Beguiled
by Bad Bucket
Versionv0.2.6
EngineGodot
Released2026-08-06
Updated2026-08-06
LanguageEnglish, Japanese, Chinese , Spanish, Russian
2D Game
2DCG
Ahegao
AI CG
Anal Sex
BDSM
Big Ass
Big Tits
Bukkake
Combat
Creampie
Fantasy
Female Domination
Female Protagonist
Futa/Trans
Masturbation
Mobile Game
Monster
Monster Girl
Spanking
Strategy
Tentacles
Turn Based Combat
Fuck your way through a Succubus' castle in a bid to reclaim your town from her wicked ways! Beguiled is a battlefuck deckbuilder roguelike, there are countless builds, synergises, upgrades, toys to play with. A dozen enemies (currently), events, unique mechanics, and a whole lot of challenge. Players take on the role of Moira, a confident swindler taking on the Succubus' castle with aims of saving the town from her wicked clutches, or perhaps she may have an ulterior motive?
Screenshots
Android
v0.2.6
~ Cum / Floating Combat Numbers
Players have pointed out that the Cum gain during combat can be quite hard to read as it's not visible for very long, so I've added a "juicier" visual to the floating number that lingers a bit longer.
Floating Combat Number font has also changed to be larger and more legible.
~ Lord Swell
Lord Swell's Phase 2 has been a bit oppressive for players as it can be very hard to actually damage him during Sensitive windows due to his attack pattern resetting and applying even more Entangled.
All Entangled applications during Phase 2 have been moved back 1 attack.
First attack no longer applies Entangled, he gains 1 Lust.
Lesser Tentacles now die on Orgasm and no longer trigger player Orgasm effects. This is due to cards like Golden Touch scaling out of control from the countless procs.
Lesser Tentacle Arousal 22 > 35. Arousal damage 5 > 7
~ Cards
The reworked Preparation & Dry Spell did a bit too much and other Arousal Reduction uncommon cards fell even further behind.
Preparation no longer restores Panties/Default.
Cool Hand now restores Panties.
Dry Spell upgraded to Rare.
Misdirection demoted from Rare to Uncommon.
Queen's Arousal Reduction reduced from 8 > 7.
Strip rarity increased from Rare to Epic. 40% > 69% chance. 7 > 11 damage
Slip Out Arousal Reduction 10 > 12
~ Card Upgrades
Cannot Apply -1 Energy Upgrade to Cards at 0 Energy (prevents dead pre-upgraded cards)
Cannot Apply "Card Draw" upgrades to 0 Cost Cards (reduces Infinite Deck potential)
~ Bugfixes
Lord Swell defeat texture was not showing if Lesser Tentacles were present
Shamcock Toy texture wasn't showing
HOTFIX: restored missing Dungeon Event right-side "Wall"
v0.2.5
Quick few bugfixes to smooth out the experience as some of them can be fairly impactful.
Minotaur charging state
. The new version introduced a couple of issues to phases due to Swell's implementation. In v0.2.4 the Minotaur would skip his attack on Round 5 and 20 to charge. He would also not stop the 5x attack until orgasm interrupted him.
The
Entangled
texture set for Moira would sometimes reverted to the Default state textures.
Succubutler's Cockwork
power was not populating the tooltip values.
Hovering over a character in combat wasn't revealing their name (broke in v0.2.2)
Sex Type cards with 2+ Donuts
played at Sex Type: NONE would stop at TAUNT/FOREPLAY and not begin SEX.
Tiny Balance Tweaks:
Slime Girl
drip marginally increased for 1 attack
Cat Maid
now gains 1 dodge from 1 of her attacks
Living Armour
WP&Arousal very slightly reduced.
Phase 1 WP damage spaced out more
Phase 2 multi-hit damage reduced
v0.2.4
There is way too much to go over in this update. A huge amount has changed, so I'll do my best to outline it below!
9 New Cards
Let It Ride [R | 1energy]: When Pity is consumed to rescue a failed chance effect, keep half.
Strip [R | 1energy | soak]: Soak your hand. For each card Soaked, 40% chance to deal 7 Arousal.
Bust [R | 1energy | soak]: Deal 2 Arousal for each card in your soak pile.
Group Play [R | 1energy] Chance effects that target an enemy, instead target all enemies.
Go Big [R | 1energy]: Upon Orgasm, deal 2x your Lucky stacks as Arousal damage to all enemies.
Hold Out [E | 2energy]: Orgasms no longer remove Lucky stacks. Chance rates are halved.
Lucky Dip [E | 2energy]: Whenever you create a
card, it gains 1 random Uncommon upgrade.
Stacked [E | 2energy]: Each turn, 1 chance card will be rolled twice, taking the best result.
Streak [E] | 1energy: Deal 3 Arousal damage. When drawn, 30% chance to increase by 7.
8 New Toys
Cocksicle [R]: Whenever an Enemy orgasms, reduce its Max Arousal by 5/10/15.
Horn [R]: Whenever an Enemy orgasms, gain 4 Cool. (NOTE: Cool increases arousal reducing effects 1:1, expiring round end - like Heat)
Tentacle [R]: Apply 1/2/3 Pinned whenever you play a 2 Cost or higher card.
Totem [E]: While Sensitive, each card you play grants 1/2/3 Block.
Fuzzy Dice [E]: Every 16/14/12 cards you play during combat is played a second time.
Egg [E]: Whenever an Enemy Orgasms, gain 4/8/12 Heat.
Poker Chip [E]: Cards with a chance effect have a 4/8/12% chance to replay.
Tail Plug [E]: Upon taking lethal damage, recovery to 33/66/99%. One time use.
Floor 2 Boss - Lord Swell
A multi-phase tentacle monster boss with 2 new effects.
Splash [BUFF]: Each stack of Splash deals 1 Arousal damage back to the attacker, per instance of damage received.
Lasts until combat end/death.
Entangled [DEBUFF]: Each stack of Entangled reduces Arousal damage dealt by 30%.
Playing a card with a Sex Type (Anal, Vaginal, Versatile, Panties, Default) removes 1 stack for each donut.
For every 2 Entangled stacks removed,
a
Lesser Tentacle
will spawn in front of the boss.
This boss is currently a bit too challenging. I will monitor community discussions closely and make balance changes in the patch update that will follow in a few days time.
Updated Starting Deck
Deep Breath
no longer has a chance proc, but restores 6 Arousal flat.
Daring Display
's energy cost has increased 1 > 2, damage increased 6 > 12, and Sex Type of Vaginal removed.
Feeler
now has a
Versatile
Sex Type. (More on that later) and damage proc increased
Push
Arousal Reduction reduced from 7 > 6
Shamcock
replaced with
Gem Plug
(Shamcock remains in the loot pool)
Rebalanced Most Cards
Underpowered
and unused cards, such as Poker Face, Moan, Pushing It, Get Stuck In, Sore Winner, Risk Junkie, Lucky Card etc.
Overpowered
must picks cards, such as Golden Touch, Preparation, Delusions of Grandeur
Versatile Card Type
Simplified Enemy AI
Minor Changes & Bugfixes
I uh, didn't keep track of this very well unfortunately, but I'll do my best to list them out:
Toy Upgrade Level Counter
Gameover/Gamestats now tracks Body Cumshots as well as Anal/Vaginal Creampies
Skippable Elite Toy reward (plus Modifier should now be visible before taking it)
Windowed Support
Effect Tooltips for all Toys, Powers, anything which applies or references and effect
Arousal could rarely get locked at max
2x Shop Card Removals
Shops made slightly more expensive
Removed
Relaxed
as Card Upgrade effect, replaced with Upgrade applying
Soft
Most enemies have a Weaker 1st attack to reward the Orgasm Attack Pattern reset
Ability to set backgrounds per enemy
v0.2.3
Minor Changes
Succubutler
: She now increments Cockwork by 1 tick on her turn start. I've reduced the base damage very slightly, will see how this is received.
Casual Difficulty
: As some people are looking for a more relaxed experience, there is now a Casual difficulty, increasing starting stats, currency, and an upgraded starting deck.
DebugLog
: There is now a little button in the bottom right of the Options menu while in-game. It saves the last 500 debuglog prints and has a simple copy button to make sharing bugs easier. It also has a header with device information.
Card Data Share
: Within the Main Menu's Stats view, if you go to the Cards tab there is now a Copy button. Clicking it will copy your current Card data to your Clipboard in a simple markdown format to make it easy to share within discord.
Bugfixes
Some Status (Fatigue) cards were missing art. (Added, but these can only be found by transforming a Fatigue card in the Mirror event currently)
In Mobile View a full hand obscured 'End Turn' button (moved End Turn up slightly)
Gem Plug wasn't protecting Lucky stacks from Hot Hand
Android version 'Exit' wasn't closing the game fully. I checked the standard, it seems mobile games usually don't include an Exit button and leave it up to the user to close the app. So I removed the Exit button for the .apk
Toy's weren't fitting well into the TopBar
Succubutler's Cockwork counted Ace incorrectly
Toy Curse Leaky wasn't applying
Powerplug + Crystal Ball triggered eachother while consuming one
Shop Deal: "play 0 cards Round 1, 3 times" completed after 1 instance
Returning to Map from Event/Combat didn't load Map on slightly older devices
Succubutler sex texture sometimes used defaults
Gameover screen stretching for some aspect ratios (I've made changes, and tested on 3 devices but will need to see how it looks on various devices)
v0.2.2
s a huge amount has changed behind the scenes especially around tracking, balance, and general UIs, I'll almost certainly upload a bugfix update within the coming days based on feedback received. Thank you in advance for all your help!
Game over (Defeat/Victory) revamp
Initial v0.1.0-v0.2.1 screen showed very little data, was messy, and didn't have room for Victory/Defeat scenes.
This revamp tracks more stats, displays your deck better, and also displays enemy specific Defeat images (Currently only 3 with a handful of back-ups when unique images don't exist). I'll be working on gradually implementing a Defeat for every enemy in the game and using this as a basis for the upcoming Gallery. I'll also be adding more Victory images in future too.
I've noticed a few issues with scaling on mobile, so I'll try to fix this up for the upcoming patch update too.
This is a rough example screenshot, you'll see all the proper stats on a real run!
Click to expand...
Game Stats
The goal is to show stat overviews so you can see your pickrate and W/L rate with each card (I'll try to expand this to include Toys won/lost with in future) as well as total willpower damage taken per enemy and W/L per enemy. Totals sit at the top of the screen so you can see your W/R.
I want to expand and tidy this up a lot in future, but I thought it would be a good to get it in early so people can view all the Cards/Toys as well as their rates with each. I'll ask people to share their screenshots in future so we can see which enemies are most threatening and which cards are most/least popular! For now all of the Enemy/Card specific data is newly tracked, but existing W/R is also on your local data.
It's tracked per game version, and the W/L till now and general total stats will be merged into a "legacy" entry in the selector at the top of the screen.
New Game +
There is now a NG+ selector, unlocked after completing your first run. There are currently 6 NG+ difficulties, each with varying effects. They add quite a bit more challenge, so don't expect to breeze through them! I'll be balancing them as well as adding more in future based on community feedback.
To facilitate the NG+ screen, there's now a HeroSelect screen before the game begins, in future this is where alternate heroes will be selectable as well. The UI and Moira animation are a little rough, I'll polish these up in a future update also!
Game Stats are also tracked per NG+ difficulty, but there's no UI selector to see the breakdowns yet, but the data is being tracked for future display if you want to see win/loss etc per difficulty in future!
Click to expand...
Balance
I've been tweaking a huge amount of things and have kind of lost track, I'll do my best to cover it all here. One of the major changes is a new fundamental debuff:
Overstimulated
. This debuff is applied to enemies after they recover from Sensitive, it stacks, lasts for the remainder of combat, and increases the Sensitive conversion damage by 25%.
Click to expand...
There were 2 main design goals behind this.
1. Prevent combats from dragging on too long
without
increasing 1 Orgasm wins.
2. Add more weight and meaning to enemy orgasms.
I've increased some Floor1 enemy WP slightly to balance it as it became a bit too easy. I also reduced the arousal of some Floor2 enemies.
Sex Preference Bonus
- No longer activates during the foreplay/taunt stage of sex, only during penetration.
Corrupted Bunny
- General damage floor reduction and max arousal lowered. Removed Pinned and gave it to Ssservant.
Cat Maid
- Changed Nimble to instead of granting 2 Dodge per turn, now 8 Dodge is granted at Combat start, and after recovering from Sensitive. Dodge no longer expires on round end.
Smaller Changes
Again this will be a rough overview as I've been tweaking bits throughout.
Added Vaginal Sex textures for Succubutler
Bellhop' Scurry no longer triggers when Pinned is active.
Buffed several of the weaker Toys: Condom, Fake Cake (I'll rework this at some point), Blindfold, DoubleDildo
More of a remnant than a bug, but removed the Corrupted Hero fight from Floor2 Event
Fixed Dildo/Buttplug
Reduced base map encounters by 1
Pushing It: removed Soak, increased self-damage 6>10
Self Pity: Cost reduced 3>1, Pity 3>4
Coin Toss: Uncommon > Rare
Delusions of Granduer: Cost reduced 3>2, Lucky 2>1
Golden Touch: Uncommon > Rare
v0.2.1
N/A
v0.1.14
bug fix to resolve 2 issues which I'd rather not wait a week to release:
Combat Orgasm Cum rewards were sometimes not correctly updating/decrementing after each orgasm
Losing a run to a multi-hit attack would not save your Cum Gained that run correctly
v0.1.13
This update is mostly tweaking the balance and where different builds sit. Some of you may have noticed that in previous versions, playing very defensively and building up Lucky stacks over time was a very optimal playstyle, the main downside being it was time-consuming.
My goal is to keep build variety enjoyable and viable, so in this update I've tried to address some of the issues that caused these symptoms.
Cum currency gains heavily rewarded dragging fights out and milking enemies; effectively punishing offensive focused decks which won within 1-2 burst windows.
The starter deck had 3 defensive cards with Lucky Chance procs on them, and 1 offensive card; pushing defensive playstyles as the focus.
Hot Hand has been broken since launch and trivialised the game.
The recent changes to Sex Type, introducing Panties/Neutral control were hard for the player to take advantage of due to the starting deck only having 1 Sex Type card.
To resolve this I've front-loaded Cum distribution from enemies. Retooled the starter deck to 10 total cards, removing 1 Deep Breath, and adding 2 new cards. Changed Hot Hand to have a trade-off. Also there's a handful of bug fixes and minor balancing tweaks to try to bring things up a better level of balance.
I've been focusing on building the next enemy, voted on within the Discord poll as the Corrupted Bunny Maid for Floor 2. In next week's patch I'll share some stills!
Full notes below:
New Starter Cards
Push (2x)
1 Energy. 1 Panties. -7 Arousal
Feeler
1 Energy. 1 Brown Donut. Deal 7 Arousal, 28% to deal 9 instead.
Balance - Cards
Hot Hand
Old:
1 Energy Cost. Gain 1 Energy for each Lucky stack.
New:
0 Energy Cost. Lose half your Lucky stacks. Gain 1 Energy for each Lucky remaining.
Dry Spell
Old:
Reduce Arousal by 5. Reduce by another 15 if no Lucky Procs this turn.
New:
Reduce Arousal by 5. Reduce by another 15 if not engaged in Sex.
Delusions of Grandeur
Gain 1 Lucky per turn > Gain 2 Lucky per turn
Golden Touch
Gain 1 Lucky on enemy orgasm > Gain 3 Lucky on enemy orgasm
Red Joker
Old:
Reduce Enemy Lust by 1. Cost 2.
New:
Reduce all enemies Lust by 5. SOAK. Cost 0.
No Pulling Out
Cost 2 > 1. Removed Soak.
3 Brown Donuts > 2 Brown Donuts.
10 Arousal > 3 Arousal. 2 Pinned > 1 Pinned.
Balance - Card Upgrades
New Upgrade:
Charm. Gain 1 Lucky.
Slick (Draw 1 Card): rarity increased from Uncommon > Rare
Flow (Draw 2 Card): rarity increased from Rare > Epic
Loaded (Reduce Energy Cost by 1, Draw 1 Card): Removed.
Balance - Enemies
Cum Gains Rebalanced.
Enemy currency gains are spread out among 3 tiers, and the 3rd repeats. This led to offensive decks being punished for winning in 1-2 sensitive bursts. The 3rd tier always rewards 1 cum each time now.
Now currency is frontloaded into the 1st orgasm. Rough distributions below:
OLD
: 50%/35%/15%
NEW
: 70%/28%/2%
Corrupted Hero
Willpower 180 > 175
Minotaur.
BASE Damage down around 10%. 20% on final Sex attacks.
Cat Girl Maid.
General damage increased. Gains 1 Lust on 4th attack in sex attack pattern.
Living Armor
Added missing Sex Match Bonus, 3 arousal Vaginal.
Default attacks deal less direct Willpower damage, final default attack deals 12 Arousal instead of Willpower.
Toys
Towel. Gain 5/10/15 cum on Health Restore. Now 8/16/24
Incense. Gain 1/2/3 map meter bars. Now 2/4/6
Tuning Fork. Apply 1/2/3 Pressure if matching enemy arousal at player turn end. Now 2/4/6.
Paddle. Rarity Rare > Uncommon.
Nipple Clamps. Deal 1/2/3 Willpower for each Energy at turn end, consume energy. Now 2/4/6.
Bugfixes
'Rare Card Selection' in Run Start Bonuses wasn't forced Rare.
'Red Joker' didn't reduce Lust
'Run Start Bonus' mobile users couldn't see Toy tooltip before selection.
'Perfect' Toy Blessing broke toys
'Money Shot' & 'Cash Out' didn't show damage calculation
Scrolling the Card Grid on Android devices was difficult
Map Generation
Improved map generation to prevent bottlenecks at Elite room. Previously players could be forced into fighting the Elite early.
Quite unexpected that I would spend as much time as I do on this game. As a the saying goes, came for the porn, stayed for the gameplay. Great gen ai art. Beautiful game mechanics. Still can't pass lvl 2 but really enjoying this
As I already wrote this in a comment, and this is a pseudo-review, I will write it here too: Nice game! It really scratches the battlefuck itch I didn't know I had. I am also just a teeny tiny bit interested in the story. What I would consider changing maybe (based on other rogue-like games) is the "shop before the run", as I think having the ability to unlock permanent bonuses or activate modifiers to make the run more challenging, but reward more fluids(...) and so on. But for now, I could defeat the boss of the second level with this setup, so I would say amazing job with the balancing. It was a bit of a struggle until I figured out some strategies and what cards are OP to use in what way, etc. Either way, it was fun to play for the couple of hours (maybe 4-5 iirc) it took to beat the two levels. Very promising game, can be expanded in multiple directions: more types of enemies, more scenes per enemy type, more outfits for our heroine, more levels, more cards, more types of unlocks/items, different shops. Looking forward to future development.
Would love unlockable starting characters(or just a different taste of starter deck if multiple char animations is too ambitious) but this is peak already. Reading through this thread I think there should be a better tutorial/explanation on how stances work. I really like the artstyle and frankly thinking smaller developers are ever not gonna use AI and deliver a visually pleasing product in a reasonable timeframe is delusional. Keep it up, can't wait to see where this is going.
Amazing game with great potential. The content in the game is already pretty good, we just need more of it. Also more builds potential, so far you can only win by using lucky, but a drip or direct willpower damage build would be great too, so more variety.
Just played the game for ~ 10 hours. It is a crude form of Slay the Spire: Cards, Toys (trinkets), Energy, Turn-based, navigating a map.... The good: Visuals. The aesthetic of the game is good and coherent. The main character sprite is attractive, the enemies are too. The animations are rudimentary yet appealing. Card visuals, texts, etc... it all meshes together nicely. Mechanics. The core game mechanics are very good, but that's to be expected since they're largely a copy of how Slay the Spire works. The interaction with Arousal & Willpower, though simple, is a decent addition to differentiate the game from its inspiration. Major kudos for the effort of converting the various components into "lewd" versions. I think it's done very well. Adult Content. It's mostly pictures and artwork, but them, in combination with some imagination, definitely brought the lewd scenes to life for me. The game made me very happy on a few occasions. I switched from gooning to taking it seriously quite early, so I may have missed out on quite a few opportunities. Suggestions/ Improvements: Clarity. The game misses an explanation on certain mechanics. eg. Pity is more complicated and useful than it seems. A library to see cards would also be nice. Gallery. No reward for winning the game? Game Content. The game seems to lack build paths. Could be that I'm just a noob, but I can not identify good builds beyond exploiting the "lucky"/"luck" mechanic. Also, more content in general. Two floors with a combined... 10(?) or so enemies isn't particularly varied. I'm giving it 5 stars because for me, there are little to no negatives. The game is good, just needs more and better explanations.
A perfectly cool game. Instead of having the animation play only when a card is played, it would be better if it played continuously, with a faster animation appearing when a card is played. I hope it is made as well as this.
Insanely good potential! Like a Slay of Spire porn version. I really hope for this one, with good content it could become a masterpiece. It could became addictive more the slay of spire. Right now balance is totally off and a lot of missing description on effect
Love the combat system and the stratergy! Great game play! However, fights are way too long and enemies are to strong. The porn aspect is weak with the ai images but fine. Please add unlockables to get stronger as the character progresses!
Really fun game, excited to see this come together. At this stage it needs a lot of balancing. Right now it's really easy to run into annoying soft-locks that have no way around except for restarting, like the second level catgirls, unless you have some of very particular cards. Or the corrupted hero with the rapidly escalating damage dealing
This game is just neat! The basic mechanics are rather simple but the card game is well developed and not obvious. It requires some planning ahead in order to build a proper deck and move forward the floors. Art is well done. Despite being AI is properly crafted, detailed, and coherent. Looking forward for future development of this gem!
Even though this game is full to the brim with AI generated content its all very clean and fantastically implemented. The sex parts of the game are superb and are thoroughly full of graphics. The gameplay aspect is... alright as the game is at times unforgiving and heavy on rng that decides whether you make it to the next zone or not. Overall fantastic but needs more op item/card combos to make it more casual
This is really a surprisingly strong game. I hope they lean into the roguelike elements and introduce more mechanics that serve the player as they keep playing. And more enemies and ways to win are always fun.
Erotic Roguelites have been coming a long way and this title shows it. The combat is very effectively displayed as erotic combat with the animations for damage very good at simulating active sex while maintaining the truth of the combat steps themselves. This small detail gives deep immersion in a genre that needed the leg up.
I generally never leave reviews; I think other people are more skilled and objective than me when it comes to this kind of thing. However, I can't help but have high hopes for this one. I've been dreaming of a card game like this for a long time, and to top it all off, Futa is included . It's only a demo, but for me, it has enormous potential. I hope to have the pleasure of seeing how it develops and that it continues to be a source of wonder. can't wait !!
Absolutly love this game !! +++ The Gameplay AND the Ai Art is Amazingly well made. The Current Version feels a bit short but thats not really something negative and just shows that we need more Cant wait for the future Updates
A solid card dungeon crawler game. Mechanics are unusual and fun to learn, there're various card and items combinations and strategies, but no boring "builds". Graphics are bright, catchy and well integrated into the game process, lots of pictures overall. It's obviously AI, but lots of good work was put in it nonetheless. Downsides: fights are somewhat overextended and the AI style isn't for everyone Replayed the demo several times. Good stuff!
As for the version 0.1.11 I can say this is rather short, but nice piece of a game. You get simplified dungeon exploration system and card dech battling system. Even though CG is 100% AI it is fine (has some errors/inconsistencies, but thats ok for early product), you also have some side events with CG too! The only disadvantage for now that I can see is inbalance, that is even further spread due to random map generation. Also, thatre is no "replay value", as if you lose you always start from the beginning, but other than that it is really nice in every aspect, yet nothing breathtaking nor special at the same time...
this shit is straight fire. love the system love moira just peak all around. its a bit tricky and up tp luck on if you can manage to beat the boss but i love the challenge and im sure you will make improvements
Honestly, it's a really good game! Finally had a victory in over a dozen runs and it was glorious. The game is a bit difficult and the first couple of battles are a bit repetitive as you only have the same few cards to use. This can also lead to you getting screwed over if you encounter too difficult enemies early on. Improvements: Build/prepare your own deck with cards you gather after each run. Same thing with the Toys. Lower the damage some enemies do, like the Corrupted Hero. She's nuts. Explain what some buffs and debuffs do before you choose them (I had to take a chance on what Relaxed does - found out it's amazing!) But what does Palmed do, for example? More male enemies. Hope to see more of this game!
Great game. i really enjoy deck battle games like this. Its basically impossible to actually win since it takes so much to upgrade, but the art and animation is solid and the gameplay is quote fun. Just work on balancing the upgrades and make winning the first floor actually possible.
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