The Boxing Ring - A Guide

Disclaimer: while care has been taken to ensure that the tone of the mode is fun and not graphically violent or gory, this mode does feature boxing images and impact-based physical contact. Do not play this mode if you are uncomfortable with this type of content.

Step into the ring for a contest like no other. The lights dim, the bell rings. And then it starts. Just you and your opponent: toe-to-toe, face-to-face. One will triumph. One will fall. To the winner, the spoils of glory. To the loser... Well... let's just hope it's not you!

Welcome to The Boxing Ring: a new mode for Erofights that pits players against each other in a one-on-one competitive fight for dominance and then lets them live it as the winner enjoys the spoils of battle.

Game Structure

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This is a unique mode of two halves. First, players battle each other in an action-packed boxing-themed "Round 1". In this round, players must pick their actions strategically to attack and defend as they try to wear each other down and inflict a single, decisive knock out. The winner of this round wins the match.

What makes TBR truly unique is that after the winner has been decided, the rest of the game is given over to a "Prize Round", in which the winner gets to enjoy sex with the loser however they wish. The winner has all the dom rights and is able to dictate the flow of the action, with the loser drawing from submissive actions that fit the direction of the winner. This prize round is non-competitive, the outcome of the match having already been decided. What is more, the winner can choose to end the match either by forcing an orgasm in the loser or by cumming themself. Or perhaps the loser may elect to blow their load early.

The mode is very distinct in these two rounds: the first round is all action and no sex but is designed to be fast paced and intense. This round is, by design, perfectly gender symmetrical and equally balanced. Stat-wise, every male move has a corresponding and identical female move, and vice-versa.

A Guide to Stats and Thresholds

The objective is to force a knock-out via a failed cum test. Actions that knock your opponent down trigger this test. Pass the test and the player gets back to their feet. Fail and they are counted out and lose the match.

The success and failure rate of this knock-out test is dictated by the victim's stats, which are raised on each action. The pink gauge can be thought of as a measure of adrenaline. As it fills, your character will lose their cool and become more susceptible to damage. When it is filled, your green gauge fills quicker. This green gauge can be thought of as 'fatigue': a measure of the physical toll the fight has on you. The purple gauge can be thought of as 'dizziness'. Powerful attacks raise this stat and it has a huge influence on the success/failure of a knock-out test.

As in other modes, careful conservation of the blue 'energy' gauge is essential, as it fuels your actions and you will find your options limited if it is depleted. However, in TBR it has an additional significance. If it falls to 5 or below then your character will become fatigued and this will open them up to powerful 'special' moves from your opponent. These specials deal higher rates of damage and fill large amounts of 'dizziness' in the purple gauge.

Something else to watch for is managing your 'Life Points' (red) gauge. Uniquely, in TBR LP management is significant as it unlocks the ability to knock down your opponent and force a KO test. Obviously, a fresh, energetic fighter cannot be knocked out. So a KO test will only become available once your opponent's LP is 80 or lower. Every attack you unleash will reduce your opponent's LP at a rate of double the energy cost of your attack. This means that harder hits will wear your opponent down faster. If you are able to reduce your opponent to 60 LP or less, then you will be able to use powerful 'finisher' moves. These finishers are more powerful than standard knock downs and fill larger quantities of the purple gauge, meaning that they are far more likely to result in a knock out.

Round Breaks and Knock Downs

Just like in real boxing, both players occasionally get the chance to rest and recover. There are actions that trigger a 'round break' in which both fighters return to their corners. When this happens, each player receives the opportunity to greatly restore one stat gauge. Strategy is very important and this decision has a huge impact on the flow of the game.

One failed KO test is all it takes but players should not be shy about trying to take their chances when they occur. Failing to knock out an opponent with a KO test does restore stats to both players (because there is a break in the action while the ref counts). The victim does restore slightly more than the attacker when they get back to their feet but this advantage is not hugely significant. The emphasis of the game design was on trying to get that lucky punch rather than biding time and waiting for a guaranteed knock-out.

The Prize Round

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By the time the game advances to the prize round, the winner of the match has already been decided and will not change, no matter what happens next. The winner controls the action and receives dominant-type actions while the loser goes with the flow and draws only submissive-type actions. These actions flow together cohesively, thanks to a unique scene organisation system. If the winner decides to fuck the loser doggy style, for instance, the loser's actions will be themed around this as they take a pounding. The winner will then also have linked actions, allowing them to keep up the doggy-style sex or switch to a different position as they see fit.

It is important to note that clothing restricts and unlocks these actions strings. You must expose a players genitals before you can play with them, for example. And you must remove both player's bottoms before any intercourse can occur. Both the winner and the loser have stripping options and these are always able to be drawn.

Since the prize round is non-competitive and is being played for role-play purposes, energy is, by design, not a factor. Both players receive full energy refills at the start of the prize round and every action restores it. This means that redraws, although not limitless, can be used relatively freely to allow players to draw actions that fit the flow of the narrative.

Ending the Game

The game ends when an 'ending' action is used, usually involving an orgasm. The winner can end the game by forcing the loser to cum but may also choose to cum themselves. Unlike in other modes, this choice does not affect the outcome of the game as, regardless of who cums, the loser's LP is reduced to zero at this point, triggering a game over action. The loser may also elect to end the game if they choose to self-cum and suffer a premature climax. They may only let themself cum and cannot force an orgasm in the winner. Other ending scenarios are available but orgasm endings are only unlocked once the relevant player's pleasure (green) gauge reaches 90 and their cum overdrive (purple) gauge reaches 10.

Possible Strategies to Win

LP conservation - Your opponent simply cannot win if you keep your life points high, since they need to drop this to 80 to even trigger a knock-out test. During a fight it is hard to relax but there are actions that restore small amounts of LP. Plus, round breaks contain opportunities to restore huge chunks of life points. Keeping this gauge filled blocks KO tests and protects you from devastating finishers.

Energy management - If you win the energy battle and your opponent drops to 5 energy or less, then you unlock special moves that deal much greater damage. There are many moves that are net-energy-neutral or deplete your opponent's energy more than your own, meaning that you can control their actions while opening them up to these specials. But watch your own energy and make sure you select good restoration moves when you can. Of course, the round break has an option for a large energy recovery too.

All-out assault - Flying in the face of the previous two strategies, a big push on high-damage moves could put your opponent below the thresholds for knock-out tests early. And whilst they scramble to restore the damage you deal, they will be less able to attack your stats.

Prioritise adrenaline - A full pink gauge results in a faster-filling green gauge. Prioritising rattling your opponent first can lead to more damage later when you go on the attack.

In conclusion

I sincerely hope that you enjoy this mode and take it in the spirit that it is intended: as one of intense, heart-pumping competition followed by a steamy, fun romp on the canvas. And above all, have fun!