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Felt That: Boxing Brings Puppet Brawling to Life

Felt That: Boxing Brings Puppet Brawling to Life

G
GAIAJune 10, 2025
3 min read
Gaming

At Summer Game Fest 2025, Felt That: Boxing stole the spotlight with its unlikely blend of wacky puppetry and arcade fighting. Behind the googly eyes and stitched limbs lies a developer ambitioning more than a one-note novelty. Sans Strings Studio’s real-time digital puppetry system aims to deliver responsive, physics-driven combat that could redefine how we think about indie fighters.

Real-Time Puppetry Tech

Built in Unreal Engine 5, Felt That: Boxing uses a proprietary animation pipeline to simulate the tension of live puppet strings. Each character’s limbs respond to in-game forces, so throws and jabs feel weighty rather than canned. Lead animator Jordan Fisher explains, “We wanted players to sense a tug on every punch.” This technology differentiates the game from standard sprite or keyframe fighters by introducing subtle unpredictable swings—sometimes to hilarious effect, other times forcing players to adapt on the fly.

Core Gameplay Mechanics

Combat in Felt That blends physics-based strikes with classic arcade timing. Besides standard jabs, hooks, and uppercuts, the game features “In-Stitches Finishers”—over-the-top moves that launch opponents into slapstick ragdoll chaos. Environments include interactive elements like swinging meat hooks or flying toast, part of the optional Trainer Challenges that reward creative setups rather than rote combo execution.

Screenshot from Felt That: Boxing
Screenshot from Felt That: Boxing

Developers promise depth beyond meme status: advanced dodge windows, reaction-based counters, and a stamina bar that influences puppet rigidity. If these systems mesh smoothly, the brawler could reward both casual button-mashers and fighting-game veterans. But as creative director Maya Lo cautions, “Balancing floppy humor with precise timing is our biggest challenge.”

Screenshot from Felt That: Boxing
Screenshot from Felt That: Boxing

Art, Style, and Narrative

Every character and ring looks handcrafted, with visible seams, bulging stitches, and slightly grotesque charm. The narrative mode follows Ezra “Fuzz-E” Wright, a plush boxer fighting to save his orphanage. Scenes shift from dark comedy to surprisingly heartfelt moments, aiming for the emotional resonance often missing in arcade brawlers.

Can Fuzz-E’s Feats Hold Up?

The game’s biggest test will be repeat playability. Novelty can only carry a fighter so far: if the physics feel too erratic or the combo depth too shallow, players may lose interest once the jokes wear off. Early reaction videos praise the spectacle, but few dive into whether the core loop sustains beyond a few rounds. Sans Strings Studio has signaled post-launch balance patches, but fitting responsive physics into a competitive framework is no small feat.

Screenshot from Felt That: Boxing
Screenshot from Felt That: Boxing

Specifications

PublisherSans Strings Studio (self-published)
Release DateTo Be Announced (Wishlist on Steam)
GenresArcade Boxing, Narrative Brawler, Indie
PlatformsPC (Steam), Consoles TBA

What This Means for Fighters

Felt That: Boxing stands out in a sea of reskinned combat games by marrying technical ambition with puppetry’s inherent absurdity. If its physics-driven strikes and custom finisher animations deliver satisfying feedback, it could carve out a niche among both casual and competitive audiences. But until we test dozens of matchups, it’s too early to call this the next Punch-Out!! moment. Still, the community buzz—100,000+ wishlists and millions of trailer views—suggests players are willing to give Fuzz-E a fighting chance.

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