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Ring Fit Adventure
Ring Fit Adventure
from Wikipedia

Ring Fit Adventure
Ring Fit Adventure icon, depicting the female playable character, enemies and the Ring-Con accessory
DeveloperNintendo EPD[a]
PublisherNintendo
DirectorHiroshi Matsunaga
ProducerKouichi Kawamoto
Designers
  • Naoya Yamamoto
  • Ryosuke Suzuki
ProgrammerShinji Okane
ArtistTakafumi Kiuchi
Writers
  • Mari Shirakawa
  • Yuichiro Ito
Composers
  • Shinji Ushiroda
  • Maasa Miyoshi
  • Shiho Fujii
  • Asuka Hayazaki
PlatformNintendo Switch
ReleaseOctober 18, 2019
GenresExergame, role-playing
ModeSingle-player

Ring Fit Adventure[b] is an exercising role-playing video game developed and published by Nintendo for the Nintendo Switch. The game comes with two physical components: the Ring-Con, a Pilates ring that the user holds and which one Joy-Con slots into, and a Leg Strap, a piece of fabric affixed to the user's leg that holds the other Joy-Con.

The game's main mode is a turn-based role-playing game in which movements and battle actions are based on performing physical activities using the Ring-Con and Leg Strap, with the Joy-Con's motion controls detecting the player's movement and a strain sensor in the Ring-Con detecting bending of that accessory. Other modes include guided fitness routines and party-style games. These activities are centered around common fitness exercises, making the game part of Nintendo's "quality of life" goals in line with the game's spiritual predecessor, Wii Fit. The game was released worldwide on October 18, 2019, and received generally positive reviews from critics. As of March 31, 2023, the game has sold over 15.38 million copies worldwide, making it one of the best-selling games on the system.

Demand for the game increased drastically during 2020, largely due to the COVID-19 pandemic and related closures of gyms and other exercise facilities, causing shortages in many countries. This led to resellers in America selling the game for over $300, up from its retail price of $80.[1]

Gameplay

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Combat in Ring Fit Adventure has the player complete an exercise move (shown on left) to defeat enemies in game.

Ring Fit Adventure ships with the Ring-Con and Leg Strap, which have docks to hold the Switch's Joy-Con. These accessories are required to play the game, as the player's interactions with them are tracked by the motion controls built into the Joy-Con.[2]

The game's main mode is a role-playing game in which the player takes the role of a young athlete who meets the sentient Ring and teams up with them to take down the evil, bodybuilding dragon Dragaux.[3] The player moves their character across the game's overworld and into various dungeons, where they encounter monsters to fight. Moving across the game world is similar to a rail shooter; the player moves along a fixed path by running in place, jumps over obstacles by squeezing and releasing the Ring-Con, and can fire projectiles at items by squeezing the Ring-Con in the target direction. When the player encounters monsters, the game uses turn-based combat, in which the player attacks enemies by performing exercises, with the amount of damage they deal based on how effectively they completed the exercise. When monsters attack, the player can defend by pressing and holding the Ring-Con into their abdomen for as long as possible during the attack. Defeating monsters earn the player-character experience points, and as they level up, they can unlock additional exercises that deal more damage. Exercises are classified by color, with each color corresponding to a general part of the body the exercise is geared towards: red for arms, blue for legs, yellow for core muscles, and green for yoga positions. Monsters are also marked by colors, and exercises of the same color are more effective against them, but only after that ability is unlocked early in the game.[2]

In addition to the adventure mode, the game includes a general fitness routine mode that allows the player to perform exercises separate from the game. The game also has mini-games based on certain exercises, which is either single-player or multiplayer.[2] An update in late March 2020 added a "Rhythm Mode", which allows the player to exercise to music from the game as well as music from other Nintendo games, such as Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, Splatoon 2, and Wii Fit.

The game includes the option to enable only quiet exercises to avoid disturbing others nearby. For example, in quiet mode, the running-in-place in the adventure mode is replaced by performing squats.[2]

Development

[edit]
The Ring-Con controller for the game.

The game was first teased in early September 2019 with a video showing people using the Ring-Con and Leg Strap without showing the game,[4] with a full announcement of the game a week later.[2]

Several journalists observed that the game fits into Nintendo's long-running "quality of life" program, to introduce more physical activity into the playing of video games, that had been started by Satoru Iwata with the introduction of the Wii console, particularly in the game Wii Fit.[2][5][6] Parts of the design of the Nintendo Switch had been from player feedback from Wii Fit looking to make the controllers smaller so they could be strapped to the body and used in more possible ways.[7]

Ring Fit Adventure was released in North America on October 18, 2019. The game, shipping with the Ring-Con and Leg Strap, costs slightly more than a typical game.[2]

On March 26, 2020, a free update was released, adding a rhythm game mode.[8]

Reception

[edit]

Ring Fit Adventure received "generally favorable" reviews, according to review aggregator website Metacritic, with a score of 83/100. It has also been rated on IGN as 7.8/10. Critics agreed that, while not designed for strength training, it was effective exercise for maintaining fitness. As well, they found its RPG elements to be simplistic, which made it more accessible to casual players, but could be disappointing those who wanted more of a strategic challenge.[20]

Sales

[edit]

Ring Fit Adventure debuted at #3 in the UK,[21] and #1 in Japan and South Korea.[22][23] In Japan, it sold 68,497 copies within its first week on sale, which placed it at number one on the all format sales chart.[24] By December 2019, the game had shipped 2.73 million units worldwide.[25]

Due to the COVID-19 pandemic, demand for the game increased significantly, creating shortages.[26][27]

On June 18, 2020, it was confirmed that Ring Fit Adventure had sold over one million copies in Japan, where it shipped a total of 1,006,069 copies across the region.[22]

From launch to September 2020, the game has sold 5.84 million units worldwide.[28]

As of March 31, 2022, the game sold 14.09 million copies making it one of the best-selling Nintendo Switch games.[29]

By March 31, 2023, 15.38 million copies of the game were sold worldwide.[30]

Awards

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The game was nominated for "Best Family Game" at The Game Awards 2019,[31] for "Family Game of the Year" at the 23rd Annual D.I.C.E. Awards,[32] and for "Game Beyond Entertainment" at the 16th British Academy Games Awards.[33]

Potential benefits of exergames

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Exergames such as Wii Fit, Kinect, and Ring Fit have been the subject of research for their potential for therapeutic and health benefit. Studies[34][35] have shown potential use of exergaming in lowering BMI and improving mobility, especially in older individuals.

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Ring Fit Adventure is a fitness action role-playing video game developed and published by Nintendo for the Nintendo Switch console. Released worldwide on October 18, 2019, the game integrates physical exercise into gameplay by requiring players to perform real-life movements using bundled accessories to navigate a fantasy adventure world and battle enemies. Players control a customizable avatar who embarks on a quest to defeat a villainous bodybuilding dragon named Dragaux and his minions across more than 100 levels spanning over 20 vibrant worlds, such as grassy plains, volcanic areas, and ancient ruins. The core gameplay revolves around the use of two proprietary peripherals: the flexible Ring-Con, a resistance ring controller that measures squeezing and pulling strength for upper-body exercises like poses and shoulder presses, and the Leg Strap, which attaches to the thigh to detect leg movements such as jogging in place, high knees, and squats via the Switch's sensors. These exercises translate directly into in-game actions—pressing the Ring-Con might unleash a magical attack, while running in place propels the character forward—blending aerobic, strength, and flexibility training into an RPG framework where players earn experience points to level up, unlock abilities, and even craft health-restoring smoothies from collected ingredients. Beyond the main Adventure Mode, the game offers Quick Play options for short challenges and 12 minigames, as well as fully customizable workouts targeting specific muscle groups or body areas, with progress tracking to monitor fitness improvements over time. Ring Fit Adventure emphasizes accessibility for players of all fitness levels, with adjustable difficulty settings, guided warm-ups, and a Multitask Mode that allows off-screen exercising while listening to music or podcasts. It supports turn-based multiplayer for minigames involving up to four players, though the primary experience is single-player. Critically acclaimed for innovating the exergame genre, the title received a Metascore of 83 out of 100 based on 45 reviews, praised for its engaging blend of fun and fitness that encourages sustained physical activity. Priced at an MSRP of $79.99 USD, it includes the full game and accessories in a single package, making it a self-contained fitness solution tied to 's ecosystem.

Overview

Concept and setting

Ring Fit Adventure is an exergame that blends game (RPG) elements with physical workouts, requiring players to perform real body movements to control their avatar and progress through the adventure. Developed by , it positions fitness as the core mechanic, where exercises serve as both combat actions and exploration tools in a vibrant fantasy setting. The game's world consists of over 20 diverse realms, including lush grasslands, quaint towns, and challenging terrains, spanning more than 100 levels for players to navigate. At the heart of the narrative is a heroic quest to confront and defeat a menacing dragon named Dragaux and his fitness-obsessed minions, who have invaded the land using dark powers to corrupt the world. Story progression is intertwined with , as players advance the plot by achieving fitness milestones, such as completing workouts that unlock new areas or resolve key events. Character development in the game merges RPG traditions with real-world exertion, allowing the player's avatar to level up through earned experience points from exercises, which in turn enhance abilities and unlock new skills. This includes customizable skill trees focused on specific exercise types, such as poses for defense or aerobic runs for speed, alongside collecting ingredients to craft performance-boosting smoothies. World exploration emphasizes this fusion, with environmental interactions like squat-powered jumps or plank holds to cross obstacles, making physical effort essential to uncovering the story's deeper lore and character growth.

Included hardware

Ring Fit Adventure is bundled with two proprietary peripherals designed to facilitate motion-controlled exercises: the Ring-Con and the Leg Strap, along with the physical game cartridge for the Nintendo Switch. These accessories require separate Joy-Con controllers, which are inserted into them and are compatible exclusively with the Nintendo Switch console. The Ring-Con is a flexible, ring-shaped controller made from a special springy material that returns to its original form after use. It features a high-sensitivity to detect squeezes, pulls, and holds, providing resistance during exercises, while the attached 's sensors track additional motions such as shaking and tilting. The device also includes a built-in camera in the Joy-Con to estimate the player's pulse rate, though this is for reference only and not a medical tool. Resistance levels can be adjusted in-game across 30 load levels to suit different fitness abilities, enhancing safety by allowing users to avoid overexertion. The Leg Strap is an adjustable band that secures a to the left thigh, accommodating circumferences of approximately 34–70 cm for a comfortable fit. It utilizes the 's and to monitor lower-body movements, such as running in place, squats, and knee lifts, converting these into in-game actions. Together, the Ring-Con and Leg Strap enable full-body tracking by measuring resistance, motion, and exercise intensity, with the game reviewing load levels to promote safe usage. These peripherals support motion-based input in the game's adventure mode, where physical efforts drive character progression.

Gameplay

Core mechanics

Ring Fit Adventure integrates physical exercises into its core gameplay through three primary categories: aerobic exercises such as running and jumping for traversal and sustained activity, poses for recovery and balance, and strength exercises involving repetitions with the Ring-Con controller for combat actions. These categories target various muscle groups, including arms, core, and legs, allowing players to engage in diverse physical routines that translate directly into in-game interactions. The control scheme relies on the Ring-Con and Leg Strap accessories, with the right Joy-Con inserted into the Ring-Con and the left into the leg strap. Squeezing the Ring-Con performs attacks by channeling resistance into fit skills, while holding or pulling it enables defensive maneuvers to mitigate . Leg movements, detected via the strapped Joy-Con, facilitate traversal like jogging in place to move the avatar forward or jumping to clear obstacles. Fitness tracking occurs in real time using the Joy-Con's IR Motion Camera, which estimates by analyzing light reflected from in the blood under illumination, typically measured post-exercise for accuracy. Calorie burn is approximated based on the player's profile, incorporating inputs like age, , and to personalize energy expenditure estimates during sessions. The progression system advances the player's avatar through experience points (EXP) earned via completed workouts and defeats, with levels increasing attack and defense stats while unlocking new fit skills and world areas. From level 40 onward, players earn skill points allocatable across exercise types—such as arms, legs, core, or —in a skill tree to enhance specific abilities and overall performance. Customization begins with avatar creation, where players select , skin tone, hair style, and other features to represent themselves in the game world, with ongoing options to swap clothing like tops, bottoms, and shoes that may influence minor gameplay elements. Difficulty scales dynamically with player progression through the worlds and levels, adjusting , rep counts, and enemy challenges to match player fitness progression without manual overrides in core modes.

Adventure mode

Adventure mode serves as the core single-player campaign in Ring Fit Adventure, blending role-playing game elements with physical exercise to create a narrative-driven fitness experience. Players control a customizable avatar who partners with a sentient fitness ring named Ring to combat an invasion by the villainous dragon Dragaux and his monstrous minions, who have transformed the once-idyllic Aerobis into a wasteland of evil. The mode emphasizes progression through a story that integrates real-world workouts, rewarding players with experience points, level-ups, and ability enhancements tied to consistent exercise performance. The campaign spans more than 20 diverse worlds, encompassing over 250 levels with varied biomes such as grassy plains, volcanic terrains, and ancient ruins. Exploration occurs on an map where players advance by in place—tracked via the Leg Strap accessory—to move the avatar, while specific exercises like squats propel them across gaps or activate environmental interactions, such as launching from pads or paddling through water. Each world culminates in boss battles against Dragaux's dragon henchmen, designed to target particular fitness categories; for instance, agile bosses demand cardio-focused maneuvers, while bulky ones require strength-based reps to exploit weaknesses. Combat unfolds in turn-based encounters against enemy minions, where players select from 43 Fit Skills to execute attacks that deplete foe health bars proportional to the workout's vigor and accuracy. Moves like the deliver substantial damage to elevated or resistant enemies, with the game's form feedback system encouraging proper technique to maximize impact and minimize turn waste. Enemies are visually coded by color and position to guide optimal exercise choices, seamlessly merging tactical RPG decision-making with physical exertion to advance the plot. Sessions are paced as structured workouts lasting 20-30 minutes, divided into exploration segments and battles, with built-in rest notifications to promote safe pacing and hydration breaks. The main storyline requires an estimated 25-30 hours to complete, assuming daily sessions, though total time varies with player fitness and optional content. World maps incorporate branching paths, enabling players to select routes that align with their strengths—such as easier cardio trails for beginners or intense strength detours—fostering replayability and personalized progression. Side quests, presented as "Requests" from non-player characters in hub towns, link narrative elements to fitness objectives, like repeating planks to gather materials for smoothies or defeating mini-bosses to earn gear upgrades. While inherently solo, the mode accommodates local multiplayer through multiple user profiles, allowing household members to alternate control of the hardware for their respective story progressions, facilitating shared family workouts within framework without simultaneous co-op.

Additional modes and features

Ring Fit Adventure provides a variety of additional modes and features designed for flexible, non-narrative fitness experiences, allowing players to tailor workouts to their preferences and schedules. These options emphasize modular exercise selection and quick engagement, complementing the core without relying on the adventure's story progression. The Custom Workout mode lets players build personalized routines by choosing from over 60 exercises in the game's library, arranging them in any order, and setting parameters such as repetitions, hold times, or total session duration to target specific muscle groups or fitness goals. This mode supports integration with adventure-unlocked exercises, enabling seamless use of progressed content in standalone sessions. Additionally, Multitask Mode within Custom Workout allows players to perform Ring-Con squeezes independently—such as while watching TV—with the tracking reps for later syncing into the game's records, promoting incidental activity without full-screen engagement. Quick Play mode offers immediate access to short, structured workout sessions or individual minigames, ideal for brief fitness bursts lasting just a few minutes, and supports turn-based multiplayer where participants alternate using the Ring-Con and Leg Strap. Complementing this, the mode—introduced in the version 1.2.0 update released on March 25, 2020—combines exercise with music synchronization, featuring 17 tracks including originals from Ring Fit Adventure and licensed songs from titles like , The Legend of Zelda: Breath of the Wild, and Splatoon 2. Players select between Arms + Legs or Core + Legs variants, timing squeezes, pushes, and squats to on-screen beats for cardio and , with difficulty levels scaling from easy to ultra-advanced based on exercise intensity. The game includes 12 minigames accessible via Quick Play, each focusing on specific movements to test coordination, strength, and endurance in themed challenges; examples include Crate Crasher, where players smash obstacles by thrusting the Ring-Con forward, and Squattery Wheel, requiring timed squats to shape pottery on a . These minigames emphasize pose accuracy through real-time feedback from the in-game coach Tipp, who monitors form to prevent injury and encourage proper technique, alongside endurance tests like maintaining balances or sustained reps under time pressure. All minigames offer novice and advanced difficulties, with scoring based on completion speed, accuracy, and calorie burn to motivate repeated play. The feature serves as an in-game reference log for all unlocked exercises, detailing tutorials on execution, targeted muscle groups, and health benefits such as improved posture or flexibility, drawn from the full library of over 60 exercise types including , , and . Players access this via the to review animations and tips, fostering self-guided learning and form refinement outside of active sessions. The Exercise Log within the tracks personal metrics like total calories burned, distance jogged, and session history, providing motivational overviews of progress across all modes. Profile management supports multiple user saves on a single console, allowing up to four profiles to maintain independent progress, fitness levels, and records synced across Custom Workout, Quick Play, , and minigames. Each profile customizes avatar appearance, exercise difficulty (from level 1 to 30), and settings like voice options or alarm reminders for daily routines, ensuring personalized tracking without interference between users. Switching profiles is done via the main menu, preserving data integrity for family or shared use.

Development

Conception and design

Ring Fit Adventure originated from Nintendo's ambition to revitalize the exergame genre pioneered by the series for the , combining physical activity with immersive gameplay to promote healthier lifestyles in a portable format. The concept drew inspiration from fantasy games, incorporating adventure elements like and boss battles to transform routine exercises into an engaging quest narrative. The development was spearheaded by Nintendo's Entertainment Planning & Development (EPD) division, Production Group No. 4, under the creative direction of Hiroshi Matsunaga and production oversight of Koichi Kawamoto, with contributions from co-producer Takayuki Shimamura. This team integrated input from fitness specialists to craft authentic and safe exercise mechanics, ensuring the game's routines aligned with established physical training principles while prioritizing player safety and efficacy. Early prototyping emphasized the Ring-Con controller's design, testing resistance-sensing technology to provide intuitive feedback that mirrored real-world muscle engagement during actions. Central to the design philosophy was merging enjoyable adventure storytelling with purposeful workouts to foster long-term player motivation and avoid monotonous repetition, encouraging sustained physical activity through varied challenges and progression rewards. The narrative was crafted as a whimsical tale where players join the affable Ring character to combat the fitness-obstructing dragon , symbolizing personal hurdles in health journeys, thereby embedding motivational themes within a lighthearted fantasy framework.

Production and testing

The development of Ring Fit Adventure was led by Nintendo's Entertainment Planning & Development (EPD) division in collaboration with under director Hiroshi Matsunaga, who drew from experience with the series to integrate fitness mechanics with adventure gameplay. The project followed a focused internal timeline, with the game announced on September 12, 2019, during a presentation and released worldwide on October 18, 2019, allowing for rapid iteration on the core hardware-software bundle. A key technical challenge was calibrating the Ring-Con's force and strain sensors for precise resistance tracking across diverse body types and exercise intensities. The software also required advanced exercise recognition algorithms to map real-world movements to in-game actions, ensuring responsiveness without frustrating inaccuracies during dynamic activities like poses or high-resistance pulls. Testing emphasized inclusivity and reliability through internal playtests involving both athletes and casual users, leading to iterations such as seated exercise modes for . focused on hardware , with the Ring-Con engineered to withstand repeated high-force use while maintaining accuracy over extended sessions. Hardware manufacturing involved partnerships with external firms to produce the Ring-Con for global distribution, prioritizing materials for long-term and comfort. In the Chinese market, assembly and packaging were handled through collaboration with , streamlining supply chain logistics for the September 3, 2020, regional launch. Localization adapted the game for international audiences, supporting 10 languages, including English, Japanese, French, German, Spanish, and Traditional Chinese, with adjustments to exercise prompts and cultural fitness references to align with regional norms.

Release

Launch details

Ring Fit Adventure was released worldwide on October 18, 2019, exclusively for the console, with no ports or versions planned for other platforms. The game launched simultaneously across major regions including , , and , featuring localized packaging and language support tailored to each market, such as English, Spanish, French, and Japanese editions. The standard edition was sold as a physical bundle priced at $79.99 USD, including the game cartridge, Ring-Con controller, and Leg Strap accessory; no standalone digital download version without the hardware was available at launch, as the gameplay requires the physical peripherals for motion tracking. Equivalent pricing in other regions included £69.99 in the UK and ¥8,778 in (tax included), reflecting the bundled format. Initial availability was limited by high pre-launch demand, resulting in widespread shortages during the , particularly in where stock sold out rapidly and prompted a public apology from in late November 2019 for supply constraints. Similar issues emerged in , with major retailers reporting quick sell-outs and on secondary markets as consumers sought the fitness-oriented title.

Marketing and promotions

Ring Fit Adventure was announced during a presentation on September 12, 2019, featuring a reveal trailer that showcased live gameplay demonstrations emphasizing the game's blend of adventure RPG elements and accessible exercise routines to appeal to non-traditional fitness enthusiasts. The trailer highlighted fun, story-driven exploration over rigorous gym-style workouts, positioning the title as an engaging way to incorporate movement into daily play. Nintendo's marketing campaigns included television advertisements that aired in multiple regions. Social media efforts encouraged user participation through challenges like #RingFitChallenge, where players shared workout videos and progress on platforms including and , often amplified by Nintendo's official accounts and gaming influencers. Collaborations with fitness influencers, such as personal trainers and content creators, involved sponsored playthroughs and reviews that focused on the game's motivational features for beginners. Promotional activities extended to retail partnerships, with in-store demos available at major outlets like starting in late 2019, allowing customers to try the Ring-Con accessory during events such as the Nintendo Family Fun Day on December 14. Holiday season bundles paired the game with consoles at select retailers, enhancing accessibility for gift buyers during the 2019 Q4 period. Tie-ins featured limited-edition merchandise, including apparel and accessories themed around the game's characters, sold through 's online store and partnered retailers to extend brand engagement. Advertisements incorporated cross-promotions with familiar Nintendo aesthetics, drawing on the company's family-friendly legacy to integrate Ring Fit Adventure's world with subtle nods to iconic elements like adventurous quests. The marketing targeted families, casual gamers, and novice exercisers, framing the game as an inclusive home fitness solution that prioritizes enjoyment and gradual progression over intense training regimens. This approach aimed to broaden appeal beyond dedicated athletes, leveraging the Nintendo Switch's portability for shared family activities.

Reception

Critical reviews

Ring Fit Adventure received generally favorable reviews upon release, aggregating to a score of 83/100 based on 45 critic reviews. Critics widely praised the game's innovative integration of physical exercise into RPG mechanics, which effectively motivated players to engage in consistent workouts without feeling like a traditional fitness program. The title's engaging story mode, diverse workout varieties, and family-friendly design were frequently highlighted as strengths, making it accessible for beginners and enjoyable for groups. Specific outlets echoed these sentiments with notable scores. awarded 7.8/10, commending the fun factor in adapting fitness actions like and poses into an adventure RPG structure. lauded its accessibility, noting how short 5- to 10-minute levels and adjustable difficulty encourage sustainable exercise habits. gave 9/10, emphasizing the robust RPG elements, cheerful tone, and deeper motivational impact on fitness routines. However, some criticisms emerged regarding gameplay limitations. Reviewers pointed to repetitiveness in extended sessions or boss battles, which could lead to grinding that detracts from the fitness focus, as well as occasional inaccuracies in motion tracking and monitoring. The $79.99 price, including specialized hardware, was also cited as a significant barrier for potential buyers. User reception proved even more positive, with an average Metacritic score of 8.5/10 from 319 ratings, where players often stressed the real-world fitness benefits and sustained motivation gained from the game's structure.

Commercial performance

Ring Fit Adventure experienced robust launch performance, selling approximately 68,500 physical copies in during its debut week of October 21–27, 2019, according to data. By January 31, 2020, cumulative sell-through exceeded 1.7 million units across , , and combined, as reported by president during a company briefing. Worldwide sales reached 2.73 million units shipped by the end of 's fiscal year on March 31, 2020, reflecting strong initial demand driven in part by positive critical reception. Sales accelerated significantly during the , with the title benefiting from heightened interest in at-home fitness solutions. From April 2020 to March 2021, an additional 7 million units were sold globally, pushing lifetime figures past 10 million by May 2021. By March 31, 2023, reported over 15.38 million units shipped worldwide, establishing it as one of the best-selling titles. In alone, retail sales surpassed 1 million units by June 2020, amid widespread shortages. Regionally, the game performed strongly in and , where stock shortages persisted into early due to surging demand. Sales in excluding Japan grew 6.7 times year-over-year in the period ending September , partly attributed to the game's popularity in markets like . saw consistent sell-outs at major retailers, contributing to the title's global momentum. Digital sales also increased post-, aligning with broader eShop growth, though specific figures for Ring Fit Adventure remain undisclosed. The game's commercial success generated substantial revenue for through unit sales and accessory bundles at a $79.99 MSRP. Bundles including the Ring-Con and Leg Strap accessories further expanded the accessory market, driving additional hardware-adjacent purchases. Into 2024 and 2025, Ring Fit Adventure maintained steady back-catalog sales without significant decline, appearing in Japanese charts with weekly physical sales around 3,000–4,000 units as of early 2025. Rumors surrounding a successor boosted renewed interest, evidenced by periodic spikes in searches and resale activity, though no major sales resurgence was reported by November 2025.

Awards and nominations

Ring Fit Adventure received recognition from several prominent gaming award ceremonies for its innovative blend of fitness and role-playing elements. At the 2019 , the game was nominated for Best Family Game, highlighting its appeal to players of all ages through interactive exercise mechanics. In the 2020 BAFTA Games Awards, it earned a nomination in the Game Beyond Entertainment category, acknowledging its contributions to and wellness beyond traditional gaming. The game was also nominated for Family Game of the Year at the 23rd Annual in 2020, recognizing its family-oriented design and engaging gameplay. Ring Fit Adventure won the Award for Excellence at the 2020, praised for its creative use of the Ring-Con peripheral to promote in an adventure format. Overall, the title garnered one major win and three nominations across key 2019–2020 industry events, with particular acclaim for its and motivational features.

Post-release and legacy

Software updates

Ring Fit Adventure received a series of updates following its launch, primarily aimed at adding new features, improving online functionality, and resolving minor bugs without any paid (DLC). The first major patch, version 1.1.0, released simultaneously with the game's launch on October 18, 2019, introduced online rankings such as Friends Ranking and Weekly World Ranking in Quick Play mode, along with Everyone's Records in the My Menu for viewing community exercise rankings and profiles. It also added quality-of-life enhancements like an alarm function and simplified screenshot capture. Subsequent minor updates in late 2019—versions 1.1.1 (October 25), 1.1.2 (October 31), and 1.1.3 (November 29)—focused on bug fixes, including corrections for online score upload issues and general stability improvements to enhance tracking accuracy for the Ring-Con and Leg Strap accessories. These patches ensured smoother performance during workouts and online interactions without introducing new content. The most substantial update, version 1.2.0, arrived on March 25, 2020, expanding gameplay options with the addition of Rhythm Game mode, which incorporates 17 music tracks from titles like Super Mario Odyssey, Splatoon 2, and The Legend of Zelda: Breath of the Wild for synchronized exercise routines. It also introduced Jogging as a new exercise in Fitness Lists, increased the number of savable custom workout lists to 20, added a feminine voice option for the Ring character, and included options like completing the final exercise in Fit Battles even after enemy defeat. Further refinements addressed bugs in Everyone's Records update times and adjusted visual elements for better accessibility. No additional major updates or DLC have been released since version 1.2.0, with confirming that all post-launch content additions were provided free of charge. The game includes built-in tools accessible via the in-game Settings menu to mitigate issues like Joy-Con drift and sensor inaccuracies, allowing players to recalibrate the Ring-Con for resistance detection or the Leg Strap for leg movements as needed. Community-requested features, such as online multiplayer, remain unimplemented, aligning with the developers' emphasis on solo fitness experiences as outlined in production notes. As of November 2025, no new software updates or content expansions have been announced for Ring Fit Adventure. Compatibility has been verified for the Nintendo Switch 2 successor console, though it requires attaching original controllers to the Ring-Con and Leg Strap, as the new Joy-Con 2 models are not compatible with these accessories. These updates helped maintain player retention by introducing varied workout options amid the game's ongoing popularity.

Health benefits and research

Ring Fit Adventure incorporates over 100 distinct exercises, encompassing cardio activities like in place, strength-building moves such as squats and planks, and yoga poses focused on flexibility and balance. These exercises are designed to engage various muscle groups, promoting comprehensive through resistance provided by the Ring-Con controller and leg strap. Research indicates that the game's exercise regimen can enhance and muscle endurance. A 2022 study among adult women found significant improvements in , including reduced and increased lean mass, alongside better aerobic capacity after an 8-week intervention. Similarly, a pilot study on older adults with a history of falls demonstrated gains in lower limb muscle strength and balance following a 12-week program using the game. Studies have highlighted the game's potential to boost exercise adherence compared to conventional routines. In a randomized controlled pilot trial with community-dwelling older adults, participants achieved an average adherence rate of 88% to the prescribed Ring Fit Adventure sessions, attributing sustained engagement to the gamified elements. A JMIR Games study on university students during distance learning reported improved psychological factors, including reduced stress and enhanced mood, which contributed to consistent participation over 4 weeks. The game shows promise for and benefits. Short-term interventions have led to modest , with one study noting average reductions of approximately 1.5 kg in body weight over 8-12 weeks among participants, linked to increased expenditure during . Gamification elements, such as progression rewards and narrative immersion, have been associated with mental health improvements, including higher pain and lower depressive symptoms in individuals with chronic after 8 weeks of use. Despite these advantages, Ring Fit Adventure is not a replacement for professional medical training or personalized fitness guidance. Users, particularly or those with pre-existing conditions, face risks of overexertion in high-intensity modes, potentially leading to excessive fatigue, , or injury if sessions exceed recommended durations without proper warm-ups. advises consulting a physician before starting and monitoring for symptoms like or chest discomfort. Follow-up research from 2021 to 2025, particularly during the , has emphasized the game's role in promoting sustained home-based fitness. A 2022 randomized trial among university students engaging in remote learning found that 4 weeks of Ring Fit Adventure use improved running completion times and psychological , supporting its utility for at-home exercise amid lockdowns. Pediatric studies have also noted high and elevated energy expenditure in children and adolescents, with one 2020 analysis showing the game elicited moderate-to-vigorous levels comparable to traditional play, fostering without excessive strain.

Cultural impact and sequel rumors

Ring Fit Adventure contributed to a revival of interest in exergames, building on the legacy of Nintendo's Wii Fit by integrating fitness mechanics into engaging RPG elements, which encouraged broader adoption of gamified exercise during the late 2010s and early 2020s. The game sparked widespread viral challenges on platforms like YouTube and TikTok, where users shared progress videos, such as 30-day transformation series that documented workouts and personal fitness milestones, fostering a community-driven culture around accessible home exercise. This organic spread influenced trends in fitness gamification, prompting developers to explore similar narrative-driven mechanics in mobile and app-based workouts to enhance user motivation and retention. The title appeared in various media, including promotional campaigns featuring celebrities like actress , who demonstrated its workouts in advertisements, and TV presenter , appointed as the ambassador in 2020 to highlight its role in fitness routines. Japanese promotions also leveraged endorsements from actress to appeal to audiences emphasizing wellness during the . While not central to formal documentaries, the game has been referenced in discussions of 's fitness history, underscoring its evolution from balance board peripherals to resistance-based adventures. In terms of broader legacy, Ring Fit Adventure promoted by allowing avatar customization that accommodated diverse body types, though analyses have critiqued its options for lacking sufficient representation of non-idealized physiques, potentially reinforcing narrow standards in gaming. Personal accounts highlight its positive role in body reclamation, particularly for postpartum users seeking gentle, narrative-supported exercise to rebuild confidence and physical capability. These elements have sparked conversations on within gaming, advocating for more varied depictions to make exergames welcoming to underrepresented groups. Rumors of a sequel intensified in 2025 following Nintendo's patent filing for controller accessories on May 23, which featured designs resembling an evolved Ring-Con, fueling speculation of 2 tailored for the Nintendo Switch 2 successor. This buzz ties into the original's enduring popularity and its connection to Wii Fit's foundational impact on fitness gaming, though Nintendo has provided no official confirmation of development. Amid the Switch 2 announcement, renewed interest emerged in 2024-2025, with the game confirmed compatible software-wise but requiring updated hardware, prompting fans to anticipate enhanced features for next-generation play.

References

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