THE MAKING OF / 002
IN DEVELOPMENTKnux
Find your gym. Build your fighter. Earn your place.
WEB PREVIEW AVAILABLE Desktop downloads are not currently offered on this site.
THE WORLD WE SET OUT TO MAKE.
Build the fighter.
Make the world
worth fighting for.
The fight starts long before the bell. Knux brings training, rivalry, and everyday life into a shared boxing neighbourhood. Walk into a gym, work on your fighter, and take that preparation into the ring. Building the world meant making its characters, equipment, streets, and fight simulation work together inside Conqrex.Engine.
An online social boxing RPG in development, with a browser preview available here. The captures follow local development sessions in the Linux desktop build; no desktop download is offered on this site.
- Fighter animations
- 42
- Gym identities
- 3
- Original themes
- 3
01 / THE JOURNEY
From the first shape
to a world in motion.
From the fighter’s first stance to a neighbourhood with a daily routine. Follow the characters, spaces, sound, and systems that make training matter.
THE FIGHTER & THE RIG
One body. A whole vocabulary.
The boxer needs to do more than throw a punch. Walking, training, guarding, slipping, and recovering all belong to the same character. A shared rig carries 42 animation clips, from a quiet idle to a knockdown.
- Made with
- Sculpt · Rig · authored animation clips
- What changed
- A fighter who can move through the gym and into a bout.
Behind this step
The published boxer model contains 42 named clips. Open the 3D studio below to try the guard, jab, rope, and weight-training motions on the actual game asset.

THE GYM & THE DAILY ROUTINE
Give every corner a purpose.
Rings, weights, bags, and conditioning stations share a floor with the coach and recovery spaces. Iron Docks, Precision, and Pressure use distinct gym identities, built around the same training systems.
- Made with
- Scene authoring · Sculpt · shared layout definitions
- What changed
- A readable training floor with equipment the fighter can use.
Behind this step
The project’s layout definitions generate the positions used by the game. Its gym runbooks walk the player between stations, exercising the same spaces shown here.

THE WORLD OUTSIDE THE ROPES
Let the gym open onto a street.
Ring Street connects the boxing life to a larger neighbourhood. Step out of the gym, cross the plaza, and find the next venue. The same fighter moves through indoor and outdoor spaces.
- Made with
- Scene authoring · environment modelling · room transitions
- What changed
- A connected place to explore between training sessions.
Behind this step
The city runbook follows the gym door onto Ring Street, walks across the neighbourhood, and returns through the gym entrance. These frames come from that playable route.

THE BOUT & THE SIMULATION
Preparation meets the bell.
The fighter walks to the ring, climbs in, and faces an opponent. Training and fight plans feed a simulation, while footwork, guards, punches, and reactions make the exchange visible.
- Made with
- Fight simulation · Rig · repeatable play scenarios
- What changed
- A bout that connects the fighter’s preparation to motion in the ring.
Behind this step
The fight runbook follows the full sequence from approaching the steps to entering the ring and exchanging blows. The screenshot is a native gameplay capture, including the fight interface.

THE SCORE & THE ATMOSPHERE
Give each part of the day a pulse.
Iron Docks has a steady 90 BPM training loop. Ring Street slows to 84 BPM, while Fight Night raises the pace to 140. The instruments and percussion are synthesised and mixed in the engine’s Music Studio.
- Made with
- Music Studio · synthesis · composition and mixing scripts
- What changed
- Three distinct musical settings for the same boxing world.
Behind this step
The project retains the three editable songs and their composition scripts. The listening samples below are encoded from the original game audio exports.

02 / THE 3D STUDIO
Pick a piece.
Look a little closer.
The actual models that make up the game.
Turn them around, try the animations, and explore how they’re built.
Choose “Explore in 3D” to open the collection.
- Triangles
- —
- Materials
- —
- Animations
- —
03 / ASSET LIBRARY
A world, piece by piece.
A place to train. A street to explore. Actual characters and environments captured in the game renderer.
6 asset collections

The fighter up close
A shared body and rig, seen through the in-game mirror.

Iron Docks
Two rings anchor a floor built for training, coaching, and recovery.

Out on Ring Street
The gym is one stop in a connected boxing neighbourhood.

Across the plaza
Outdoor routes connect the training spaces and venues.

Inside the ropes
The game’s fighters and ring assets meet the bout simulation.

The walk to the ring
Entering the ring is part of the scene, from the steps to the ropes.
04 / SOUNDTRACK
Before the bell.
After the last round.
Three original themes made in Conqrex Music Studio. Hear the gym, the street, and the rising energy of fight night.
THE GYM / PUT IN THE WORK
Iron Docks
A steady training groove · 90 BPM
THE NEIGHBOURHOOD / BETWEEN ROUNDS
Ring Street
A slower pulse for life outside the gym · 84 BPM
THE RING / WHEN THE BELL GOES
Fight Night
The bout turns up the intensity · 140 BPM
These listening samples come from the game’s music assets. The arrangements, synth voices, and mix settings remain editable in the project’s Music Studio songs. The music was composed and rendered with the built-in tools, without a local generative music model.
05 / THE TOOLBOX
The tools behind
the tiny details.
The engine provides the studios.
The project adds recipes and workflows for this particular world.
Sculpt & Canvas
Modelling recipes and painted surfaces give the fighters, equipment, and architecture a consistent visual language.
The boxer, training equipment, and gym environments.
Rig, from stance to strike
A shared skeleton connects the character’s everyday gestures, training motions, and fight choreography.
42 animation clips embedded in the boxer model.
A layout that becomes a room
Gym and city layout definitions are used by the modelling scripts and the game, keeping authored spaces and playable positions in step.
Training stations, walking routes, and connected rooms.
Music Studio
Composition scripts define synth voices, musical phrases, mix buses, and effects, then render the editable songs into game audio.
Iron Docks, Ring Street, Fight Night, and gameplay sound effects.
Repeatable play sessions
Local scenarios replay training, city travel, and bouts with an isolated save. The native renderer captures the resulting game state.
The gameplay screenshots throughout this story.