Chainmail Bikini Squadron

by McRibbed_For_Her_Pleasure

Uncensored Windows Linux Mac
Versionv0.4
EngineGodot
Released2026-08-31
Updated2026-09-04
LanguageEnglish

Genevieve was once a proud and righteous paladin, protecting the weak and the fair, she was pious, she was just, until one day a dark figure approached the abbey. He was tall. He was uncomfortably attractive. He carried an aura of lustful despair. This wizard placed a curse upon the fair paladin when she rightly rejected his lustful and downright creepy advances, now every suit of armor she or any of her companions don will transform into impractical, scandalously minimal bikini armor. The only way to break the curse is to climb the evil wizard Fondelmere's depraved dungeon of debauchery and ascend his castle to defeat him at its peak. Though the castle is as depraved as its master and Genevieve is not handling her sexual awakening with the restraint a paladin normally would.​

V0.4 The Gaol A new environment joins the game and it pulls double duty. The Gaol is your gallery, a place to revisit and replay any scene you've unlocked across the entire game without needing to do a dungeon crawl. Quite a few new NPCs haunt its halls: Chorda - a lemurfolk sorceress with her own agenda. Vesper - a goth satyr huntress giving insight into the world and her and her sisters personal journey. François - a zombie, tax fraudster. A jailhouse lawyer though he doesn't talk his rock Pierre has plenty to say and eventually you may acquire the tools to learn to speak to him. Elodie - the mysterious mime-ic has decided to spend her mornings teleporting to the gaol to cause mischief before taking a nap to pester the Chainmail Bikini Squadron in the evenings. The sprout - a very affectionate sprout of the Allarune who is about as handsy as the rest of the tentacle spawn of the dungeon. most have their own dialogue tree in town that like all things will be expanded in future. Town Cinnamon is no longer completely homeless now residing in her cart. Sister Marigold has arrived. A cursed nun packing something extra downstairs, she handles the new difficulty system and you can learn more about this strange woman. There's more than meets the eye behind those glowing purple eyes. She'll also explain what changes with each difficulty setting too so you know what you are getting into. The Twins Myrelia & Yorba. Now I can finally make jokes about adding incest to the game! Previously a secret addition for supporters, the twins are now part of the game for everyone. They don't serve a gameplay purpose yet but they're here, and the rest of the cast has dialogue for them. Full Cast Dialogue Pass All characters are now aware of the twins' existence as well as Sister Marigold, and will comment on them, I have also cleaned up some of the more inconsistent dialogue from 0.3 so that hopefully the quality is a bit higher overall, these new NPC's do not have scenes yet but in time will. New Enemy - The Mime-ic (Elodie) The chest that isn't a chest. Elodie now spawns in the wild across all dungeon sizes, with a guaranteed spawn in the tutorial area so you can meet her on your own terms before she meets you on hers. Four scenes at launch, all available in the gallery too. Think a chest could be a mimic? Give it a bonk! You can now reveal a hidden Mime-ic on contact with no need to rely on janky hitboxes. An audio cue will play too so you can tell if she is nearby. No full dialogue pass for Elodie, Francois and Pierre yet, I am working on it, along with a quest to learn Eldritch (it's French) as well as sign language. Difficulty System Four difficulty tiers, adjustable at any time through Sister Marigold: Novice - the chill run and ideal for those who want an easy experience or a more forgiving time. Penitent - the intended experience overall items are more scarce than 0.3 so I have been careful trying to keep the balance. Flagellant - less potions, rarer chests, harder-hitting enemies, and more Mime-ics. Martyr - suffer even more, earn more is the general idea, this is not the intended way to play and exists purely for people who want more of a challenge overall. Higher difficulties reduce potion spawn rates, make chests rarer, and increase enemy damage. Any chest you do find is far more likely to be a Mime-ic. Silver payouts scale up to compensate to the point where hopefully on medium and large sized dungeons you will be making more silver overall. Scenes & Gallery - One new Barkus scene for each playable character. - An alternate scene for Cinnamon and Thorne. - All scenes are replayable through the Gaol's gallery system so you don't need to dungeon crawl every single time you want to view a scene. Tinctures Three new brews hit the shelves adding up to the six in the game now. Cinnamon will roll a random selection of three tinctures per run. Source-Style Physics - floaty movement with dramatically increased air control. Bunny hop your way to victory. Ironhide - significant damage resistance at a slight cost to movement speed. Glass Cannon - dramatically increased damage output, paid for in health. Dungeon Overhaul Generation Procedural generation reworked significantly - fewer winding hallways, fewer dead ends, more interesting layouts overall. Seeded generation - load a specific seed to replay or share a dungeon. Medium and large dungeon size options. Medium dungeons have been increased in size with room spawns retuned to match - layouts should feel denser and less like corridor tourism, a similar effect is in place for large sized dungeons. - The old 0.1/0.2 playable space has been retuned into a tutorial zone you can run at your leisure. - Rooms previously exclusive to large dungeons can now appear in medium dungeons thanks to the extra footprint. New Rooms - Multiple new rooms added to the generation pool. The Cistern - spawns in medium and large dungeons. A large, dangerous space with high-value rewards. The Underhalls - a half excavated wide space being held together with crystals, with a little bit of worldbuilding -Four floor staircase - new staircase layout that spans multiple floors making traversal far easier, still using the same blue lights - Certain rooms now have weighted spawns , making some rooms consistently more dangerous (and more rewarding) than others. Safety Is No Longer Guaranteed Beckett's room is no longer safe! Enemies can now pathfind into her room and all other rooms including lever rooms and the exit door. Maps 2D Map - you now have the option of a flat 2D map in addition to the panoramic 3D map, it cost me a few days and a lot of sanity but the reward is great. - Improved map zoom control, especially noticeable in larger dungeons. - You can now purchase a map from Beckett for 1000 silver before going into the dungeon. Room Fixes - Collapsed room adjusted so enemies are less likely to get stuck. The floor is also now part of the floor. - Fixed enemies getting permanently stuck searching for their keys in the lever rooms. pathfinding should automatically resolve them so they don't get stuck. Enemy Tuning Satyr Huntress 100% chase acceleration buff - the satyr gals now reach top speed much faster. 30% movement speed increase . - I previously overcompensated the nerfs from 0.2 to 0.3, and now that the player is more mobile and has more tools to deal with enemies, satyrs can be brought back up to better fit their design role as oppressive pursuers. The new difficulty options also help keep this in check so if you feel overwhelmed you can lower the difficulty for the next run at no cost to you. Zombies - 20% increased movement speed. Similar story to the satyrs as they weren't matching the fantasy of being "walls of meat" that box you in. - Base stagger duration increased by 30% to compensate. When you're getting backed into a bad situation, you now have a bit more breathing room to escape. Tentacles - Pathfinding in staircase rooms reworked to be significantly cheaper on your CPU, and significantly better at reaching you. Sorry. Wandering Behaviour Enemy wandering has been reworked across the board. This system hadn't been touched much across prior versions and will likely see further iteration, but for now all wandering enemies have had their maximum wander distance increased significantly. The goal is more unpredictable encounters during gameplay. Zombies: Max wander distance 200 → 600. Max wander duration 40s → 60s. A zombie can now pick a point far away on the navmesh and shamble toward it for up to a full minute before choosing a new destination. Tentacles: Max wander distance 120 → 400. Max wander duration 2.5s → 20s. The original design was for tentacles to be ambush threats you'd stumble onto, but that doesn't fit the current state of the game so they now wander much more like zombies did previously. Economy With silver sinks now in the game (maps from Beckett cost 1000 silver each), enemy rewards can afford to be more generous: - All enemy silver drops increased by 70–140%. - The Mime-ic drops a large silver bounty on defeat. Character Balance Genevieve - Hitbox slightly reduced, making it easier to dodge in tight dungeon spaces. - Sword hitbox slightly increased, improving reliability against enemies, particularly on stairs. - Jump acceleration buffed by 5%. You still won't be bunnyhopping like Thorne, but she's a bit better at escaping sticky situations. - Genevieve now starts with 140 Willpower and caps at 160. I want to further differentiate each character's playstyle - Jen gets more health to lean into the tanky paladin fantasy. At the start of a run she won't be at full health, but finding a potion to calm her raging libido pushes her to the 160 cap. I'll be experimenting with this number further, especially as I explore more roguelike elements. Maxim - Affection gain rebalanced. Winning the cowgirl gunslinger's heart is now a little less of an uphill battle. Settings & UI - Separate volume sliders for enemies, player sounds, music, and SFX. - Resolution options for windowed mode. - UI now scales more comfortably across different windowed resolutions. There are still a few things that may not scale 100% but this is pending a major rework. Audio - Sound effects added for Barkus sex scenes. - General audio mixing improvements. Visuals & Performance - Lighting and FX on flashing objects like notes and other documents as well as interactable doors now more readable. - Fixed a number of Z-fighting cases across the procedural rooms. - General performance pass across the game, most noticeable in busier procedural layouts. Fixes - Fixed a bug where zombies could overlap and cause lag spikes by falling on top of each other and getting stuck trying to resolve physics - Fixed a bug where if you set the volume slider all the way to the bottom you could not raise it back up due to the value becoming 0 which broke multipliers - Fixed the Audio for Cinnamon's sex scenes and her mixing has been changed to not be so forward in the mix - Fixed some locations where trees and snow would poke into the dungeon - Adjusted the collision shapes of tentacles to hopefully be more performance friendly, I don't want to jinx it but I may have fixed tentacle lag. - Fixed the secret Snake bossfight's cardboard box stealth mechanic - previously he could hide inside any chest in the dungeon which caused a conflict with the Mime-ic system. Elodie was NOT happy about the living arrangements and would refuse to spawn. Snake has been told to find his own box. Known issues - Tentacle enemies have a bad habit of clustering and this can cause performance issues particularly on the new 4 level staircases, I am working on a fix for this - There can be too many audio sources around the player which can cause the sound to be crackly on some hardware, will address when I know more about why it is happening. v 0.362 Movement Tuned the Bhop behaviour unintentionally put into the last build to be far more reasonable but still give you guys a fun experience using it Changed existing casts jump to better function in the reworked physics engine Removed the double jump bug. Qwests Fixed a bug where completed quests from Maxim could not be repeated Fixed a bug where the Tentacle and Zombie quests were not tracking defeated enemies correctly Doubled the affection reward for the Satyr radiant quest as I felt it should offer more of a reward considering the enemies are of a higher tier Performance Changed the enemy sleep/wake AOE to hopefully lead to more hallway encounters. Fixed a shader compilation issue on MacOS which should hopefully make first runs more pleasant. Corrected the map shader using the windowed mode aspect ratio and resolution that resulted in the map being really stretched to the fullscreen so you should now be able to read it regardless of your window size. v0.361 Sensitivity slider tweaks v0.36 Town Town scene added as a hub between dungeon runs Maxim (bounty keeper) added with full dialogue, per-character variants, and affection tracking Maxim's intimate scene added for each character, with sound effects Cinnamon (tincture merchant) added with full branching dialogue, per-character variants, affection tracking, and intimate content for both characters at high affection Both NPCs remember whether you've met them before and respond accordingly Economy Silver now banks automatically when returning to town HUD silver display shows banked total in town and run total in dungeon Tinctures available for purchase from Cinnamon - one per run Buffs Tincture of Vitality - grants one extra life for the run Tincture of Swiftness - +25% movement speed Tincture of Strength - +50% attack damage Buffs clear at end of run on exit or defeat Quests Maxim offers bounty contracts from a pool - one per town visit Completing bounties rewards silver and affection Offer is deterministic, reloading won't reroll it Balance Genevieve's willpower reduced from 130 to 110 (still survives 2 satyr hits at full) Genevieve gains an additional stamina point to compensate, allowing more scene content per run Save System Narrative state now persists across sessions (flags, relationships, quests, silver, character selection) Save file is plain text JSON - edit freely if you want to Fullscreen preference now saves and loads correctly Music Town has its own music track with fade transitions between town and dungeon Bug Fixes Fixed enemy hitboxes passing through the player Fixed heightmap data spawning on top of tables, causing weird pathfinding Fixed sensitivity slider behaving unreliably General performance tweaks Known Issues Volume mixing in Cinnamon and Thorne's scene needs adjustment Some enemy pathfinding can glitch around chests v0.31B Procedurally generated dungeons Dungeon layout generated fresh every run from a seed No two runs are identical New NPC - Beckett the Cartographer Spawns at the centre of the dungeon each run Gives you a map of the current layout on first interaction per run Enemy overhaul All enemies have acceleration - they build to speed rather than instantly rushing Enemies sleep when you're far away, significantly improving performance Detection areas changed from spheres to cubes, better suited to multi-floor layouts 5-second cooldown on detection sounds Zombie behaviour reworked to feel like a stun rather than knockback Zombies wander further from spawn for more hallway encounters Satyr Huntress attack windup increased, knockback resistance reduced, tuned for group encounters Tentacles now need to latch on to deal damage, can be confused by knockback, damage reduced from 30 to 20 Combat and player Blocking animation speed increased 50% Shield softlock fixed - no longer possible to get stuck in the block animation Breast expansion trap movement debuff reduced from 50% to 20% Added two relief scenes, one per character, accessed by holding K while you have a debuff END added as alternate key for relief scenes Visuals and environment Dungeon lighting completely overhauled to be darker and more atmospheric External environment added, Aurora lighting bleeds in where appropriate Player torches added for both characters Snow near exterior walls as environmental signposting Fire VFX overhauled - more performant, behaves correctly Corridor ceiling height increased Tile seams resolved Loot Silver drops from enemies and certain chests Potion spawning made rarer overall Potion hitbox increased 5% Chests physically eject potions toward the player Chest spawn weighting adjusted - dangerous rooms more likely to have chests Map and UI Lever locations have always-visible map markers Player marker updated with radial strobe Lever activation and exit unlock show as HUD indicators Combat log display timing improved Controls UI updated in-game Map removed correctly on run restart Fullscreen preference now saves correctly Linux support Linux builds now available - report any platform issues to the discord Bug fixes Fixed softlock from taking damage while map was open Fixed gaps in library room walls Fixed shader compilation hitch on first run Removed the secret Hank Hill bossfight. His AOE attack "Propane Nightmare" did not behave well in a multi floor dungeon and he was frankly too powerful v0.25 Shield blocking angle increased 200%, blocks earlier in animation Sword/shield attack speed +15%, halberd poke +5% Fixed Genevieve's shield poopwalk animation bug Satyr Huntress damage timing adjusted, 3D light added to attack Enemies stop moving after death Added patron wall, controls menu, Patreon/Discord links OpenGL fallback batch file for compatibility Removed herobrine v0.20 Major Features: Right-click weapon attacks - Shield blocking and halberd chops Satyr Huntress enemy - Ambush enemy with 2 scenes per character Breast Expansion Traps - Slow you down, disable offhand, boob your screen Scene SFX - Opened your third eye (the stimuleye) with audio smut Knockback system - Enemies get pushed back when hit No more immunity frames - Enemy groups are actually threatening now Improvements Main menu and options (includes Vsync toggle) Weapon and combat SFX pass Visual upgrades for that retro aesthetic Interact prompts (E to interact, B to blow - that ones a joke and you cannot b to blow yet) Fixed weapon clipping through walls (no more greeting Cthulhu with your weapons slipping into the ether) Redrew Genevieve's zombie scene to current quality standards v0.132 Initial Release
Gabn05 2026-07-09
Overall is okay. Gameplay-wise was interesting. I was surprised by the 3d style, but the game feels fine. While initially surprising, it is quickly normal; there are 2 actions, which change depending on the girl. Nevertheless, the combat is simple, and the enemies do not have gimmicks; they basically get close and attack, which is easily avoidable by attacking. I liked the dungeon gen, but there are too few enemies, challenges, and items to make it worth it. Overall, it's just a search for 3 levers on a few floors and find the door. Lewd-wise, it's meh. The text is nice, but for one, it is only a loose scene, either when losing a point of stamina or relieving the curse. And one on game over, I am not a fan of scenes exclusively on loss, since they go against the objective of the game. It was fine, but still too little content to do a more thorough review.
Mugdoggo 2026-07-09
Really fun game so far, I think this is really onto something. It's basically a dungeon crawler FPS where you can play between two different girls and their styles. One has a sword and shield, moves a little slower but has more stamina but can only get fucked 3 times before game over while the other has a halberd, moves faster, less stamina but can be fucked more times, Reminds me of Post Nut Calamity and Doom with a small mix of Half Life (since you can kinda bunnyhop). The overall difficulty so far seems fine, the tentacles will kick your ass. The boob trap is annoying since it blocks 50% or more of your screen and bounces all around and makes it nearly impossible to see the tentacles. A few bugs here and there like the K to remove debuffs sometimes just doesn't start up. No animations it's all still images as of right now but that could change in the future. Fingers crossed that it does cause I would easily rate this 5 stars if that was the case. It's off to a good start, it has my attention so far. Hope to see a bright future for this game.
Trollstash 2026-06-17
To me, the art style and the characters look just as juicy as needed. Funny enough, just yesterday, and a few days prior, I was trying to find this game again with no avail and now it popped up out of nowhere which for me is also worth an extra half a star
Luvmuffin182 2026-04-19
It's fun and pretty responsive. Each girl has different play styles which is cool and they also have different scenes. There are a few bugs here and there but the concept is good. I like the art style and of course big tits and even bigger cocks is always fun. Can't wait to see what they add.
DMSTS 2026-04-19
[v.0.25] Very raw concept demo. -Renders Good pixel art 2d environment and enemies. -Sound Basic sounds. -Playability Walked here and there for 20-30 minutes and got bored. There is a whole book on how to play and some papers with ton of text, but gameplay is very slow and clunky. -Performance Works okay. -Bugs Not sure if I seen any. -Animations Still images and 2-3 frame walk animations. -Voice Acting No voices. -Grammar Didn't see any mistakes. -Amount of content Saw 3 enemies, some traps... Didn't really get where to go and what to do. Gameplay felt dull. If you step in the trap you get very slow and boobs image tries to cover your whole screen... I think this game should be reworked into a more fast-paced version.. And less dark (didn't see anything).
Tempering 2026-04-17
A very early build of a game, but it has a lot of promise. The game wants to be a first person dungeon crawler, the art is lovely and one of the main playable characters (there are 2) is a muscle girl... Thorne best waifu.
extrabenjerry 2026-04-11
Gameplay: 3./10 CG/H-Content Art Quality: 5/10 CG/H-Content Itself: 2/10 The Good: Fun doom clone with potential to be really good, game kinda feels like a horror game with how dark everything is, two different heroines to choose from with unique art for each defeat. CG is static one image defeat and capture scenes. The Bad: There are two enemy types and 4 CGs in total. It's nothing horrible it's just too early to really talk about quality Overall Take: Would wait to download when more content is available currently there's literally nothing to do other than lose to two enemies on two girls and then delete. Final Score: 2/5
ScrollPast 2026-03-04
This is a retro dungeon crawler, in both a good and bad way. I appreciate how the maze-like level design requires some attention to navigate. It almost tempted me to boot up a drawing program to map out my path. The resource management system isn't particularly complex, but it's balanced well enough to feel engaging. The style is wonderfully retro, and I love the character designs. The combat is too simple currently. Even for a retro game, there needs to be more strategy for me to enjoy playing it. Both the player and the enemy would benefit a lot from having more than one type of attack. Walls of text end up being intimidating, the writing needs to be more efficient with words. Technically this game feels rough . The full screen doesn't really work on my resolution, the game being a small window surrounded by black. There seems to be no audio settings or in-game tutorial. Learning the controls from a txt file in the game folder is archaic in a bad way. But despite the game's faults, I'm excited by how refreshing and unique it feels in this space. So I hope this game continues to be developed, and I will be here to re-review it once it does. [Review of v0.132]
BVFL 2026-03-04
Review for v0.132 So far the game certainly has potential. A charming art style of what is there even if one of the scenes does feel off from the rest of them. But to me the biggest issue the game has is the lack of telling you anything about it. You got to figure out on the fly from just pressing buttons on your keyboard what does anything, what doesn't, and what closes out of the game without any kind of asking if you want to or not. This also to a lesser extent applies to interacting with the level itself be it pulling levers, picking up potions, or what your goal is. The second issue the game has is the lack of reason to engage with enemies outside of seeing H scenes and if you're stuck in a tiny corridor with them. There's no block or parry, the enemies will out damage you if you fight every one of them, and there's no reward for defeating them. They also don't walk as fast as you so there's nothing stopping you from just walking around them.
MidnightKing 2026-03-02
Review for v0.132 Personally this might rate a bit higher for me as I love dungeon crawlers and dig the sort of old school fantasy vibe the game is going with, but objectively I think 3 stars fits here. It's barebones with some promise. You select 1 of 2 characters and are dropped right into the dungeon. One has more health but less lives and hits slower but harder, the other is the opposite. There's a few enemies walking around that swing at you and once you hit 0 health grapple you for a lewd scene, plus a defeat scene when you run out of lives. I think the experience so far can be summed up as neat but falls short. The art is nice, but I found the lewd scene pictures leaving too much to the imagination in almost a frustrating way. I do like how a text scene accompanies the image and characterizes the two protagonists in a way that differentiates there personalities well. That being said I wish the text scenes were a bit more descriptive at points too. Combat is super simple even for a dungeon crawler, and I did get stuck on a lever because I stood too close when I pulled it. Didn't really bother trying to "complete" it, but I did find all the lewd stuff. It's a game to keep an eye on at the least. Could see it being a real banger in time.
ScrowtumusMaximus 2026-02-28
This is highly reminiscent of retro dungeon crawlers like Daggerfall. Not bad at all for a concept showcase. If it is possible (I am not a dev and know nothing about it) I would recommend animations for the scenes. Overall, I had fun.
El Presidente 2026-02-28
I wish to give more but it is not good. it's a first person dungeon crawler, you can chose between the blue haired bimbo and the six pact fitness mommy latina. The only enemies here are zombies and tentacles. The blue bimbos have more willpower, deal more damage but have only 2 stamina, that in this game are lives. The latina have more stamina but less attack and willpower. Enemies will attack and you can only move and attack. It's really that simple, but i find annoying to navigate the dungeon and enemies tend to attack in those few second after you deal the final blow. there are only 4 cg (when you lose a stamina and when game over) and that's it. Another thing i found annoying is the wall of text everywhere. worst in the sex scene after you lose one stamina where you need to wait for an entire wall of text to pop out word by word (at least you can continue). The pixel arts are good but not amazing. Overall is a mid experience, but it can be frustrating if you encounter some bugs like the crystals that block you forcing to restart.

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