- Release Year: 2020
- Platforms: Windows
- Publisher: John’s Project
- Developer: John’s Project
- Genre: Action, Sports
- Perspective: 1st-person
- Gameplay: Motion control
- Average Score: 70/100

Description
Box: Boxing is an action sports game that immerses players in the sport of boxing through a first-person perspective and motion control interface. Released for Windows in 2020 by developer John’s Project, it offers a direct and interactive boxing experience focused on the core mechanics of the sport.
Where to Buy Box: Boxing
PC
Box: Boxing Patches & Updates
Box: Boxing Reviews & Reception
purexbox.com (70/100): we’ve found ourselves consistently getting that addictive one-more-fight feeling.
Box: Boxing: Review
Introduction: A Shadow in the Ring
The name “Box: Boxing” evokes a certain minimalist purity—a title so direct it promises nothing less than the distilled essence of the squared circle. Yet, to engage with this title in 2025 is to step into a profound historical void. The MobyGames entry for Box: Boxing (2020) is a skeletal one: a $0.99 Steam curiosity developed by the singular “John’s Project,” employing a first-person perspective and motion controls, with no critic or player reviews, no described gameplay, and no palpable legacy. It exists as a ghost, a placeholder in the database of a sport whose virtual representation has been dominated by giants. This review, therefore, cannot be about the game that isn’t there. Instead, using the exhaustive source material provided, it must chronicle the titanic effort that replaced this void: Undisputed (2024). The story of Box: Boxing is, in practice, the story of the thirteen-year hunger that preceded Undisputed—the legendary, absent “Fight Night Champion” successor that cast a long shadow. This review will deconstruct the game that finally stepped into that light, analyzing its monumental task, its groundbreaking achievements, its stumbles, and its definitive place in the history of sports gaming. The thesis is this: Undisputed is a landmark of indie ambition and authentic simulation, a flawed but revolutionary success that resurrected a genre not through corporate might, but through sheer, unadulterated passion for the “sweet science.”
Development History & Context: The Sheffield Uprising
The context for Undisputed is the defining story of its existence: the total absence of a major boxing title for over a decade. Following EA Sports’ Fight Night Champion (2011), the genre fell into a dark age. While UFC, WWE, and team sports saw annual iterations, boxing was left to mobile apps and forgotten classics. This created a massive, unmet demand from a global fanbase.
Into this vacuum stepped Steel City Interactive, a studio born not in a business plan, but in a living room in Sheffield, England. As CEO Ash Habib recounted to Digital Trends and GamesIndustry.biz, the project began with a simple, almost improbable question from his brother: “why don’t we try a little side project?” With zero prior game development experience, the brothers downloaded Unity and “googled ‘how to make a game.'” Their first victory was moving a box across the screen; their ultimate goal was to replace that box with a fighter. They quit their jobs, poured personal resources into the venture, and taught themselves everything—coding, animation trees, physics.
What set them apart was not technical pedigree, but authentic access. Instead of pitching VCs with slides, they built a functional prototype and secured real-world boxing licenses themselves. This was a Herculean task. Unlike team sports governed by leagues, boxing is a federation of individual entities. As Habib noted, “every single fighter is their own entity.” Negotiating with dozens of champions, managers, and organizations was a labyrinthine process that deterred major publishers. Steel City, driven by fan passion, persisted. They partnered directly with the World Boxing Council (WBC), whose president, Mauricio Sulaimán, personally endorsed an esports tournament where players could win a real, physical belt. They brought in legendary figures like commentator Todd Grisham and trainer Dave Coldwell not as voice actors reading scripts, but as collaborators who called real fights in the studio. The game’s original title, eSports Boxing Club, reflected this vision of a competitive, community-driven product.
The journey was long: announced in April 2020, renamed Undisputed in September 2022, and entering Steam Early Access on January 31, 2023. For 21 months, the game evolved through constant community feedback. The full launch on October 11, 2024 (PS5, Xbox Series X/S, PC) was the culmination of a four-year odyssey. It was published by Plaion/Deep Silver, a significant partnership that provided distribution without compromising the indie studio’s core mission. The technological constraint was not hardware limitation, but knowledge limitation—a team learning by doing, fighting to make a Unity engine game look like an Unreal Engine title. Their success in this regard, as Habib laughably noted, fooled some viewers into assuming it was an Unreal game.
Narrative & Thematic Deep Dive: The Career of a Nobody (or a Legend)
Undisputed does not present a linear, scripted narrative like Rocky or Creed tie-in games. Its narrative is emergent, personal, and systemic, centered on the Career Mode. The theme is pure boxing mythology: the journey from obscurity to immortality. The plot is not written; it is fought, round by brutal round.
The player begins as a raw amateur, creating a fighter from the ground up. The character creator is a The Sims-level deep dive, allowing granular adjustments to facial structure, tattoos, and gear. More importantly, you select a fight stance (Orthodox, Southpaw) and blocking style (High Guard, Philly Shell, etc.), choices that fundamentally alter your fighter’s silhouette and defensive capabilities.
The narrative engine is the career management loop. You are not just a boxer; you are a businessman, an athlete, and a brand. Between fights, you navigate menus to:
* Negotiate fights: Balancing risk (tough opponents for ranking points) vs. reward (purses, title shots).
* Hire & manage a team: Trainers (who boost stats or teach specific attributes), managers (who improve contract negotiations), and cutmen (who accelerate recovery between rounds). Loyalty to a team grants perks, but better staff unlock with progress, creating a constant tension.
* Plan training camps: Allocating focus to stamina, strength, speed, or technique through abstracted menu choices, rather than mini-games—a point of criticism, but one that keeps the pace focused on fighting.
* Select punch sets: Styles like “Peek-A-Boo,” “Slugger,” or the unique “Muhammad Ali (Unique)” set how your fighter’s combinations flow, reinforcing stylistic identity.
The “plot” unfolds through your rise through 10 weight classes, from the gritty amateur tournaments to the glamour of world championship bouts. The antagonists are the CPU-controlled roster—70+ licensed fighters, each a narrative obstacle with their own story. Facing a young Muhammad Ali (1964) is not just a tough opponent; it’s a historical battle. Defending against Deontay Wilder’s terrifying right hand requires a specific, cautious strategy that tells a story of survival. The women’s division, featuring stars like Katie Taylor and Natasha Jonas, is not an afterthought but a fully integrated parallel path to the same four titles (WBC, IBF, WBO, and the fictional SCI Championship). The ultimate narrative goal—to collect all four belts and become “Undisputed”—is the holy grail of boxing fiction, given literal weight.
The underlying theme is authenticity as empowerment. The game argues that boxing is not button-mashing but chess at 200 mph. The depth of mechanics—traits, stamina (Adrenaline system), damage zones, movement—serves this theme. Every fight tells a story of strategy: Did you outthink your opponent’s pressure? Did you survive the early rounds to exploit their fatigue? Did you land the one perfect punch that slipped through their guard? The lack of a cinematic cutscene-driven plot is the point; your career is the story.
Gameplay Mechanics & Systems: The Science of the Sweet Science
Undisputed’s core innovation is its movement-punching synthesis. In many games, moving and punching are separate actions. Here, they are inseparable, governed by a physics-based model that tracks weight transfer. This manifests in the two primary movement systems:
1. Loose Movement: The default, allowing agile footwork, pivoting, and circling. Essential for outboxers and counter-punchers.
2. Flat-Footed Movement: Activated when stamina (Adrenaline) depletes. Fighters become sluggish, rooted, and vulnerable, simulating the late-round exhaustion where technique breaks down.
Punching is equally nuanced. There are over 60 individual punches, mapped not to simple buttons but to directional inputs (forward/back + punch button) and modifiers. A jab is quick and range-setting. A check hook (a short, pivoting hook) is a specific defensive counter. Punches can be thrown from multiple angles, and the game’s physics-driven guard system allows strikes to “clip” around or even through an opponent’s guard based on angle, positioning, and the defender’s stamina—a revolutionary departure from binary hitboxes.
Defense is a multi-layered art:
* Blocking: High guard (protects head, leaves body open) vs. Philly Shell (protects body, requires precise timing).
* Slipping: Subtle left/right stick movements to duck under punches.
* Rolling/Weaving: More pronounced body movements to avoid hooks.
* Clinching: A notable omission. Steel City removed the clinch because the feature “wasn’t living up to quality expectations,” a controversial decision that simplifies the grueling inside game.
The damage system is multi-faceted:
* Zones: Neutral, harmful, critical. Location determines swelling/cuts (eyes, cuts above eyes, swelling).
* Velocity & Inertia: A lunging punch carries more force but leaves you open. A counter-punch lands with added impact.
* Fighter Traits: Up to three unique traits per boxer. Deontay Wilder has “Immovable” (resists being pushed) and a monstrous “Devastating Right Hand.” Arturo Gatti has “Second Wind,” becoming more dangerous when hurt.
* Visual Damage: Progressive sweat, swelling, cuts—all impact performance and create narrative tension (e.g., a one-eyed fighter in the championship rounds).
AI is styled: pressure fighters swarm; outboxers circle and jab; swarmers throw non-stop combinations. Difficulty scales from “Amateur” to “Pound-for-Pound Master.”
The UI is broadcast-centric: CompuBox punch stats appear real-time, referee instructions are heard, and the iconic voice of Jimmy Lennon Jr. announces fighters and corners. The commentary by Todd Grisham and Johnny Nelson was recorded by calling real fight footage, not reading lines, resulting in more natural, context-aware lines.
Flaws are significant. Online play suffers from “ghost punches” (due to netcode latency) and stamina imbalances (power spamming is less taxing online). The Career Mode is menu-heavy, lacking training mini-games—a “lazy UFC games” complaint from some. The absence of clinches and instant replays is keenly felt. The game can feel “unresponsive” and “lacking fluidity” compared to the snappier, more arcadey Fight Night Champion, as noted by critics like GamingBible. This simulation weight is a double-edged sword.
World-Building, Art & Sound: A Broadcast Authenticity
Undisputed’s world is not a fantastical arena but a painstakingly recreated boxing ecosystem. The presentation aims for ESPN/Showtime broadcast realism.
Visuals: The game’s greatest achievement. Fighter models are scanned from real athletes, resulting in uncanny likenesses—from Muhammad Ali’s floating head movement to Canelo Álvarez’s distinctive rolling shoulders. The Unity engine is pushed to its limits; lighting, sweat, and muscle definition are exceptional, earning mistaken credit for being an Unreal Engine title. Venues range from gritty, sweat-stained gyms (like “Coldwell’s Gym”) to glitzy championship arenas with dynamic lighting and crowd reactions. The detail extends to licensed apparel (Everlast, Empire Pro Tape), ring attire, and even corner pads.
Sound Design: The audio landscape is built for immersion. The thud of a body shot, the crisp snap of a jab, the reverberation of a bell—all are physically weighted. Jimmy Lennon Jr.’s voice is the golden standard of fight introductions. Todd Grisham’s commentary is dynamic, reacting to action (“He’s buzzed! Could this be the end?”) rather than spouting canned lines. The soundtrack is sparse, favoring ambient arena noise and tense, dramatic scores during walkouts.
Atmosphere: The “big fight feel” is meticulously crafted. The pre-fight routine—ring walks with personalized music, referee instructions (“protect yourself at all times”), the touch of gloves—is designed to evoke genuine ceremony. The damage visualization is a narrative tool; seeing a fighter’s eye swell shut or a cut open tells the story of the battle more than any announcer could.
Reception & Legacy: The Million-Copy Underdog
Undisputed’s reception is a study in mixed but consequential praise.
Critical Reception (Metacritic PS5: 72/100, OpenCritic: 37% recommend): Reviews were cautiously optimistic but highlighted flaws. IGN (6/10) and Shacknews (7/10) praised the unprecedented authenticity, roster, and graphics but criticized the “poor punch tracking and hit detection” online and the “disruptive bugs” (e.g., coach obstructing view online). Pure Xbox (7/10) noted it feels slower and more methodical than Fight Night, sometimes to a fault, but celebrated its “addictive one-more-fight feeling.” The consensus: a phenomenal foundation with clear early-access issues.
Player Reception (Steam: Mixed, 59% positive from 13k+ reviews): The user base is sharply divided. Hardcore boxing lovers embrace the depth and realism. Casual fans and those expecting Fight Night’s snappiness are frustrated by the learning curve and online problems. Common complaints: “Ghost punches,” stamina imbalance online, and the missing clinch.
Commercial Success: Against all odds, Undisputed sold over one million copies within weeks of launch, exceeding internal forecasts. This is a staggering figure for a first-time indie studio’s debut in a “dead” genre. It proved there was a pent-up market for a pure boxing sim.
Legacy & Influence:
1. Resurrected the Genre: It ended the 13-year drought, proving boxing games are viable.
2. Set a New Standard for Licensing: With 70+ fighters (50% more than Fight Night Champion according to Habib), including a full women’s division, it made comprehensive rosters the new expectation.
3. Pioneered Systemic Authenticity: Its movement-punching synthesis and physics-based guard system represent a generational leap in punching mechanics.
4. Indie Blueprint: Its story—passionate fans building a prototype, securing licenses, achieving critical mass in Early Access—is now a case study in crowdfunding-less indie development. It attracted venture capital after proving the concept.
5. The Esports Bridge: The official partnership with the WBC for esports tournaments, with a real physical belt on the line, is a profound link between virtual and real boxing, a model others will emulate.
6. The Unfinished Symphony: Its post-launch support via five paid DLC packs (e.g., “Problem Child” with Jake Paul, “Iron and Steel” with the Klitschkos) has been criticized for prioritizing new content over fixing core online issues, a cautionary tale about monetization in a live-service sports title.
Conclusion: The Contender’s Verdict
To compare Undisputed to the polished, arcade-tight Fight Night Champion is to miss the point. Undisputed is not an upgrade; it is a philosophical reintroduction. It says: boxing is not a series of explosive set pieces, but a grueling, strategic war of attrition. Its greatness lies in its unwavering commitment to that vision, even when that commitment results in a game that feels heavier, more deliberate, and less immediately gratifying than its predecessor.
Its flaws are not minor. The online experience, for many, is broken. The career mode’s menu-diving lacks the drama of in-gym mini-games. The absence of a clinch leaves a gaping hole in the inside game. These are not trivial complaints for a game selling for $60-$80.
Yet, its achievements are monumental. It assembled the most comprehensive, authentic roster ever. It built a movement system that makes every step, pivot, and weight transfer meaningful. It made a $1.99 Steam game from a no-name studio look like a AAA product. It sold a million copies on the strength of its integrity. It brought boxing back from the dead.
Final Verdict: Undisputed is a flawed masterpiece, a groundbreaking foundation. In the history of video games, it will be remembered not as the perfect boxing sim, but as the game that dared to believe the genre was worth saving. It is the “undisputed” champion of ambition in 2024, a testament to the idea that deep passion can outpace deep pockets. For boxing fans, it is an essential, historic purchase. For fighting game historians, it is a pivotal moment—the day the indie underdog climbed into the ring and, against all odds, refused to leave. The wait was long, the fight is messy, but the victory is undeniable.