incomplete. The message becomes clear. Adapt to the flaws instead of demanding their removal.

This is not how authenticity is built. This is how stagnation is protected.

Creators step in and reshape expectations. They turn limitations into player behavior problems. They turn missing systems into “misunderstandings.” They turn design shortcuts into “the meta.” They say that if you tweak your play style, ignore certain punches, or limit certain movement patterns, the game will feel more realistic. That is not realism. That is coping.

Developers watch all of this and notice something important. The community is already doing the work for them. If creators normalize the flaws and provide cover, why would SCI spend resources fixing the foundation? Why would they add deeper animation systems, footwork authenticity, clinch logic, ring physics, punch variability, stamina realism, or anything else that costs real development time and money?

They would not. And they have not.

No disrespect to any creator who loves boxing and wants to see the game succeed. But respect does not erase truth. Being silent would make me complicit in lowering the standard for a sport that deserves much more. Respectfully calling out the truth is not negativity. It is a responsibility. This community cannot keep explaining away what SCI should have built. It cannot keep pretending the game is fine as long as players avoid certain actions or pretend missing mechanics are intentional.

You cannot pressure a studio to improve when the loudest voices in the community are teaching players to work around the flaws instead of demanding that the flaws be fixed. The sport deserves better. The fans deserve better. And the game will never reach its potential until creators stop doing the developer’s job and start holding them accountable.

Respectfully. But truthfully.

THE POPULARITY EXCUSE COLLAPSES



THE POPULARITY EXCUSE COLLAPSES: How the Gaming Industry Deliberately Sabotages Boxing Games

For more than a decade, the gaming industry has carefully built a false narrative to justify the absence of a true, realistic boxing videogame. The narrative claims that boxing is “not popular enough,” “too risky,” or “too limited” to support a deep, feature-rich game. After investigating industry patterns, budget structures, production timelines, public decisions, and developer statements, the truth is unavoidable. The sport is not the problem. The publishers are. The studios are. The decision makers are. And the tactics they use form a predictable pattern.

This is not an oversight. This is a strategy.

Start Big, Promise Realism, Then Quietly Strip Everything Out

Studios launch their boxing projects with massive statements about authenticity. They promote realism, AI, footwork, styles, damage, and deep modes. Once marketing has done its job, the real decisions begin.

Internal pattern:

  • Scale down animation plans

  • Remove promised movement systems

  • Abandon style differentiation

  • Cut complex features like clinching and referees

  • Reduce career depth

  • Replace simulation logic with quick shortcuts

The public never gets a transparent explanation. The features simply evaporate, and the company shrugs. When fans question the missing realism, the studio pivots to the popularity excuse.

Lean on Minimum Viable Gameplay and Hope the License Carries the Hype

Publishers consistently choose the cheapest design path. They aim for a minimal core combat loop that can be marketed without building the deeper systems that make a boxing title last more than a few weeks.

The typical decisions:

  • Simplify ring movement

  • Overuse canned animations

  • Avoid adaptive AI because it requires real engineering

  • Create a one-speed, one-density, one-feel combat engine

  • Ignore footwork physics entirely

  • Ship with shallow judging and scoring logic

Once again, when players complain that the sport is barely represented, executives pull out the “boxing is niche” card.

Understaff the Project to Guarantee Low Ceiling

If a publisher truly believed boxing could succeed, they would invest properly. Instead, they hire skeleton crews. They avoid bringing in experts. They refuse to scale the animation team. They outsource critical systems. They place a handful of generalists on a project that requires specialists.

Inside the industry, everyone knows what this means. You cannot achieve a deep boxing simulation with:

  • Minimal AI engineers

  • A tiny animation team

  • A limited design group

  • No systems designers are dedicated to styles or tendencies

  • No gameplay designers with boxing backgrounds

  • A production schedule built for a simple action game

Then the company turns around and says, “See, the market did not respond. Boxing must be small.” This is not a conclusion. It is a set-up.

Hide Behind “Casual Fans” to Justify Shallow Design

Publishers claim casual gamers do not want depth. That claim is false across every sports genre. NBA 2K is deep. FIFA is deep. MLB The Show is deep. UFC added complexity and sold well. Strategy and management sports titles have thriving communities.

The “casual fan” framing is a convenient diversion that allows companies to:

  • Skip realism

  • Skip simulation logic

  • Skip technical movement

  • Skip punch variety and style identity

  • Skip anything that requires actual work

Casual fans are used as a shield to defend low ambition. It has nothing to do with audience demand and everything to do with minimizing development effort.

Remove Systems That Require Accountability or Long-Term Planning

Every time a boxing game nears a development milestone, the same systems get cut first.

Commonly cut:

  • Refereeing logic

  • Clinching and inside fighting

  • Style-based movement

  • Momentum and ring control systems

  • Deep career features

  • Judging transparency

  • Real stamina and damage interactions

These systems require planning, testing, and iteration. Publishers prefer features that can be mocked up quickly or packaged for marketing trailers.

Cutting these systems makes the game easier to ship, but then the studio tells fans those systems were “not a priority due to the sport’s limited appeal.”

Nothing about this statement is true.

Treat Boxing Like a Side Project Instead of a Flagship Opportunity

Publishers never approach boxing as a major property. They treat it like an experimental product or a filler title. Budgets stay low. Staff remain small. Testing is minimal. Feature lists shrink. And the game is sent out to survive on name recognition alone.

Yet these same companies invest millions into annual titles for sports that do not have half the cultural significance of boxing.

Boxing deserves:

  • A dedicated simulation team

  • A robust AI department

  • A full animation pipeline designed for the sport

  • Multi-mode depth

  • Technical footwork systems

  • A career and universe structure

  • Proper production management

But publishers refuse to treat boxing as a premium project. They treat it as a manageable risk. Then they blame the sport when their own lack of ambition becomes visible.

When Sales Slow, Blame the Sport Instead of the Product

The most predictable part of the cycle arrives after launch. The game releases with major missing features. The movement is shallow. The AI is limited. The modes lack depth. Updates are slow. The community grows frustrated.

Instead of admitting the game was unfinished or underdeveloped, publishers twist the story into: “This is proof that boxing cannot support a large, realistic game.”

In reality, it proves that:

  • You cannot ship a shallow game in a deep sport.

  • You cannot cut critical features without consequences.

  • You cannot misrepresent boxing and expect retention.

  • You cannot use marketing trailers to cover gameplay gaps forever.

The downfall is not due to boxing. It is due to the studio’s decisions.

The Industry Sabotaged Boxing Games to Protect Itself

After examining patterns across development cycles, staffing choices, budgeting structures, public statements, patch histories, and feature removals, the truth is unmistakable.

The industry has not failed to make a realistic boxing game because the sport lacks popularity.
The industry has failed because publishers and studios repeatedly choose shortcuts and then hide behind that excuse.

A fully realized, authentic boxing game would sell.
A deep boxing game would grow the audience.
A respectful boxing game would become the standard.

The companies know this. They simply do not want to commit to the level of work required to achieve it.

If players want change, the first step is to stop letting the industry blame the sport for decisions the companies made deliberately.


Monday, December 1, 2025

THE BOXING COMMUNITY’S SILENCE IS KILLING THE SPORT IN VIDEOGAMES


A Long-Form Editorial on Fake “Sim Rules,” Misguided Gatekeepers, and Why Real Boxing Knowledge Should Never Be Treated as Dangerous

Scroll through boxing videogame communities today, and you’ll run into posts like the “SIM EXPLOITS / RULES OF ENGAGEMENT” image — a list of prohibited actions that reads less like boxing strategy and more like a desperate attempt to duct-tape a broken game into behaving like the real sport.

Rinse and repeat combinations? Illegal.
Excessive movement? Illegal.
Leaning? Dodging? Feinting? Illegal.
Switching stances? Illegal.
Defense? Illegal unless done in pre-approved quantities.

Not one item on that list reflects the real sport of boxing. Not one.

If anything, the list exposes something much more uncomfortable:
players are trying to regulate each other because the game itself lacks the systems to regulate boxing naturally.

What should be solved through design, stamina, balance, footwork physics, risk-reward, ring generalship, and AI adaptation instead becomes a community policing problem, where any behavior that doesn’t fit a slugfest template gets labeled “cheese,” “spam,” or “exploit.”

And the most alarming part?
People spreading real boxing knowledge are treated like a threat.

Let’s talk about that.


REAL BOXING FUNDAMENTALS ARE BEING PUNISHED BECAUSE THE GAME CAN’T HANDLE THEM

When a game’s mechanics fail to simulate reality, the community often turns boxing itself into the villain. That’s exactly what’s happening.

Many of the “banned” actions are literally basic, foundational boxing concepts:

  • Repeating successful combinations? Every boxer has bread-and-butter series.

  • Using movement to avoid engagement? That’s called ring generalship.

  • Slipping and leaning often? That’s defense.

  • Jab heavy? That’s the sport’s most important punch.

  • Stance switching? Plenty of modern boxers do it naturally.

  • Body work in volume? That’s how you break down movers.

And let’s address the elephant in the room:

Boxers lean away from punches all the time.

Not for 10 seconds straight, frozen like a video game animation,
but in short, rhythmic, purposeful intervals, the way Ali, Roy Jones Jr., Floyd Mayweather, Willie Pep, and countless others have used for decades.

The problem isn’t the lean.
The problem is the game failing to replicate dynamic body positioning, recovery frames, balance shifts, and the natural return-to-center that real fighters perform instinctively.

Real boxing is fluid.
A boxing game that treats leaning as a “banned exploit” is admitting it cannot recreate fluidity.

That isn’t a player problem.
It’s a design problem.


STOP PRETENDING REAL BOXING KNOWLEDGE IS DANGEROUS

Here’s where it becomes truly bizarre:
The players who speak actual boxing truth are often targeted the hardest.

They get accused of:

  • “Gatekeeping”

  • “Trying to ruin the fun.”

  • “Being too realistic.”

  • “Expecting too much.”

  • “Sweating a video game.”

But the only thing they’re guilty of is understanding the sport.

A community that treats realism like a threat becomes blind to its own decay.
If you were really a boxing fan,  if you truly loved the sport, you’d want realism advocates to be outspoken. You’d want them pushing for authenticity. You’d want them fighting against shortcuts and half-measures.

Instead, too many people defend a broken system because they're comfortable with a broken car barely making it from A to B.

They’ve learned to normalize dysfunction:

  • Shallow footwork

  • Animation-locked defensive actions

  • One-size-fits-all movement

  • Fake stamina systems

  • Predictable A.I.

  • No risk-reward balancing

  • No true body mechanics

  • No tendencies or traits

  • No dynamic damage modeling

And anyone who dares say “this isn’t boxing” becomes the problem.

No.

The design is the problem.
The silence is the problem.
And the fear of realism is the problem.


WHEN REALISM IS TREATED LIKE AN ENEMY, THE GENRE COLLAPSES

A boxing game dies when:

  • Movement is punished

  • Defense is restricted

  • Angles are impossible

  • Slipping is labeled “spam.”

  • Body work is capped

  • Style diversity is removed

  • Footwork is minimized

  • Leaning is banned

  • Counterpunching is “broken.”

  • Ring IQ becomes irrelevant

That’s not boxing — that’s arcade fighting pretending to be a simulation.

In a true sim:

  • Repeated punches are counterable because timing shifts

  • Runners slow down because body shots matter

  • Leaning has recovery costs and stamina consequences

  • Movement drains realistically

  • Defense opens and closes windows dynamically

  • Judges reward clean work, not animation loops

  • Every boxer’s style creates unique interactions

When the systems are authentic, the game self-corrects.
You don’t need rules because the sport itself governs behavior.

But when the systems are shallow, the community steps in with fake boxing commandments, commandments that punish real boxing instincts because the design can’t keep up.


THE FINAL TRUTH: REAL BOXING FANS SPEAK UP BECAUSE THEY CARE

Real boxing fans are not the problem.
Experienced boxers are not the problem.
People advocating for realism are not the problem.

The problem is a culture that treats realism as something unwanted or dangerous, a culture that would rather silence knowledgeable voices instead of demanding that the game improve.

If a game is truly built on love for boxing, it should welcome:

  • criticism

  • accuracy

  • strategy

  • honest feedback

  • people who know the sport

  • people who love the sport enough to demand better

Because ignoring those voices doesn’t protect the game,
it seals its fate.

The genre moves forward only when real boxing is treated with respect, not when it’s reduced to a list of “banned moves” because a game engine can’t handle the truth.

Boxing deserves better.
The fans deserve better.
And the sport deserves to be represented, not restricted.


The Industry’s Boxing Disrespect Exposed: Sci, Publishers, Creators, Everyone



THE INDUSTRY’S BOXING DISRESPECT EXPOSED: SCI, PUBLISHERS, CREATORS, EVERYONE

Boxing fans have reached their limit. Not because they are impatient. Not because they “don’t understand game development.” Not because they expect perfection. The frustration now boiling over has a far more serious cause: a long, undeniable pattern of disrespect toward the sport, its fans, its intelligence, and its global reach—disrespect coming from developers, publishers, and even content creators who insist everything is fine when everyone can see it is not.

Undisputed was supposed to break that pattern. Instead, it became the clearest example of it.

This is not just about SCI.
This is about the entire sports gaming industry.
This is about every decision made behind closed doors.
This is about every shortcut, every excuse, every pivot, every lie.
This is about a community that is tired of watching boxing be treated like a second-class sport.

And this time, every part of the system gets called out.


SCI’s DECISIONS: A POINT-BY-POINT BREAKDOWN OF HOW UNDISPUTED FAILED THE SPORT

Let’s strip away the marketing fluff and lay out exactly where SCI went wrong. These are not “missteps.” These are conscious design and production choices—and they reveal just how little respect the studio had for the realism they promised and the boxing culture they claimed to champion.

1. The Footwork and Movement Downgrade

The alpha showed fluid pivots, angles, bounce, and range control.
SCI replaced it with stiff, restricted, arcade-leaning movement.
That was not a mistake. It was a deliberate downgrade.

2. Styles That Don’t Exist in Gameplay

On paper: Out-Boxer, Slugger, Pressure Fighter, Counterpuncher.
In the game: Everyone moves and behaves the same.
No traits. No mechanics. No identity.

3. A Clinch and Referee System Thrown Out Because It “Slowed Action Down.”

SCI openly admitted this.
Authenticity sacrificed to protect engagement metrics.

4. Punch-Spam Meta Built by Design

Punch speed, low stamina cost, fast recovery,
Everything favors spam.
This is not a bug.
It is a tuning philosophy.

5. Shallow Damage Logic

Real boxing damage requires modeling fatigue, shot placement, conditioning, and chin durability.
SCI threw all that away for a simple, arcade-like system.

6. No Ring Generalship, No Distance IQ, No Footwork AI

Because these require expertise, time, and ambition.
SCI chose shortcuts.

7. A Directional Pivot Away from Realism While Still Selling “Authenticity.”

This destroyed trust more than any gameplay flaw ever could.

8. Underdeveloped AI Passed Off as “Player Aggression” Issues

No adaptation.
No tendencies.
No counter-strategy.
Yet SCI acted like players were the problem.

9. Deflecting Criticism by Calling It “Toxic.”

If fans point out boxing fundamentals, that is not toxicity.
That is education.

10. Blaming Casuals for Every Weak Design Choice

Casual players never asked for a watered-down game.
SCI used them as a shield.

This was not mismanagement. It was disrespectful.


THE PUBLISHERS: WHY THE ENTIRE SPORTS GAMING INDUSTRY IS COMPLICIT

SCI may have failed to honor boxing, but they are far from alone. Every major publisher has contributed to boxing’s decline in gaming, not because the market is small, but because the industry refuses to take boxing seriously.

1. Every Sport Gets AAA Budgets, Except Boxing

Football, basketball, soccer, wrestling, MMA…
All receive massive investment, motion capture budgets, large staff, and multi-year cycles.

Boxing?
Thrown to small studios and told to “make do.”

2. Publishers Hide Behind “Boxing Is Niche.”

This is a lie.
A global sport with a century of icons is not niche.
What is niche is the amount of effort publishers put into representing it.

3. Boxing Fans Are Treated Like They Lack Intelligence

This is the most insulting part.
Publishers assume boxing fans cannot handle depth, pacing, strategy, or authenticity.

In reality, boxing fans understand their sport more deeply than the publishers who look down on it.

4. The Industry Creates the Void, Then Blames the Sport for the Void

Refuse to fund it.
Refuse to hire experts.
Refuse to support it.
Then say, “See? It doesn’t sell.”

The hypocrisy is staggering.

5. Boxing Could Be a Major Franchise; If the Industry Wanted It to Be

Boxing has:
• built-in drama
• generational storytelling
• global stars
• massive emotional investment
• natural cinematic potential

The industry has the resources.
What it lacks is respect.


THE CONTENT CREATORS: STOP PROTECTING SCI AND START PROTECTING THE SPORT

This part is not an attack.
It is accountability.

Content creators hold power, and some have chosen to use that power to defend a studio instead of defending the sport.

1. Criticism Is Not Toxicity

Calling out flaws that hurt boxing is not “negativity.”
It is necessary.

2. “It’s Realistic Enough” Is Not an Argument

If the game actually represented boxing correctly, fans wouldn’t be complaining.
But creators pretending everything is fine slow progress.

3. Repeating SCI Talking Points Does Not Make You Balanced

When creators echo lines like
“Casuals won’t like realism,”
they are not informing the community.
They are enabling the problem.

4. Creators Serve Fans, Not SCI’s Marketing Team

Your credibility comes from boxing knowledge, not developer loyalty.

5. You Can’t Claim to Love Boxing While Excusing the Systems That Hurt It

Choose a side:
Do you want the best boxing game possible?
Or do you want SCI shielded from deserved criticism?

Because those two goals are not compatible.


THE VIRAL MIC DROP: THE TRUTH THE INDUSTRY DOES NOT WANT TO HEAR

Boxing is not niche.

Lazy development is niche.
Fear of authenticity is niche.
Underestimating your audience is niche.**

The sport is global.
The fans are loyal.
The knowledge is deep.
The demand is real.

The disrespect comes from the people building the games—not from the sport or the community.

Boxing does not need to change.
The industry does.

If you cannot build a real boxing game, step aside.
If you cannot respect the sport, do not touch it.
If you cannot meet the standard that boxing fans expect, another studio eventually will.

Boxing will rise again—just not with developers or publishers who are afraid of it.

And that is the truth the industry has tried to hide for far too long.


Boxing Is Not a Niche: Why the Sport Deserves Proper Representation in Boxing Games

Boxing Is Not a Niche: Why the Sport Deserves Proper Representation in Boxing Games

For more than a decade, the gaming industry has treated boxing like a fringe interest. The label “niche” has been repeated so often that studios, publishers, and even some content creators have adopted it as fact. Yet this idea collapses the moment you look at history, global reach, cultural impact, or the sales performance of past boxing titles. Boxing is not niche. It has never been niche. The sport sits at the center of some of the biggest moments in athletics, media, culture, and storytelling.

So why are modern boxing games developed with the mindset of a small side project instead of a major sports title? Why do companies continue acting as if boxing fans should feel grateful for any product, regardless of quality or authenticity? The mindset is broken, and it is time to challenge it head-on.

This editorial is a call to studios and investors: if you make a boxing game, treat boxing with the respect, ambition, and scale it deserves. Because when you assume the sport is niche, every decision you make becomes limited from the start.


The Myth of Boxing as a “Small Market”

Boxing occupies a unique space in global culture. It crosses borders, languages, generations, and socioeconomic backgrounds. It creates heroes, villains, legends, and legacies. The sport is broadcast in over 150 countries and has produced some of the highest-grossing pay-per-view events in the history of all sports.

If this is “niche,” then niche is a level most sports would envy.

Millions tune in for world title fights. Millions more watch replays, highlights, documentaries, and historical bouts. Boxing content on social media reaches massive view counts with no advertising or algorithmic push. The passion is already there. The audience is already there. Yet studios behave as if they are doing fans a favor simply by making a boxing game.

The misconception goes deeper: the assumption is that boxing games sell poorly. They do not. Games fail when they are shallow, rushed, unfocused, or lack the authenticity that fans expect. Fans are not rejecting boxing games. They are rejecting watered-down interpretations of boxing masquerading as representation.


Boxing Games Fail When Developers Don’t Understand Boxing

A boxing game cannot be approached the same way you would approach an arcade fighter. It is not about button mashing, Rock 'Em Sock 'Em pacing, or endless slugging. Boxing is a realistic/sim sport built on distance, angles, tempo, timing, conditioning, and ring generalship. It is a strategic battle that unfolds over rounds, adjustments, and problem-solving.

When developers ignore this foundation, the result never satisfies anyone:

  • Hardcore fans lose interest because the game lacks authenticity.

  • Casual players burn out because the shallow mechanics become repetitive.

  • The game loses momentum because it fails to capture what makes boxing exciting in the first place.

Calling boxing “niche” becomes a convenient shield to hide design shortcuts. It becomes an excuse for underdeveloped AI, limited animation systems, missing features, and surface-level gameplay.

But the problem is not the audience. The problem is the mindset behind how the game is made.


Authenticity Is Not a Barrier. It Is the Selling Point.

Look at any successful sports game:

  • Basketball

  • Soccer

  • MMA

  • Football

  • Racing

The formula is the same. Fans want authenticity. They want the sport they love brought to life with the respect and accuracy it deserves.

This is why boxing fans gravitated toward promising gameplay reveal videos from new titles. It wasn’t because they were starving. It was because authenticity was finally being promised again. What sold the excitement was not the marketing. It was the representation of boxing as a realistic/sim experience.

When a studio embraces authenticity, fans respond. When a studio defaults to arcade thinking, fans fall away. The audience does not disappear. The loyalty does not disappear. The trust does.


Why the Niche Mindset Damages Development

When a company tells itself that boxing is niche, it begins making limiting decisions:

  • Smaller teams

  • Smaller budgets

  • Reduced features

  • Simplified gameplay

  • Lack of ambition

  • Rushed systems

  • Minimal AI depth

  • Limited career modes

  • Surface-level online mechanics

This is why certain boxing games feel more like prototypes than complete sports titles. They are built with the attitude of “good enough for boxing,” rather than “this should stand alongside the biggest sports games.”

The mindset becomes a self-fulfilling prophecy. Treat the sport like a niche, and the game will perform like one.


Boxing’s Global Reach Proves Otherwise

Historically, boxing games have performed extremely well when given resources and authenticity:

  • Fight Night Round 3 was a commercial and cultural explosion.

  • Fight Night Champion maintained relevance for over a decade.

  • Even older games like Knockout Kings and Victorious Boxers built strong, loyal communities.

Boxing is not a tiny market. It is a massive market underserved by decades of misunderstanding.

Authenticity is the bridge. Respect for the sport is the foundation. Realistic/sim design is the path forward.


Casual Fans Are Not the Core of Boxing

Casual fans occasionally watch big fights. They do not drive the sport. They do not define its legacy. They do not shape its future.

The loyal fanbase, the ones who love boxing year-round, are the backbone. They are:

  • The ones who follow contenders, prospects, legends, and emerging stars

  • The ones who understand the layers of the sport

  • The ones who support the game long-term

When studios chase casuals at the expense of authenticity, they alienate the very audience that guarantees longevity.

A boxing game built for realism and authenticity will still attract casual players because it shows them what makes the sport compelling. A watered-down, arcade-first boxing game does the opposite: it repels both groups.


If You Make a Boxing Game, Aim for Excellence

A company developing a boxing game should approach it with the same mindset used for major sports titles:

  • Ambition

  • Respect

  • Realism

  • Strong simulation systems

  • Deep AI

  • A complete representation of how the sport actually works

The moment a studio begins a boxing project with the attitude that “boxing is small,” the project is already compromised. A boxing game built with ambition will outperform one built with fear. A boxing game that believes boxing matters will connect with fans who have waited far too long for something genuine.


The Path Forward for Developers and Publishers

If a studio wants to succeed in this space, it must:

  1. Treat boxing like a sport with global reach and historical weight.

  2. Understand the layers of boxing, not the stereotypes.

  3. Build systems that support strategic, authentic, realistic/sim boxing.

  4. Focus on long-term quality instead of short-term excuses.

  5. Recognize that fans are not difficult. They are simply asking for the sport they love to be represented properly.

The market is waiting. The audience is waiting. The passion is waiting.

What is missing is the mindset.


Final Thought

Boxing will never be niche in the real world. It is only a niche in the minds of developers who do not understand it. And if a company takes on the responsibility of making a boxing game, it must also take on the responsibility of representing the sport with the seriousness and authenticity it deserves.

Because boxing is not small. The only thing that has ever been small is the way some studios have chosen to treat it.

The Industry Wake-Up Call You Keep Ignoring: Boxing Fans Aren’t the Problem. Your Creative Cowardice Is.


The Industry Wake-Up Call You Keep Ignoring: Boxing Fans Aren’t the Problem. Your Creative Cowardice Is.

Let’s drop the polite tones. Let’s drop the “constructive feedback.”
This is the part where the industry gets told the truth it keeps running from.

Boxing fans are not asking for too much.
They are not impossible to satisfy.
They are not confused about what they want.
They are not “too hardcore” for the market.

The real issue is this:

The game industry is terrified of making a real boxing game.
Terrified of depth.
Terrified of authenticity.
Terrified of committing to a realistic/sim identity.
Terrified of investing in a sport they clearly don’t understand.

And the result is predictable:
A decade of failure, disappointment, and excuses.


1. Stop Hiding Behind “Casual Fans.” That Excuse Is Dead.

Every time a boxing game struggles, studios immediately blame “the hardcore fans” for wanting realism.
Meanwhile, publishers claim “casual fans” will run away if footwork or timing matters.

Here’s the truth they’re too scared to admit:

  • Casual fans don’t stay long enough to sustain a sports game.

  • Hardcore fans are the backbone of every successful sports franchise.

  • Authenticity brings casual players in anyway.

Look at EA FC, NBA 2K, UFC, Formula 1, and MLB The Show.
Every one of these games succeeds because the core audience demands real mechanics.

But when it comes to boxing, the industry behaves like players need a Fisher-Price version of the sport.

If your strategy is “Let’s dumb it down so people don’t get confused,”
I have news for you:

Your players are smarter than your design philosophy.


2. Undisputed Could’ve Changed the Entire Genre, but SCI Abandoned Its Own Identity

The ESBC reveal trailer was a moment in gaming history.
People still talk about it because it felt like the rebirth of boxing in video games.

Fans saw:

  • grounded footwork

  • realistic pacing

  • authentic movement

  • actual boxing mechanics

  • an identity rooted in realism

It was everything the genre needed.

And then SCI threw it all away.

Instead of leaning into the realistic/sim foundation that made fans fall in love, the game drifted into a confused arcade hybrid. Pacing changed. Movement changed. Mechanics were simplified. The identity eroded patch by patch.

This is not “growing pains.”
This is not “first game challenges.”
This is creative retreat.

The studio panicked at the thought of disappointing casual players, and in the process, disappointed everyone.

When you abandon the vision that sold your game, don’t pretend you don’t understand why fans lost trust.


3. Boxers Aren’t Promoting the Game Because They Know It Isn’t Realistic and Authentic

Let’s say what nobody in the industry wants to say:

Boxers are not promoting Undisputed because the game does not represent them properly.

If a boxer sees gameplay that looks nothing like how they move, fight, or think in the ring, they’re not going to attach their name or brand to it.

This is why other sports titles succeed:

  • NBA players hype 2K because it feels like basketball

  • UFC fighters hype UFC because it feels like MMA

  • Football stars hype Madden because it captures the sport

If boxing athletes are silent, that silence is feedback.

If your own roster won’t hype your product, maybe the product isn’t worth hyping.


4. The Industry Is Delusional About What Today’s Players Want

Publishers are stuck in the early 2000s.
“You can’t make things too realistic.”
“Casual fans will leave.”
“Players want fast-paced slugfests.”

This thinking is ancient, outdated, and embarrassing.

Today’s gamers willingly study:

  • frame data

  • mechanics

  • movement systems

  • stamina models

  • advanced controls

  • complex timing windows

They play Elden Ring for fun.
They grind Tarkov for hours.
They learn drift physics in Gran Turismo.
They master footwork in UFC 5.

But somehow boxing fans can’t handle a jab?
A pivot?
A realistic block?
A timing battle?

Stop insulting this audience.
Stop insulting the sport.

The reason boxing games fail is not because realism is “too much.”
It’s because the games lack authenticity.


5. The “First Game” Excuse Has Expired. What’s Left Now Is Accountability

Three years into early access, you don’t get to say “We’re learning” anymore.

Three years in, fans expect:

  • real progress

  • deeper mechanics

  • better AI

  • offline modes that matter

  • movement that resembles actual boxing

  • a clear direction

What they got instead:

  • patches that solve nothing

  • mechanics that regress

  • confusing updates

  • loss of identity

  • no meaningful evolution

If you want respect, earn it.

If you want trust, rebuild it.

Don’t hide behind “first game energy” forever.


6. Fans Bought ESBC Because They Believed in Boxing’s Return to Greatness, Not Because They Were Starving

Let’s demolish the biggest lie in the community:

“People bought ESBC because they were desperate for any boxing game.”

False.

They bought it because the reveal trailer looked like the first truly authentic, realistic/sim boxing game in years. It looked serious. It looked intelligent. It looked like it respected the sport.

They didn’t buy a placeholder.
They bought a future.
They bought a vision.
They bought hope.

SCI abandoned that vision, and fans responded, the only way the market ever responds when trust is broken:
They walked away.

A sequel cannot succeed unless authenticity returns.


7. Boxing Is a Global Sport. Stop Treating It Like a Side Project.

Boxing is not a niche.
It is not small.
It is not outdated.

It is:

  • global

  • historic

  • culturally influential

  • financially massive

  • home to some of the biggest superstars on Earth

Yet boxing video games are treated like low-stakes indie experiments.

Why?

Why is boxing the only sport that the industry refuses to give a fully authentic, realistic/sim experience?

Fans know the answer:

Because developers and publishers are scared.
Scared of depth.
Scared of realism.
Scared of commitment.
Scared of innovation.

That fear is why the genre fails.


8. If You Want to Win This Market, Stop Running From Realism and Authenticity

Here is the simple formula that every developer is dancing around:

Authenticity sells.
Realistic/sim sells.
Respect for the sport sells.

Stop catering to imaginary casuals.
Stop diluting boxing into a button-mashing brawler.
Stop pretending realism is a risk.

The real risk is continuing down the same path that has already lost the community.

If you build a real boxing game;
with footwork, timing, movement, strategy, conditioning, and defensive depth,
Players will show up in waves.

Hardcore fans will anchor it.
Casual players will follow.
Boxers will promote it.
Streamers will hype it.
Investors will finally understand the sport’s potential.

The first studio with the courage to commit to realistic/sim boxing will own this market for a generation.

Because boxing fans aren’t the problem.
The sport isn’t the problem.
The market isn’t the problem.

The problem is that the industry refuses to grow up.



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