Immerse yourself in the heart-pounding world of Heroine Rumble 2, an exhilarating versus battle game that will awaken your primal instincts. Prepare to engage in thrilling combat as you customize your character with a vast selection of outfits, and delve into over 70 unique grab positions. Conquer your foes through sheer force or employ cunning strategies like bondage and restraints to weaken and dominate them. Utilize the dynamic environment to your advantage, setting traps and ensnaring opponents with devious devices. Share your creative prowess with import and export character cards, showcasing your unique creations. Embark on epic battles, ranging from intense 1v1 encounters to exhilarating multiplayer showdowns against AI opponents of varying levels. Unleash your competitive spirit by challenging your significant other in local multiplayer, or explore endless possibilities through modding support.
v0.38
implemented experimental stylized "flatter" lighting, you can try it out under loadout -> data -> backdrop -> lights -> stylized at bottom
implemented new "Card Backdrop" data field for character cards (loadout -> data -> backdrop button)
implemented (direct) Lights under "Card Backdrop"
implemented Ambient settings under "Card Backdrop"
implemented Pose settings under "Card Backdrop"
implemented "Save Camera Angle" in "Pose Settings"
implemented "Save Pose As Idle Anim" in "Pose Settings". (note: the static pose in the card import/export is different than the idle pose in pose customization)
implemented new grab "Loadout Type" settings in H-Lab. this is meant as the replacement for the old size-difference filter.
implemented the following "Loadout Types": DEFAULT, VS_LARGER, VS_SMALLER, GROUP_GRAB
increased the max number of grab loadout to 8 (from 4)
fixed some more ui issues arising from the stackable moving frames feature
fixed glsl crash due to using reserved keyword "input" on certain cards
fixed size difference not displayed correctly in H-lab
fixed bug that cause outfit with clip-planes possibly generate portraits with incorrect cutoffs
fixed a case of clip_plane not updating correctly when outfit is damaged (such as amazon_helmet)
fixed grab carry on +1 size opponent not working correctly
fixed a possible cause of adding grab encore attackers prevents transitions from working
fixed a bug that cause game crash when importing char card (and potentially from other causes)
v0.3701 BugFix
Added camera shake option under options-graphics
Camera shake effect tuned down slightly
Added color grading toggle under options-graphics
Added experimental ultra-wide resolutions: 3840x1080 and 5120x1440
Camera shake bonus impact now only applies to hit that knock-ups opponent instead of to all opponents in the air
Increased lighting brightness in Neon Club
Changed hair indirect lighting again as the previous version doesn't handle >0.5 metallic well
Fixed a bug that cause in match dialogue duration to be too short
Fixed item restraints not working correctly on clothed opponents
Fixed possible game crash when referring to non-existent audio file
v0.3701
Content:
Added new "Amazon" outfit set
Added new "female_voice7" "bratty" voice set
Rendering:
Implemented Cascaded Shadow Maps with stabilization + transition smoothing between cascades (more for "HRT2")
Fixed indirect lighting probe calculation that causes it to always be grayscale
Fixed indirect specular lighting being too bright on the rim
Added energy-conservation term to indirect specular lighting to prevent it incorrectly turning too dim
Added burley roughness boost to diffuse lighting to handle non-metallic, low smoothness materials better (suppose to be better for cloth & skin)
Implemented new hair indirect specular lighting
Upgraded cloth physic sim collision handling
Added ReflectionProbe object - use this to control the indirect specular lighting component
ReflectionProbe now saves separate .png textures instead of the initial implementation to embed it in the json
Added camera shake
Added hit animation pause
Map Editor:
Can only select object via the selection tool or with the outliner as the default left click to select was causing lots of unwanted selections
Added option to adjust model materials directly in editor
Now remembers the map file name saved/loaded to make saving to same map file easier and quicker
Added ray-plane test to translate/rotate/... gizmos for better controls into/out of the screen
Added color grading options (like saturation and vibrance) under scene lighting
Gameplay:
Added new "Name" filter option in Party-Members screen
Changed stagger regen: instead of slowly regen over time, now instantly regen full stagger meter when didn't get hit for the last 4 seconds (+1 second from previous)
Fixed end of mission reward can incorrectly unlock internal-use-only grabs and outfits (that you wouldn't be able to select)
Fixed getting turned more than 90 degrees when getting hit (such as from wake up attack)
Fixed the unit in match dialogues can sometimes overlap each other
Fixed issues with hair_b_1 chains being inverted
Added collision checking to hair_b_15 and hair_b_d_15
Default hair metalness value is now 0.2
Outfit data .OutfitHeadSetting.enableClipPlane can now support up to two clip planes with custom defined affected equip slots
Added game version string to dump file and error reports
AI will now switch out of held items that replace basic attacks with grabs before trying to free allies
Fixed potential AI issue with it keep running away
Fixed some errors with AI weapon swapping logic
Fixed grab encores incorrectly disable clip planes
Fixed HUMILIATE grab type giving too much self_super_meter_gain (changed via game_config_.json)
Added checks and warning when trying to import character cards using unit ids that is missing
Added checks when importing character cards that switches character unit id without selecting the STATS_AND_LEVELUPS option
Added "Pose" button in Dresser that allows player to change the pose of the character (and more)
Added "Reroll" button in Exhibition for 50 Essence per reroll
Experimental: added ability to select STRIP grabs in dresser
v0.361
Edit: Updated to v0.361, fixed missing grabdatas_wrestling2.json file and added a SURRENDERING trigger for "female_voice6"
Added male muscle slider (that works)
Improved the a$$ area for female muscle slider
Added one new outfit set: "adventurer_set" with TORSO+WAIST, ARM, LEG and COAT_TOP pieces
This was originally meant to be a novice set, like the ones you start out with in MMOs, but it works pretty well for a western cowgirl (not that kind) or steampunk aesthetic too.
Added one new voice line set: "female_voice6" - this is a mature, deep voice
Added three new PUNISH single Loop grabs: Backdrop Driver, Piledriver2 and Body Slam2
Added two new threesome grabs that only requires 1 male/futa attacker: Stacked Missionary and Standing Ballerina
Added a threesome version of Strip
Improved handling threesome grabs with different attacker requirements to make it more permissible
Added new Timeline Editor to make authoring grab camera keyframes better
Added default camera keyframes for many of the base game grabs
Grab target reaction dialogue is now triggered at 50% of the grab progress instead of at start
The announcer sound type is now influenced by the voice sound volume controls
The dialogue trigger CAUGHT_TARGET is now played only 30% of the time on initiating new grab instead of 100% (it was blanking out all other attacker grab lines)
the dialogue trigger RALLYING_FROM_SETBACK now checks for whether the target has surrendered and is defeated before triggering
Added 2 new dialogue trigger PERFECT_DODGE_OR_COUNTER (self explanatory) and IN_HIGH_SPIRITS (when KOing foes at high self HP values)
AI will now walk away and turn when facing away from target
Tweaked AI to make it more likely to use H grabs
Party Loadout no longer closes when character is in action
Character preview now tracks moving characters, but the offsets (the hold down LMB and drag) behavior may be slightly different than previous due to different implementation
Fixed ScrollBar background not being hidden properly
Fixed PhysicSimController last strand not calculated properly
Removed unused stats.promotionRatio from game
Fixed a game crash when switching items too quickly in the character loadout ui
ScrollGrid now defaults to showing first line instead of last line
AI reversal chance is greatly decreased, however rolling a fail on reversal doesn't grant attacker a free re-grab
Char cards now exports with used mod information on selected outfits and grabs
Added warning message when importing char cards that contains missing mods
Added MOUTH_SENSITIVITY_BONUS
Outfit "strap_on" now requires "bodyType": "female"
Removed "Size Difference" Filter in grab selection
Fixed changing outfit doesn't apply muscle slider values correctly
Fixed muscle slider not being applied correctly when rendering unit textures
Grabs that involve 'A$$' as the attacker against 'P****' now removes clothing for attacker
Render to unit texture no longer forces character expression to "expr_
"
v0.35
Added experimental muscle slider under Body - Experimental Sliders (in Dresser)
Added 7 new PUNISH throws: punish_stand_spanking, punish_quick_beatdown, punish_quick_bodyslam, punish_piledriver, punish_rollbackward_throw, punish_chokeslam and punish_over_shoulder_throw
Fixed MAX_STAM_BONUS not working (from Iron Will passive)
Fixed DAMAGE_TAKEN_TO_LUST_RATIO not working properly for attacker during grabs + increased its effect during grabs
Exiting tabs under "Manage" now returns player to "Manage" submenu instead of "Roster"
Increased the ValueAdjustFrame entry box size
Changed the scroll bar Bar element color to brighter to help differentiate it with the background
Fixed PhysicSim single strand bones having incorrect orientation
Added personality trait effects tooltip when hovering over them in Personality Editor
v0.34
Added 4 new voice sets
Added 1 new outfit set: "Traveler Set" (that has individual pieces you can mix and match)
Added 4 more PUNISH grab throws: Jawbreaker, DDT, Scope Slam, Vertical Drop
Added 4 new back hair options: Braid, Bob, Bun and Double Bun
Added 1 new side hair option
Added 1 new front hair option
Added new level ups options:
Reckless Grabber: "Gain +30% grab damage, but Grab reversals are more likely to succeed against you."
Careful Grabber: "Grab reversals are impossible against you when releasing the target. but -20% grab damage"
Str/Dex/Int/Cha up II: +1 stat of choice, only available above level 21
Updated Stadium Arena
Voicelines now have priority over voice effects
Fixed some loading .gltf issues when exported by blender 4.0+
Fixed viewing opponent and recruit details not working properly
"Evading" an attack now checks after a collision is confirmed (instead of before)
Implemented anti-flashbang at start of game (window hidden until setup is done, then draw a black background and make window visible)
AI now uses PUNISH grab type less often
Voicelines of more serious states when grabbed are now used sooner
v0.33
Added new outfit: sport_bikini (has top and bottom pieces)
Added separate import export option for equipment (separated from the "stat and levels up etc" option)
Added new "Members" tab in "Loadout" that can quickly swap to different characters (useful for players with big roster!)
Added "Reversal Failed" text floater when failing reversals
Added a few more sportwear random outfit cards
The grab escape progress bar (blue) is now displayed on top of the sweet spot zone (yellow)
When surrendering in a grab, the target triggers SURRENDERING dialogue first before attacker trigger GRAB_TARGET_SURRENDERING instead of other way around
Random character now has a chance to generate with a random victory pose
In dresser, there is now a outline around the empty/remove outfit icon (the stop sign icon at top left when available)
fixed .wav file cant be selected for voice or dialogue audio
Fixed game crash in H-lab when selecting grabs that can spawn devices. Such as [XCDD] Nutcracker.
Fixed when "AI goes for Pins ASAP" is off, the AI releases targets placed on devices (such as ks_Wrestling_Ring) too quickly
Fixed model normals issue on "Corrupted Suit Onepiece Baselayer" boob area
Fixed model normals issue on "Wrestling Suit Torso" boob area
Fixed model weight issues on "Tank top Female"
Fixed model clipping on "Witch Dress Suit" butt area
v0.322
Fixed issues with devices not working properly
Fixed Witch Dresser was not exported properly
Fixed grabbing pose being selected incorrectly for restrainted targets
Fixed projectiles not despawning properly
Reduced fame requirement for "Renowned" and "Famous" to 10000/20000 from 12000/30000
Releasing grabbed target that is attempting reversal now releases the target if it fails the reversal check instead of renewing the grab
Decreased the limit on how much dialogue lines can be queued
Added more qualifications on when the schlick rubbing sound is played for TEASE grab types
Added missing versus exhibition request higher difficulty levels
Attacker climaxing now increases/widens sweetspot zone instead of filling escape meter to max
Reversals now works on STRIP grabs
Changed how character expressions are handled in grabs to have more fallbacks for characters with fewer facial animations than the the female head skeleton. (Such as male heads)
Successful parries now refills stamina to full
v0.321
Fixed PLEASURE grab were incorrectly treated as PUNISH grabs
Fixed different outfits that uses the same mesh in the same .glb file doesnt find the material names correctly.
Fixed the QTE check being 1 frame late. (This requires moving the player controller check to a different stage in the update process, finger crossed that this doesn't cause more problems)
Fixed outfits with .outfitLayers and .replaceBody = true handling damaged appearance incorrectly
Fixed various issues associated with surrendering
Fixed weight painting issues in Witch Dress and Light Armor set
AI will now select grabs completely at random against defeated foes when "AI goes for pin ASAP" is diabled instead of prioritize more effective grabs such as FINISHERs
Reduced AI likelihood of going for reversals instead of escapes while grabbed
Added grab type and attack body part info on grab description tooltip.
Non-voiced dialogue text now scrolls up a lot quicker.
v0.32
Added 2 new outfit sets: "witch_dress" and "light_armor", they come in multiple pieces, can be mix and matched and customizable
Added new sport-themed outfit pieces: "croptop_female", "highrise_leggings_barefeet_female", "highrise_leggings_female", "casual_shoes_female", "loose_tshirt_female", "sport_shorts_female", "tanktop_female" and "casual_shorts_female"
Added 2 new outfit slots: "COAT_TOP" and "COAT_BOTTOM"
Added experimental feature on the "witch_dress_skirt" to only collide with leg and waist colliders
implemented the grab QTE system that was voted for
press and hold ATTACK/SPECIAL/GUARD to start incrementing the bar
release the button to test against the yellow zone
if failed, reset progress to 0%
if successful, set progress to 100%
can hold it all the way to end for the same previous behavior
bar increment speed no longer linear(constant) as there was a comment that would be too easy
hitting reversal sweet spot zone gives 100% reversal chance (maybe change this later)
Added (optional) reaction dialogue voice over (as in sound, audio) customization
Added new "female_voice1" voice id that includes reaction dialogues with voice overs
To test out the voice over system, newly randomly generated characters have a considerably higher chance to get "female_voice1" compared to the rest
.effects .PlaySound can now use new .audioFile to directly play sound from file instead of requiring to define a new sound id via sounds_xxx.json first.
Added announcer voice lines
Added ding ding ding sound effect on pin
Added sound effect when using Signature grabs
Default character dialogue lines now no longer gets selected if the character has at least a single custom reaction dialogue trigger.
Inserting new custom reaction dialogue trigger now only copies up to 3 random default lines in instead of all
Custom voice customization now use audio file path instead of sound id as well
Added new Dresser feature: outfit preview tab that allows you to see what the outfit looks like when damaged
the thresholds, 100%,50%,0% are dynamically generated based on the outfits you are wearing
Added "Random Outfit Folder" and "Random Cards Folder" buttons in Import Export tab to (maybe create) and open the special folders in File Explorer.
Added new fame rank, "Renowned" and "Famous" that unlocks even higher level opponents
Fixed issues with "corrupt_pg_magical" not transitioning properly
Fixed the pp growing "animation" during "corrupt_pg_magical_finish" not working
Embarrassed character now have their own attack when embarrassed: "embarrassed_shy_attack", this attack is meant to be crappy
Random character now have their n*
pp
*e color influenced by their skin color
Random character randomized grab choices are now influenced by whether they have PP or not
Fixed grab reversals being possible on Signature Grabs
Fixed Signature Grab properties being reset after grab transitions
Removed the Signature Grab auto execute at <35% max health
Signature Grab now has effectively a x4 damage multiplier instead of x2.5 before
Grab QTE sweetspot is now easier
Added dump file creation when failing to save to help identity potential issues with saving
Parry window reduced to 150ms from 250ms
Parry now uses all user stamina
Renamed AdjustableSlot Id "band_thigh_L" to "band_thigh_l" to fix naming inconsistency
Fixed grab "ff_side_mount_finger_v" target feet being posed too low into the ground
Reduced the sound volume of "vibration_vroom" sound
Custom Pose selection can now always select PARTNERED_ANIMATION grab type
Fixed applying rope and other restraints to characters with weapon equipped not blocking their auto attacks properly
Randomly selected color is now more likely to be more saturated
Increased the lighting intensity in outfit icon generation and preview
Fixed the "punish_powerbomb" grab playing animation too quickly
random_char_cards criteria changed to exp spent on level ups instead of total exp accumulated
Modding:
GrabDatas .descript is now displayed on the grab info hover-ui.
Added game_config_xxx.json file (example in /data/_
versus
mode/) for editing some previously hardcoded variables, including damage of individual grab types
Added GrabData .damageReceivedMultiplier for .victim and each .attackers
v0.31 Hotfix
Optimized the player grab list UI by adding caching
Increased merchant inventory capacity to 40 (from 20)
Named the .exe to Heroine Rumble 2
Added icon to the .exe
Improved error messages when failing to load mod jsons
Fixed random_char_folder not working
Fixed dashing while grabbing opponent drains MP quickly without doing anything
Fixed AI can select a different grab during a grab transition -> single loop grab -> grab setup (only through mods)
v0.31
Added "Quick Save" option to Data for quickly save to currently used save slot
Added a confirmation popout when saving to a different save slot than currently used
Changed how "random_char_folder" works: instead of using char cards placed there to help with random outfit generation, placed cards there can appear as exhibition opponent exactly as in the card
Added "random_outfit_folder": same behavior as "random_char_folder" previously
Made the story matches until the end the Newbie Tournament easier
Added 6 new fights post the Newbie Tournament: against Claire, Anna, Diana, a random opponent, Wolfie and then Nya-Chan
Story mission now gives credits (a fairly large sum in total)
Moved the random_outfit_card folder from
base" folder to "
versus_mode"
Added a few more cards to random_outfit_card folder
Added mod folder source tracking for Outfits and Grabs. In Dresser/H-Lab, you can hover over the options to see which mod folder they are loaded from.
Removed Block + Dir key to initiate a dash because moving while blocking is now a possibility
Fixed expr_ko_face tongue problems
Fixed some bugs that caused low level AIs, level 1 and level 2 in particular, to be way better than intended
Fixed only 1 opponent is recruitable after winning a 2v2 exhibition match
Fixed loading save that has story dialogue at start could softlock the game
Emissive color is no longer randomized as it is more likely to generate very poor (although somewhat funny) result than good ones
v0.302
Added new toggle "Show Verbose New Player Tips" under Options->Content that can disable the new "You may claim victory..." prompt
Added class change items to the Shop, they change character's class and reset picked level ups
Fixed a possible game crash when grabbing another character
Fixed the bouncing hair problem in loadout screen
Fixed Carrying opponent at 0 max HP causes lust damage build up
Fixed HUMILIATE grab camera not saved and not showing in the random grab generation weights
Fixed {TARGET.name} not working in custom TAUNTING dialogue
v0.301
Fixed a crash when adding new character to recruit pool
Fixed a crash when using older style MapData (such as ks_Wrestling_Ring)
Fixed IndividualEffect scaling not applied to FireProjectile properly
Fixed custom idle pose not working for Grappler and Beastal class
Added a "You may claim victory by grabbing then pinning your opponent!" prompt when the match is waiting for player to conclude via pin
v0.30
Added new ability - Taunt: risky maneuver that increases super meter if not interrupted
Added new custom animation key: "taunt_animation" to change which animation used during Taunt
Added new dialogue trigger TAUNTING to customize what the character says when casting Taunt
Added new class: Grappler: "resilient and charismatic brawler that has a strong grappling game"
Added new ability: Windup Punch (Grappler exclusive) - "Deliver a powerful punch at opponent after winding up. Can start even when staggered"
Added new ability: Forward Kick (Grappler exclusive) - "Deliver a kick towards opponent at long range, useful for applying pressure."
Added mechanics to support stagger-activatable abilities
New random characters can now generate as Grappler class
Added a delay in between consecutive voice sounds can be played
Added fake dithering transparency on objects close to camera, potentially blocking view to action (for example, the walls in Education Room can potentially block view to characters completely)
Updated game stages (made the dithering transparency an opt-in feature per model rather than always)
Improved particle spawning position when climaxing
Added a "Evaded" text floater when successfully evaded attacks (no functionality change)
HP Bar numeric display (the 100/100 text) now shows max HP (red bar) for the 2nd number instead of total HP
Energy Bar numeric display (the 100/100 text) now shows max Energy for the 2nd number instead of total Energy
Increased PUNISH grab damage by ~50%
Increased base line climax damage by ~50%
Increased HUMIL grabs opponent super meter reduction effectiveness by ~50%
Renamed the "End" match button to "Quit"
Reduced time to start recovering stamina after getting hit
Abilities with hyper armor/high bonus stagger resist (such as Powerfist) now grants a damage reduction during hyper armor as well
Dash can now be initiated by pressing a movement key while holding block
Exhibition opponent(s) that becomes recruitable is now shown in the end of combat rewards grid
Can only recruit exhibition opponent(s) with level less than the highest level of character in player party
EXP gain in matches now affects all characters in roster instead of only those that participated in the match
Cursor hovering over battle UI elements such as stat bars, ability icons and controls list now no longer block keyboard input
Reduced energy cost of grab holding to 5.0 per second (from 10.0 per second)
Message textbox no longer shows up after changing game options
Grab from interact (E) now uses "grab_attempt_fast" instead of "grab_attempt_stand"
New starting main character now starts with randomized personality traits
Added a tutorial when starting a new character
The tutorial can also be viewed in Manage - Tutorial
AI: added handling for stagger-activatable abilities
AI: added handling for buffing abilities (taunt)
AI: will sometimes be more defensive when stamina (yellow bar) is low or energy (light blue bar) is low
Fixed a rendering issue with meshes with more than 1 uv set
Fixed a input bug that causes inputs to be buffered while UI elements are active
Unit Preview UI: can now pan camera horizontally (within a limit)
Unit being carried no longer make h noises
Fixed bug where grabs with 0 attackers is not accounting for target's size category correctly
Fixed custom animations (such as idle pose) overriding restrained animation set
Fixed "Shallow Climax" giving incorrect base lust bonus
Fixed a bug where evading units can consume all attack charges (didn't affect 1v1s at all)
Fixed outfit with .replaceBody = true and .alwaysShow incorrectly showing underlying body mesh when broken
Fixed PUNISH move not raising lust stat of defeated targets
Fixed starting main character not starting with default abilities already placed onto the ability grid
Fixed a model weight issue with Sports Cap Adjustable
Modding:
Removed InflictDamage and RestoreDamage .amount parameter and renamed .scalingFactor to .scalingMultiplier
AttackFrame.effect.effects InflictDamage and RestoreDamage now scales based on .scalingMultiplier and .scalingStat
Renamed action_datas_ json "aiParems" to "aiParams" to fix typo
Removed InflictLust effect from game (use InflictDamage instead)
Added SayLine .customDialogueTrigger
Character personality can now be edited via personality_datas_XXX.json. See data
base/personality
datas_.json for example
Map editor:
"Remove" in outliner now support removing multiple selected objects instead of only active selected
Fixed map grid tile display not updated properly when loading a new map
Objects with collision must now occupy a tile above a threshold before the tile is considered occupied for pathfinding purposes
Added delete functionality in dialogue editor - statements
Added new "Built In Effect" statement option to character dialogue editor
Hovering over property values now shows a tooltip with the full value names for cases when the value is bigger than UI field
Various internal bug fixes associated with editor UI framework
Added drag-swapping statements in dialogue editor
Added drag-swapping and right click context menu deletion in dialogue Choice Options menu
Added .ditherFadeEnabled option on a per model basis
v0.291
Changelog:
Added random grab generation probabilities editor under Services (cheat only for now)
Added character personality editor under Services (cheat only for now)
The code to enable cheats has changed
Added new "Shoulder Width" upper body slider
Added some dance_xxx animation clips
Added new half sphere shape adjustable
Added 6 new earrings as adjustable
Added 3 bowtie variants as adjustable
Added 2 cloth physics powered skirts (simple skirt and simple mini skirt) under waist attachment
Added cloth physics to a couple of longer back hairs (hair_b_1, hair_b_4 and hair_b_7 and their dual color counter parts)
(Modders: if your mods .inherits from the old hair_b_1 you'll need to .inherits from hair_b_template instead and set .hidden = false)
Added support for "tube" PhysicSim structure via .joinFirstAndLastStrands flag
Further improvements to cloth physics
Cloth physics now supports chains with a single bone properly
Increased the number of total adjustable outfits per character to 12 (from 8)
Added new "treat as outfit" option for adjustable outfits to make it break as if it is an outfit in selected slot
Increased the sensitivity traits to 20% per tier(from 15%)
Added new dialogue trigger type: PART_ATTACKED_DULL
Squirt projectile now no longer shows for when GrabData attack.target == "P***
" and attack.with == "A
*"
Characters now takes lust damage from PUNISH grabs when defeated
The interaction grab (E button default) now works for downed opponent instead of only KO ed opponent
Fixed importing cards overrides the unitId to the imported card without having stats, etc selected
Fixed temporary spawned unit during loading not re-used properly
Fixed bug that caused personality trait value of 100.0 to be treated as dormant
Fixed bug that custom characters with only custom personality defined isn't eligible to export "Stats, levelups, equipment, personality, etc"
Fixed getting restrainted (by ropes etc) will permanently prevent equipment swapping
Removed baked chest animation in hrt_cowgirl (due to complaints of it lead to chest cave-in)
QOL change: will try load data/mod_folder/mod_folder to handle a common unzip problem (extract here vs extract to folder). Modders, do not abuse this as mod_folder/mod_folder/mod_folder is unhandled
Map Editor:
The character outfit customization tab now works
Known issues:
Outfits with cloth physics often generate an empty preview icon
v0.281
General
Added custom background music for some of the stages
PUNISH grab minimal damage increased to 15% from 0% (PUNISH grab damage downscales base on how low target max HP is)
Armor stat no longer reduce PUNISH grab damage (armor stat not acquirable without mods)
Characters with more than 5 personality traits now rerolls 5 new ones
Added HUMILATE grab type to partner pose selection
Fixed indirect lighting not reset properly after exiting stages with custom skybox/indirect lighting
Fixed bug that allow players to edit equipment of enemies in the unit view screen
Fixed bug that caused exhibition opponents to have no personality generated
Fixed bug that prevented other half of persoanlity spectrum not being used
Map Editor:
Added UI for selecting sound files
Added support for packaging sound files onto maps
Added UI for selecting map bgm directly in editor
Added UI for directly editing stage name and preview image in editor
v0.28
HR2:
Added new grab type : HUMILIATE which deals low damage but reduces target super meter
Added 2 new foot themed grabs: fm_foot_job_with_@$
view and humil
foot_in_face_stepping
PUNISH grabs now no longer deals lust damage based on target max HP % (but deals reduced physical damage based on how low target max HP % is)
Added new stage: Stadium (made from HR1 arena)
Level up Choice "Tease Expert" now buffs HUMILIATE grabs too
Added new personality traits and reworked old ones
New randomized characters now roll with 5 personality traits instead of 3
Characters in your party with less than 5 personality traits rerolls to 5 new ones
New rolled personality traits are more likely to be on the extremes instead of clustering around the middle
Added 2 new Custom Dialogue Type: START_GRAB_HUMILIATE and PART_ATTACKED_SENSITIVE
Climax particle from pp spawn location is now influenced by pp bone scale(size)
Fixed normal map strength of non 1.0 handled incorrectly
Fixed rope item not working on male characters
Fixed grabbing with interact/pickup button still works while bound
Fixed pickup-throw not working
Fixed missing skin in Skin Tight Waist2 when outfit broken
Fixed Skin Tight Waist 2 and alt version mission mesh on the crack area
MapEditor:
Added multiple object selection via hold down SHIFT + click
Added snap to grid toggle
Selecting a collection will now add all objects in that collection to selection
Added support for combining grid snapping + multi-selection
"Duplicate" now works when multiple objects are selected
Fixed custom skybox not working properly
Custom skyboxes now affects ambient lighting (indirect diffuse + indirect specular)
Added a dialogue editor for characters
Added packing custom dialogues into map files
Fixed certain rounding issue leading to things like visible seams between walls
Fixed game crash when importing custom cards onto a character
Fixed region selecting tools not updating their hovered tiles properly
Fixed "Add New" button in outliner persisting longer than it should
Modding:
Added support for handling multiple consecutive branching ability transitions
v0.271
Added 3 new foot themed grabs, fm_foot_job_sitting_chest, indulge_forced_foot_rub and indulge_lick_leg
Added rope held restraint item
Added (back) armbind restraints via rope
Added 4 new armbind specific grabs: punish_restrainted_slapping, fm_restrainted_cowgirl, mf_restrainted_deept****
and mf_restrainted_titty_f
**
INDULGE grab now uses a slightly modified expression set
Decreased damage to opponent of INDULGE grabs
Added AttackerCanHave flag for Amazon Style grab
Added mouse wheel scrolling support for dropdowns with filters
Fixed game crash when importing a character with custom poses in Dresser
Fixed game crash due to releasing grab of target placed onto a device
Fixed unit placed onto device incorrectly turning towards attacker
Fixed bug that cause certain stains to be incorrectly removed
Hairs no longer show (Adv) material that currently doesnt do anything
Engine:
Added support for detecting and resolving collision between colliders placed on maps
Added support for custom skyboxes
Added support for placing pickup-able items in custom maps
Map Editor:
Added tab to modify skybox images for custom maps
Added new menu: Add - Items to place pickup-able items in custom maps
Added a collision tab for objects that supports collision data
Improved the rotation tool by adding clip-plane feature to it
Fixed issue with selected object not show properly when collections are used
Fixed transforms not sync properly
Modding:
Added GrabData.victim.reqOutfits to set grabs with restraint requirements
v0.27
Added new PUNISH grab: punish_figure_four_leglock
Added new PUNISH grab: punish_ankle_lock
Fixed recruitable list not updated after matches
Removed the cancellable stagger mechanic
Reduced Wakeup handstring ability's range and attack frame comes later
Improved clothing physics further
Expanded on IK system
v0.262
Fixed AUTO_GRAB_DEFENSE not consuming stamina when it triggers
Fixed units start regen stamina immediately after downed
Fixed bunnysuit fishnet
Fixed a possible game crash when exiting match
Fixed unit voices not played properly during grabs that targets MOUTH
Modding
Added blender custom property .baseColorTextureUsage value "ALPHA_VALUE" to replace the material alpha by the texture alpha value.
v0.26
Just a sample of stuff added
v0.251
Fixed attacker losing super meter when delivering climax damage to target in a grab
Fixed AI parrying more often than intended
Fixed game crash in H-lab when selecting Target A$$ filter
Fixed the grab via interact key (E) not completely bypass grab cooldowns
Fixed the smaller arena bounds for grabbing characters was incorrectly applying to carrying characters
Fixed the smaller arena bounds for grabbing characters was incorrectly applying to grabs with devices
Fixed rendering issues with skintight suits neck area
Grab filter and outfit filter are now case-insensitive
New generated random characters now have greater chance to have at least one grab ability (but it's still possible to have none)
Futa characters can now use strap-ons
When male characters uses strap-ons, it will have no effect and destroy the item
AI will no longer pick up un-usable items and drop them if held
Guard drop delay reduced to 0.25s (from 0.8s)
v0.25
Added new outfit: skintight_suit with 2 variants
Added "Character Bio" tick option for character card import/export (only stores name atm)
Added new mechanic: press E to initiate a grab on KO ed foes or foes placed on a device, even if no grabs is selected as an ability
New randomized characters are no longer forced to have the default grab on the bottom ability slot
Added 7 new voice packs: 5 new female voice packs, 2 new male voice packs
Increased the sound volume of default/f_voice1 and readjust voice volume in general
Voice pack id selection in voice/dialogues is now sorted alphabetically
New randomized characters can now spawn with a randomized voice pack
Added an interact prompt when carrying an character and next to a placeable device (just UI, no mechanics change)
The signature grab ability icon is now hidden until super meter is fully charged
Added a blinking effect to the singature grab ability icon when it is ready
Added new tab in loadout - overview to see selected level ups in the past
Starting grabs will now push characters away from the edge/boundary a bit to help with camera issues + bodies staggering together issues
Fixed signature grabs was always selected from first grab loadout even when there are more appropriate loadout to selected
Fixed Parrying Expert not applying bonuses
Fixed Evasion Expert is always applying
Fixed issues with PP clip-plane not resetting properly on grab change
Fixed the selected outfit indicator (yellow rect) not updating properly on outfit switch
Fixed unit portrait not being updated after importing a character card in loadout
Fixed inserting attachment to an slot with existing outfit not removing the existing outfit
Fixed outfits with different outfitLayers having incorrect interaction with things that refills outfit value (such as from strap on)
Improved level 4 AI to sometimes move away from target instead of always forward
Improved AI logic to made it trying to parry moves that aren't parryable and etc
Improved AI downed state and blocking state behavior
Increased the power of PUNISH grabs by ~20%
Slowed down super meter gain rate
The ability Powerfist is now unparryable
Offensive stats and defensive stats increase per level reduced to 4% (from 5%) per level to give more weights to stats
Tweaked the base stat effects:
STR: increases physical attack by 5% and stamina by 5%. Important for those that wants to trade hits.
DEX: increases lust attack by 5%, action speed by 2% and cooldown recovery by 5%. Important for those that wants to act quickly and often.
INT: increases physical + special attack by 5% and max mana by 5%. Important for those that wants to use abilities often.
WIL: increases max HP by 5%, max lust by 5% and climax by 5%. Important stat to increase survivability.
CHA: increases lust attack by 5%, max lust by 5% and super meter gain bonus by 5% per point. Important for those that wants to empower their pleasure grab attacks.
Tweaked the level 5 "Focus" levelups:
Melee Focus: +3 STR, +3 DEX, -3 CHA
Eloquence Focus: +3 DEX, +3 CHA, -3 STR
Survival Focus: +3 DEX, +3 WIL, -3 CHA
Flurry Focus: +3 DEX, +3 INT, -3 STR
Slugger Focus: +3 STR, +3 WIL, -3 DEX
Grappling Focus: +3 STR, + 3 CHA, -3INT
The rare level ups picked at 4 level intervals (like blocking expert) now gives 1 associated stat
Change the command to enable cheats
Added new cheats:
firstPersonModeOnlyInGrabs - requires firstPersonMode on, if this is on as well, only tries to use FPV when grabbing/grabbed
grabMadnessMode - high chance to either switch to a random grab or the grab target will do an reversal at end of each grab
freeForAllMode - all other characters treated as enemies
strikeDamageMultiplier
Modding:
Added held item itemGrab.insertAttachOptions.ignoreOutfitState flag. If true, sets the restraint usable on target that is still dressed
v0.241
A quick hotfix
This fixes randomized character can spawn with unwanted weapons and AI having derping behavior after placing target onto an device.
v0.24
Upgraded HLab grab filter to include a "Name Filter" and a "Target Part" option, and removed "Has Device" option
Added filter to Dresser
Randomized characters can now spawn with strap_ons
Fixed character with custom voice pack voiceId not exported properly
Fixed using signature move on enemy placed on device and then release the grab causes target to be invulnerable forever
Fixed AI treated solo characters placed onto a device the same as self-grabbing
Fixed AI using Carry-Throw too often
Fixed one case of AI may get stuck and do nothing
Fixed AI doing a side dash towards enemy when it need to do a forward facing dash
Fixed AI let go time resetting on transitions (causing problem such as vibrator grab never ending)
AI is taught on how to put strap-ons on
Reduced the power of PUNISH grabs by ~35%
PUNISH grabs start building up lust sooner
PUNISH grabs deal significantly less outfit damage
Added new DialogueTrigger: IN_PINCH_DEFEATED, triggered when grabbed while defeated/surrendered
v0.23
Added Held Strap-On item purchasable in Shop
Added Strap-On WAIST outfit in Dresser
Added new (experimental) mechanic - Grab Encore: press Attack button when joining an existing grab to keep the existing grab animation but resets the escape progress
Note: may be buggy and may cause crashes during grabs.
Fixed HAT slot outfit not appearing on the unit portrait
Fixed dropped items erratic bouncing behavior (most notable in Neon Club)
Fixed PUNISH throws not dealing finishing damage to targets
Fixed the enemy AI ends grab instantly after the perk "auto reverse grab" triggers
Fixed importing old char cards with only outfit and slider via loadout causes characters to bug out
Fixed equipping certain outfits can reset the apparent body sliders
Fixed learning new ability icon in level up window placed incorrectly
Fixed data loading issue with json file .requiredFiles requiring in a different folder that .requiredFiles requiring another file
Added following dialogue triggers for customization:
START_GRAB_ON_SELF, // starts selfie grab
GRAB_TARGET_CLIMAXING,
GRAB_TARGET_SURRENDERING,
IN_PINCH_RESTRAINTED, // when targetted by a RESTRAINT grab
VICTORY_IN_CRITICAL_STATE // victory while < 25% health
OUTFIT_DESTROYED,
TARGET_OUTFIT_DESTROYED
In custom dialogues, can use {SELF.name} to refer to own character name and {TARGET.name} to refer to target character name (when applicable)
Can now block weak attacks on 0 stamina (if attack doesn't require stam to block)
Dash base cooldown is now 2.0 sec (from 0.5sec)
Damage dealt to characters in a grab reduced to 1/4 (from 1)
Increased base lust and climax regeneration speed
Grabs with 2+ attackers now deals 30% more damage
AI will now try to pickup items when target is grabbed by an ally
AI may use attacks that hits ground enemies instead of always prioritizing grabs
AI may vary attack distance instead of being fixed
AI may use carry-throws when facing groups of enemies
AI will now be more willing to fight while restrainted instead of always going for restraint removal
AI will now wait for solo grabs to progress instead of always going for interrupt asap
AI will now go for ~5 grabs (from ~2) on defeated enemies before going for pin (if AI goes for pin ASAP not selected)
Added the following levelup options:
Lust Control: Lust meter size + 50%
O****
Control: O
**** meter size + 50%
Body Control: Lust + O***** degeneration rate + 50%
Tease Expert: TEASE, STRIP and INDULGE grabs are 30% more powerful
Punish Expert: PUNISH and THROWs are 30% more powerful
Pleasure Expert: PLEASURE and FINISHER grabs are 30% more powerful
Bondage Expert: Applied restraints durability + 100%, grabs are 20% more powerful against target per restraint applied
Block Expert: Stamina cost of blocking reduced by at least half
Parry Expert: Stamina damage of successful parries x2
Evade Expert: Increase evade distance and reduce evade cooldown
Iron Grip: chance to drop held items in hand x0.1, grab damage +15%
Iron Will: AI will not surrender, stamina + 15%
Modding:
Characters placed onto maps are invulnerable (for now)
v0.22
Added new FFM grab: "3fm_wild_ride"
Added new PUNISH grab: "punish_backbreaker_throw"
Added new TEASE grab: "ff_foot_rub_stepping"
Added new PLEASURE grab: "ff_side_mount_finger"
Fixed crash when AI uses magic_bind grab
Fixed the inidividual tick options not working in character import/export
Fixed AI instantly escapes grabs when pulling them from ground to standing (TRANSITION grabs now resets the make grab decision timer)
Fixed a bug that cause blindfold, mouthgag and chest vibrator to be not applicable to clothed opponents
Fixed IK controller not being reset properly when extra characters are ejected from grabs (such as starting carrying an opponent in a 3+ character grab)
Restraint grabs like the restraint_blindfold are now no longer selectable in H-lab (use equip items instead)
Attacker climaxing now deals grab damage to receiver (once again)
Reduced the playable bounds of Education Room to help with camera issues
Added item descriptions for restraint-items
Tweaks restraint-items effects
PPs size may change during grabs
v0.211
fix a***_beads not working and body sliders not working
v0.21
Added new restraint: a*** beads
Added new a*** restraint insertion grab
Added new a*** restraint escape abilities
Added 3P version of insert restraints
Fixed "cyber_suit_visor" not appearing in the dresser Glasses section
Fixed a graphical glitch due to typo in shadow calc (black spots)
Fixed pp balls jiggling not working
Grab abilities cd is now reset after placing target onto a device
In H-Lab, can no longer select any grabs with device without canSpawnDevice=true
RESTRAINT grabs no longer bypass clothing restrictions
v0.20
Added 3 variants of 3P grabs with massager_vibrator
Added new Data tab in loadout which allow to import/export the full character data that includes everything like outfits, sliders, dialogues, voices etcs
Upgraded the stats display and tooltips to show correctly what each stat does
IK is now temporarily disabled during blending to help stop animation weirdness
Experimental: randomly generate enemies now have random body sliders
cyber_suit_visor is now no longer "hidden"
Fixed the Mindcontrol grab having incorrect IK targets for the the receiver
Fixed randomly generate characters have too much variety in their fluid color
Changed random color generation to make it less biased towards bright colors
Modding:
Fixed jiggle not working for outfits with slot == TORSO
v0.19
Fixed grab from equipped item not working
Fixed characters not placed into the center at end of a match
Fixed some IK animation problems
Fixed a possible save/loading bug
Clicking on locked grabs now shows the grab name on bottom
Fixed changing Signature grab not affecting the selected signature grab on the grab list on left
Getting grabbed or starting a grab now clears input queue/buffer
Knocked out recovery time is now slower based on how many teammates you have on the same team
Reduced AI likelihood to pick up equippable items
From IK Hotfix build:
A crash when viewing/using grabs with restraints
Fixed grab animations from the hr_ff_animations.json missing IK pole data, like hr_lick_downed
From IK test build:
Added inverse kinematic system to help patch up grab animations when the character sizes are different
Added IK data for many of the games grabs, the ones with IK enabled are labelled with (IK)
Experimental: Body Size slider range to 0.85-1.15 from 0.95 to 1.05
Made the unlocking prompt less intrusive
Clicking on locked grabs will now show a preview of the grab on the right
Grab attacker now receives the AFTERGLOW status just like grab targets do after climaxing
Exhibition missions above a certain level of difficult now rewards Essence in addition to other rewards
Essence Fragment no longer purchasable
Limited random outfit unlocking after each match to dresser-able clothing instead of everything
playing grab-resist animations should test for outfit breaking too
Fixed simple graphics mode not working on icons
Fixed a graphic glitch affecting icons in certain intel-cards
Fixed the red light glow graphics glitch that affects certain amd cards
Fixed some vibrator grabs missing .selectable = false flag
Fixed DEFEAT dialogue not triggered if the unit is defeated
Fixed START_SIGNATURE_GRAB_ON_VICTIM dialogue not triggered correctly
modding:
Added NECK slot to list of possible breakable outfit slots
Added method for modders to introduce custom items to shop, see data\_versus_mode\game_datas_merchant.json
v0.18.2 - Hotfix2
Fixed grab unlocks doesn't unlock grabs in pose customization
Fixed scrolling in H-lab caused a UI glitch causing the grab to be locked again
Reduced cost of recruiting level 10+ characters substantially
v0.18.1 - Hotfix1
Fixed a possible crash during multi-grabs
Fixed a rotation problem that cause camera to get "stuck" on certain angles
Added maintaining camera-bound for the default grab spinning camera too
Fixed AI constantly trying to pick up new equitable items/restraints
v0.18
Added "massager_vibrator" held equipment with new grabs
Added new TEASE grab: Lick Armpit
Added outfits unlocking - pay $100 credits to unlock new outfits in dresser
Added grabs unlocking - pay $100 credits to unlock new grabs in dresser
Added post-match unlocks - finishing a match may unlock new grabs/outfits
Added voice sound volume controls under options
Reduced sound volume of voices
Added experimental camera bounds for Educational Room stage
Added a new animation for pickup instead of reusing the weapon swap animation
Added Exhibition request setting for match type (1v1, 2v2)
Added Exhibition request setting for "Advanced" opponent skill level
Added a bunch of new dialogue triggers
In dialogue customization, adding new custom triggers will now start with the default responses rather than empty
AI can now pick up dropped weapons/restraints
Exhibition opponents can now spawn with equipped items/restraints
Certain restraints now prevent running
Certain restraints can now be used on males/futas
Stamina regen starts immediately when downed
"Physique" levelup HP bonus to 10% from 20%
"Stubborn" levelup stagger defense bonus to 10% from 20%
"Stunning Strikes" level up stagger power bonus to 20% from 30%
"Slugger Focus" level up stagger defense defense to 30% from 50%, now reduces action speed by 20% instead of increasing damage taken, no longer give stagger power bonus
Fixed grab-resist animations not played
Reduced effectiveness of level 3 AI
Grab attackers now uses the climax expression when climaxing
Only the attack button does the grab HOLD action now to prevent switching into a grab triggering unwanted grab HOLD
Changed Signature Finisher defeatable characters to "Takes less damage at low health, finish them with a signature finisher move!"
Made Shop unlock event easier to trigger
Increased the credit cost of level 10+ recruits
Modding:
Added GrabData.ignoreOutfitState flag, that if set to true, ignores target outfit state (undressed or not) when checking if grab is applicable on target
Added GrabData.transitions.randomTransitions to aid adding animation variations
Added
GrabData.victim.camera
.useSameCameraOffsetAsGrab to set a grab to use the same camera offset as another grab
Head models no longer need to match .prereqs.headType with currently selected head model
Added .canRun property to .attachEffects.unitModifiers
v0.17
Added pp_futa_w_balls
Added voice customization
Added graphics option for amount of active light sources
Fixed some lighting problems
Fixed sweat effect not applying to certain skin parts
Fixed item swap grid incorrectly appearing during restraint-breakout attempts
Outfit clothing material customization now supports more than 8 different materials (might be buggy - had to replace much of the old code)
The default grab climax animation will no longer play for PUNISH and singleLoop type grabs; damage still applies
Grab targets are now eligible for making grab escape progress if the grab attacker havn't picked a grab for more than 3 secs
During grabs, players can hold down any of the escape buttons to continuing escaping rather than having to press button every 0.5s
"End Fight" button now no longer appear when a battle is decided to prevent users from exiting the match before receiving rewards
Blocking stamina cost scaling to 10% of adjusted incoming damage from 25%
Grappler Focus: now -40% melee attack modifier instead of -1000% stagger resistance
Added new fame rank "Notable" that gives +4 recruit slots and chance of higher level exhibition opponents
Added new Exhibition opponent level: "Advanced" that uses level 4 AI and higher character level
Added new level 4 AI setting, currently same behavior as level 3 AI but no longer have the 15% "do nothing" idle chance
Reduced fame reward of exhibition missions because players are hitting the fame cap too quickly
Players can now hold down block button to continuous block
Fixed some player input issues that sometimes caused thing like unable to dash or unwanted dashes
vLighting Test
>>> DO NOT GET THIS BUILD IF YOU ARE USING SIMPLE GRAPHICS. SIMPLE GRAPHICS DOES NOT WORK <<<
Fixed bug where returning from a sub menu (such as Dresser) to main menu while there is an event pending cause both the menu and dialogue to incorrectly trigger
Fixed BGM calls incorrectly restarting the BGM
Fixed a save file corruption issue when repeatly saving/loading without restarting the game
Fixed displayed recruit cost is mismatched with actual recruit cost
Fixed dropped restraints not cleared on stage end
Fixed a specific fast floating calc precision issue that can cause graphic glitches
Added graphics toggle option for volumetric lighting
Added graphics toggle option for shadows
Modding:
Added "Add" -> "Light" option
Added selected light object lighting editing
Added outliner scene lighting editing
Added "duplicate" object option when right-clicking object in map editor outliner
Editor unique name/id generator will now try to increment the number first if possible. Example: "obj (3)" -> "obj (4)" instead of "obj (3) (2)"
Internal:
Added light clustering optimization to handle many lights
Added multiple shadowed lights per scene (up to 4 per scene)
Added volumetric light shading
Added per stage skybox on/off settings
Added per stage distance fog settings
Added per stage ambient lighting setting
Added per light light distance attenuation settings
Added per light spotlight angle limit settings
Added per light volumetric strength settings
Added per shadowed light shadow settings
Added per shadowed light perspective shadow-projection settings (limit of 150 degrees)
v0.16.1
Held restraints are now droppable - can knock held restraints off opponent's hand and use it against them
Fixed a crash when AI is selecting grabs
Fixed karate pants making upper body invisible
v0.16
Changelog:
Added new grab: "mf_missionary"
Added new grab: "mr_pronebone"
Added new grab: "punish_headscissor_side"
Added new grab: "punish_back_breaker_sit"
Added new weapon/item equipment system - bring up to 4 piece of equipment into combat
Added new weapon/item swap system - press the ITEM_SWAP key (default R) to bring up options, ITEM_SWAP + DIR key to swap to that piece of equipment
Added held restraint weapon/item type - when equipped, grants an additional item-induced grab option via the ITEM_SWAP key
Added 3 new held restraints: "held_vibrator", "held_blindfold", and "held_mouth_gag"
Added new male outfit: karate gi (2 pieces)
Added a random select button during character selection
Added AI ability to swap equipment
Updated AI to handle new possible restraint breakout inputs
Experimental: Changed restraint breakout key to ITEM_SWAP instead of ATTACK so restrainted characters may fight back more
Recruit cost is now 100 + 200 per recruit level instead of fixed 300 credits
Grab escape now no longer progress until a grab is selected
Character customization window like Dresser/H-Lab etc now returns to the roster menu rather than the main menu
Fixed dizzy stunned state (from parry) not applying the correct facial expression
Fixed importing grab card in H-lab doesn't work
Fixed invalid id ref in Brawler III causing Ground Stomp ability inaccessible to players
Modding:
Added StageData.parameters.bgm.soundId to select which back ground music to play for the stage/map
v0.15
Added grab loadout customization - possible to have separate grab list depending on target character
Added custom in-match dialogue customization
Added custom pose and grab partner customization
- going to add more custom in-match dialogue and pose triggers based on player suggestions
Added more story matches (ends with the newbie tournament)
Added a new passive "super_resilience" that makes the character only defeatable via signature finishers
Added support for 1v2 exhibition matches
Added delete save file button
Added new "Random Futa Enemies" content toggle, that if enabled, converts a portion of generated females into futas
Signature finisher grab now instant KOs at < 35% max HP
Defeated exhibition opponents are now added to the recruitable pool
Fixed start of the game bonus perk not qualifying for future level up option requirement (causing funny bugs such as char starting with +Grappling doesnt get any more grab related level up option)
Fixed some missing cases for when to hide the PP stain
Fixed various problems with PP stain
Fixed head model/outfit preview generating a blank
Fixed male jeans causing male body model to miss midsection
Fixed stat display not updated properly after level ups
Fixed grab escape progress increasing during single loop grabs
Modding:
Added the following head EquipSlots to outfit customization: EYE_COVER, MOUTH_COVER, EAR_COVER
EYE_COVER should be for outfits worn in front of eyes, such as glasses
MOUTH_COVER for outfit worn covering mouth and nose region, such as masks and veils
EAR_COVER for outfit worn on ears, such as earrings
Deprecating the old FACE slot from the customization window in favor of the new more localized slots
Added new INDULGE grabType: this grab type have rapid super meter gain, but inflict large amount of damage to self
Added new PARTNERED_ANIMATION grabType: meant for use during custom partnered animations, not as grabs
v0.14
Added 8 new short back hair choices
Added 8 new front hair / bangs
Added new male bald head option (under back hair)
Added new PLEASURE grab: fm_suck_on_penis_standing
Added new PUNISH grab: punish_headscissor_reversed_relaxed
Added new PUNISH grab: punish_headscissor_reversed_intense
Added new PUNISH grab: punish_headscissor_reversed_squeeze
Added new PUNISH grab: punish_facesit
Added equipment system (back) into the game
Added purchasable equipment from shop (note: equipment does not affect character appearance - use Dresser for that!)
Added loot boxes purchasable from shop, chance of getting magical equipment with additional bonuses
Added (optional) casting costs to Grabs
Added new secondary stat: super meter gain rate
Added new level up focus: "Eloquence Focus": +50% super meter gain rate, -35% cooldown recovery
Added PP stain when opponent climaxes
CHA now adds 5% super meter gain per point (instead of 5% max energy)
RESTRAINT grabs now have a universal cooldown of 60.0 secs (reduced by cooldown recovery)
"Magic Binds" grab now has 40 energy cost (in addition to cooldown)
Attacking characters held by a device now deals max HP damage at a x0.05 ratio
Updated grab icon grid to reflect grab costs (same as abilities costs)
Updated AI to handle grab costs (prioritize grabs they can use, or release target if no valid grab is available)
New grab replacement rule: replaced grab and original grab must have same .device.canSpawnDevice
Ability cooldown is suspended during grabs
Experimental: new random characters can now generate RESTRAINT grabs
Escape menu now pauses the game
Added a leave button in character selection window on the top right ("X")
Reorganized Save and Load button into Data submenu
Upgraded mission selection ui to support previewing 2v2 matches better and shrunk the text size
Randomized males now prefers back hairs with "short" tag if available
AI disable time from player input increased to 4 secs (from 1 sec)
AI will now back away and maybe switch targets if target is the grab target and is in a invulnerable grab state
Events: now can only trigger one new event chain per turn
When not in grabs that utilizes PP, PP should still jiggle a little even at max hardness
Air juggle time extension now only applies if the attack itself has > 0 staggerTime or airTime. (Fixed aerial abilities like "dropkick" not providing stagger resistance)
Fixed The CPU can fill up the escape bar while it's climaxing (player cannot).
Units in a grab no longer collides with other units
Modding:
Renamed "ANAL" target to "ASS" to be more consistent with other parts
Renamed Outfit .flags to .tags to be more consistent with other datas
Added .iconOutfitId to ItemData to use outfit icons instead of specified .iconFile
Added support for animated models in StageDatas
Added head customization in dresser
v0.13
General:
Added 2 new a$$ targeted grabs
Added new suplex PUNISH throw
Added new super meter (red) - starts at 0%, deal damage and taking damage to gain super meter, or reduce opponent's super meter via climax
Added new super ability - charge super meter to 100% to unleash these powerful attacks
Currently - only signature grab super is available - fully invulnerable during cast, deals increased damage (x2.5) and is not interruptible by other unit attacks
Added signature finisher grab selection under H-lab
Added new ability "Low Kick" - "A strong kick towards opponent's legs. Deals decent damage and has high stagger power. Can transition into other abilities early."
Added new ability "Headbutt" - "Headbutts an opponent. Deals high damage."
Added new ability "Low Power Kick" - "A strong kick towards opponent's legs. Deals decent damage and has high stagger power. Can transition into other abilities early."
Added new ability "Shoulder Slam" - "Charges at opponent with a quick shoulder slam. Has high stagger resistance."
Added new mini-tournament story matches after Newbie Killer match, with a rare item reward at the end
The ask user to select file window (e.g. dresser import/export) *should* be on top of game window now
Added text scaling to the numbers in the unit bars
Fixed the UI toggles not working properly for P2
Escape Progress now no longer resets when switching grabs while placed on a device
Fixed a bug that caused stamina to start regenerating faster than intended
Added additional clean ups for outfit texture and portrait texture generation
Every character now has a$$ for purpose of grab requirement determination instead of only females and futa have em
Added a rotation limit to how far the head model can turn away from the body mode
Fixed a bug caused throw grab attackers to be off by some frames at the end
Dash now has a 0.5 sec cooldown
Tweaked a bunch of abilities
When using abilities with bonus flinchResist, take less stamina damage from attacks
Parry action now checks for the ATTACK key down while holding GUARD key - this should help eliminate unwanted parry attempts
PUNISH grabs now inflict max HP damage to recovering units
PUNISH grab max HP damage reduced by 25% to compensate for above change
Fixed a bug that caused trying to use ability via holding DIR + SPECIAL key to be ignored
UI: added ability descriptions for unparryable attacks and hit downed attacks (no functionality change)
AI: may now use hit downed abilties on downed enemies instead of only grabs
AI should now needs a dash before they start running, just like player controlled
AI should interrupt allied under grabs more much eagerly
Fixed characters able to air drift while using jumping abilities such as "Jumping Uppercut"
Fixed story missions always show "Push over" difficulty level
In grab selection and clothing selection, selecting an item no longer resets the scrollbar to the top
Fixed a bug in not correctly removing all meshes in certain outfit meshes (such as bunnysuit)
Modding:
Fixed custom body ReactivePart not working
Added AbilityTransition.onAnyAbilityUse transition type
Added a warning for when duplicated skeleton animation is detected
Added new Consumeable item effect: PermanentStatBonus
Cheats:
Added outfitDurability in combat tweak cheat menu
Added superMeterGain in combat tweak cheat menu
v0.122
General:
Fixed a infinite loop when leveling up options contains "flurry_master_II" and game window size is 1600x900 or smaller
Increased the stamina cost of "Auto Grab Defense" to 70% of attack power (from 50%)
Fixed restraints like handcuffs not properly changing the motion set of non-unique characters
Fixed a bug that cause AI to run in circles when restrainted
Increased "grab_attempt_stand" aiParems min range by 0.1 so AI lands it more consistently
In case of a draw, (no character with maxHP > 0), it is now a player loss rather than softlock
Modding:
.applyGrabDamage now does nothing if grab .damageMultiplier <= 0.0, fixing an edge case where complex custom climax animation chain could fail
v0.12
General:
Added the first batch of story/progression events (triggered in this order):
- intro + char customization event at start of game, including new possibly to start as a male
- a intro match immediately
- a slightly harder intro match, requires highest char lvl >= 2 to trigger
- a "free" recruit, requires highest char lvl >= 3 to trigger
- a "Newbie Killer" match, requires 5 turns (battles) has passed
- Note: new saves no longer starts with 3 random characters in your roster
Add a maybe-fix for a certain black-and-red strip display bug
Fixed a bug with some character cards containing invalid mod dependency data
Added text scaling when resolution is changed
Added new window resolution options in Options - Graphics
Added new window mode options in Options - Graphics (new: Fullscreen)
Added Female/Futa/Male indicator in the recruit window
Sweat effect is not based on max HP (red) rather than current HP (green)
Renamed "Roster option" to "Loadout" with a more descriptive caption
Random outfit colors now keeps original material alpha (transparency) value
Added new Fame rank "Recognition" that requires 1000 Fame to reach
Added new Match difficulty 4 "Skill Level: Skilled", requires some Fame rank level ups to reach
Added experimental 2v2 exhibition matches
Upgraded win condition checking for group fights (first team to have one member pinned loses)
Changed level up exp requirements use an exponential scaling rather than linear scaling
- New exp to level: (75 / (2^0.25)) * (2^0.25)^level + 25 * level
- Old exp to level: 50 + 50 * level
- total exp from level 1->10: 3321 (new), 3240 (old)
- total exp from level 1->20: 17538 (new), 11500 (old)
- total exp from level 1->30: 82983 (new), 24750 (old)
Fixed bug that caused random characters to sometimes generate with invalid skin color
Fixed bug that caused random characters to sometimes generate with invalid hair material
Fixed bug that cause you to gain Fame when losing matches
Fixed bug that cause removing restraints like mouth gag has priority over removing handcuff restraints
Fixed bug when reapplying the same restraint does not reset that restraint's durability to full
Fixed certain grabs targeting pp not leaving stains behind when target climaxes
Fixed head stain invalid json data causing it to not appear
Fixed faceride and similar grabs not leaving stains behind on face when target climaxes
Added some additional cleanup checks for mannequins in grab customization
Fixed female characters generated using random_char_card with PPs misidentifies as futa
Fixed body requirements not observed by random_char_cards (causing males to generate with a female set)
Added new random_char_cards, thanks to
One.Inch.Man
on discord for making them!
Updated expression "expr_endure_high"
End of Mission Rewards Grid now shows "Victory!" if you win and "Defeat..." if you fail to win a match
Fixed shadows light pos not setup correctly
Fixed an incorrect check on whether opponent has surrendered and is pin-able for the player
Fixed oddities with finisher climax transition animations when it's the attacker climaxing
Combat & AI Tweaks:
* Note: from now onwards stamina refers to the yellow stagger meter
Added new levelup option: "Auto Grab Defense" - While standing, has a chance to push off against grab attempts as long as you have stamina remaining
Added new levelup option: "Constant Recovery" - fighter class only: increase hit point (green) regeneration by +100%
Added new levelup option: "Fighter Conditioning" - fighter class only: +5% movespeed, +5% cooldown recovery, +5% max HP
Added new levelup option: "Footwork" +5% movespeed
Added new levelup option: "Strength up": +1 STR
Added new levelup option: "Dexterity up": +1 DEX
Added new levelup option: "Intellect up": +1 INT
Added new levelup option: "Charisma up": +1 CHA
Added new levelup option: "Levelup (Repeatable)": gain no additional bonuses beyond what's granted in a normal level up; can be selected multiple times
Durability increase per level to +5% / level (from +10% / level)
Attack increase per level to +5% / level (from +10% / level)
Ground stagger time to air juggle air time conversion ratio to 65% (from 100%)
Reduced dash slide attack stagger damage multiplier to 70% (from 100%)
Reduced Low Sweep Kick stagger damage multiplier to 70% (from 100%)
Block now depletes stamina when blocking attacks that hits harder enough
Blocking now fails against strong hits without stamina
Air drift control is now set to walk-acceleration when jumping or during aerial attacks
Air drift control is now set to 30% of walk-acceleration when being air juggled
Improved following levelups: Melee Focus, Flurry Focus, Slugger Focus
Greatly reduced AI parry chance compared to last patch
AI now use the same movement handling code as the player instead of their own
AI can now use the "Pull Up" option when grabbing downed opponents for more variety
Fixed AI not attempting to dash/evade when downed
Fixed grabbing a already grabbed character with no red HP left will cause the existing grab to end rather than joining in
Fixed multiple AIs having difficulty finishing pin on opponent by keep interrupting each other's pins
Experimental feature: AI levels 3 and above now prefers to knockdown all foes before going for grabs in a group fight situation
Experimental feature: AI levels 3 and above now prioritize throw-grabs (grabs with new "single_loop" tag) in a group fight situation
(Maybe?) Fixed a rare bug that cause AI to switch to stand-up animation when they should still be in a downed state
Fixed cases where the stamina meter refills instantly when it should refill over time
Fixed cases where AI characters can run in one direction while facing another direction
Added a turning towards target component to ability "Powerthrough Followup"
Ability "Low Sweep Kick" energyCost to 8 (from 5), damageMultiplier to 0.5 (from 0.6). (very strong as a combo enabler)
Ability "Jumping Uppercut" energyCost to 12 (from 10)
AI does not always followup with optional transitional attacks now
Reduced the attack radius of ability PowerFist
Strafing sideways with an animation set without side strafing animations defined (such as handcuffs) now turns the character towards that direction
AI will now attempt to remove restraints when it has no targets or when target is KOed/downed
Units no longer takes climax damage when all opponents are defeated
Added breast-squirt when climaxing under certain conditions
Lust damage over time from attachments now applies when target is placed onto a device in the default HOLD grab
Disabled the Grab rock-paper-scissor mini game that only AI was able to play (so AI no longer has a 1/3 chance to push off grabs by default)
Surrender threshold to <30% of max HP (from <25%)
AI now surrenders at <20% max HP when grabbed
Units are considered finished if they surrendered AND has no max HP left even without pinning
Climaxing while defeated no longer ends the grab
AI now ends grab willingly on 0 HP targets and goes for pins
Cheats:
Added a "X" button to the in-battle cheat menu to close it permanently until the modding command is inputted to re-enable it
Modding:
Fixed custom climax animation not used if attacker climaxes
Added GrabChange.insertAttach.attachEffects.unitModifiers.limitedActions flag to indicate that restraint is intended to mostly restraint target's actions (such as handcuffs)
Internal:
added a new internal dialogue editor (not available for public yet)
added new internal script parser to parse expressions and generate ASTs
added new internal script interpreter to evaluate parsed ASTs
standardized the typename of string types to "Text" during serialization/deserialization
upgraded dialogue system to support playback of nested statement blocks
fixed bug that prevents dialogues of separate events from playing in a row
fixed a problem with text area scroll bar not updating when inputting/pasting new text
added new EventsChain structure for easier authoring of story missions
added TalentTree .levelUpBonuses (auto granted when condition met, no need to pick)
Fixed a potential problem with animation effects with animation time ratio near 1.0 could get skipped
Tweaked SSAO
v0.11
Added new male outfit set: wrestling set (3 pieces + jacket)
Added new male outfit: tank top
Added new male outfit: jeans
Added a bunch of new restraint/bondage grabs on characters placed on magic_binds (4 restraints, 1 punish, 1 tease, 1 pleasure)
Added new female body with separable head skin color than body skin, useful for things like bodysuits!
Added Exp Capsule consumable item to shop
Added a (kinda scuffed) body sweat effect
Added new cheat option: noCooldown to disable ability cooldowns
Added new random_char_cards folder in /data/_base where you can place character cards to have them influence randomly generated characters
Restraint/Insert Attach grabs will now automatically switch to inserting a different restraint/attach if the existing attachment is already applied and has the same durability
Randomly generated units can now have varied skin color
Attacker climaxing during a grab now deals additional 2x bonus grab damage from 4x bonus damage. (Double climax was a little too common)
Fixed single-loop grabs dealing more damage than intended (such as from throws)
Fixed PP growth effect not setting the skin color in the destroyed outfit correctly
Flipped the camera around for generated grab icons
Fixed strip grabs not removing the outfit properly if the grab contains a device
Fixed "Futa" exhibition match option not working
Added a sex indicator during exhibition match selection
The exhibition match option can now apply to more than just the 1st slot
The "Overview" tab now shows grabs of the character instead of unused "Cards" in real-time games
Added an Examine button (magnifying glass) in the exhibition match preview
Dash Attack now costs energy to use
Aerial Attack now costs energy to use
Fixed Aerial jump attack dealing more damage than intended
Fixed multiple AI-controlled characters unable to finish a pin due to them competing for the grab
AI is now more likely to sprint rather than just walk
AI will now parry less often
The yellow bar in the middle (old stamina bar) now displays the stagger value instead
Fixed ability "Power through" 2nd punch not working when pressing Attack near the end of the first overhead
Incompatible grab moves that target genitals are more likely to switch to a compatible grab move that targets genitals too
Fixed restraints that override basic attacks not working properly when equipping a weapon
Added a maybe-fix for a display problem on certain AMD cards that causes black textures and/or strips
Modding:
Renamed Consumable .partyEffects -> .persistentEffects
v0.104
Added a possible fix for certain intel graphics drivers rendering everything in black
Added animations setting for InsertAttach outfits (to animate the vibrators)
Added dynamic booba n***** erection level (similar to p**** erection)
Added InsertAttach .lustPerSecond effect
Added InsertAttach .motionsOverride effect
Added InsertAttach .randomFlinchChance - may cause target to randomly flinch when getting hit or when trying to do actions
Added new restraint grab: "restraint_b***_vibrator"
Added new restraint grab: "restraint_pu***_vibrator"
Added new pe*** ring vibrator attachment
Added new restraint grab: "restraint_pe***_vibrator"
RandomTripChance of blindfold to 20% (from 10% )
First person view (cheat only) now looks at center of chest rather than center of head
Added teammate and enemy-teammate health bars for battles with >2 combatants
Readjusted background music volume and the Music volume slider should apply its effect more gradually
p****_male now requires male body and p****_futa now requires female body. This fixes randomized males not having balls on their pps
Fixed auto camera not being re-enabled when player 2 inputs a movement key (just like player 1)
Fixed re-target button (default Q) not switching to targeted unit health bars
Fixed bug where grab damage is not scaled with how fast/slow the grab animation is
Fixed bug where >> NEW << recruits could roll monster-only grabs (such as Slime stuff)
Changed so that >> NEW << recruits no longer roll into size-difference grabs
Fixed maid_set erroneous inner.001 material
Added captioning for F3 intermediate render outputs for better debugging
Fixed Escape-Options menu sometimes not closeable
Modding:
Added AppearanceChange .ReactivePartsChange that can disable things like Jiggle bones temporary
Renamed .tripChance to .randomTripChance
Added FUTA_SMALL/LARGE_BASE base char datas to inherit from
v0.103
Added a potential fix for AMD cards black screen
Fixed SliderFrame displaying 2 lines of small text instead of 1 bigger line. (In Dresser sliders etc.)
v0.102
Hotfix
v0.101
Initial Release
dori113np2026-04-01★★★★★
The game - ~600 Mb. Mods - >8Gb. I love the game community and what they've created over the time. Nice replayability after some period. Dynamic action, in-game sex-content - just fire. Ability to be modded is awesome and easy. More of that, the game actually makes you to want to invest your time to modding. This game isn't about some deep story - it is, dare I say, what porn games is about. In my opinion, of course. 5/5
CIVVic2025-09-21★★★★★
Rating for v0.35. The fighting and sex-fight mechanics are simple but fun to interact with. Controls were a bit confusing at first, but it didn't take long to understand. The depth of customization is incredible and the modding support truly makes this game shine. The bugs are relatively minimal and the game runs relatively optimally on older systems. One could complain about the lack of story , have frustrations with modifiable constraints, how leveling and recruiting works, or how clunky the controls are - but there's such a shortage of true battle fuck games (even less games that feature futa characters - and even even less games that feature futa protags) it's difficult not to praise this game for what it is.
Bootysled692025-08-06★★★★★
its a fighting game with sex. The controls aren't the greatest but when you get used to the button combinations its not bad. Has a endless gameplay loop so even if you burn through the current campaign you can keep playing it. Outfits... need more outfits. Specifically sexy tight ones. Theres a decent handful currently but I really like seeing outfit options in games like these.
DirtyDickDangler2025-07-12★★★★★
This game is akin to M Dickie game and it is pretty sweet. The controls are a bit weird, but you could always use a controller. The gameplay is nice, the progression is nice, and the customization is great. You can suplex your op and then dick them down, and the mechanics are intertwined.
sgb32025-03-07★★★★★
The base game is a 2.5, maybe a 3 at most. It's an okayish fighting/sex wrestling game. It plays well enough but there's not much variety in terms of positions, costumes, and customization to keep you going for long. ...but like all the other games this dev has made it has robust mod support and modding community working on it that saves it. Suddenly most of the problems of the base game disappear. Now there's tons of sex positions, plenty of costumes, and even an extensive anthro mod that adds like 30+ characters from various IPs (pokemon, digimon, palworld, etc.) that you can fight and acquire. Even with their own special movesets and perks; goddamn that's one devoted modder. Anyway, this all takes some time to track down, download, and install from the Discord and LL and the game is, IMO, no really worth it without it. If you are okay with doing all that, this is well worth a play.
RneroBBC (Hindi+Eng)2025-03-06★★★★★
Best game IMO Could be better if I could replace character model because I don't like the face structure at all and would like anyone to make a better face mod like an Asian one and stuff.... About the game: Jiggle Physics (SurverX's Asset Packs) 10/10 Clothing Is My favourite and could be improved if those didn't interfere with the big ass size and breasts too Most customisation available and slight optimised for lower end devices like mine The Animations are top notch.. Best Modders Available Best Game Developer And Story Could Be added more and more and be way lengthtier
Makarovlocust2025-02-25★★★★★
Throwing in my 5 stars of this game since it is incredibly underated. The game is a simple combat game with not fair fighting mechanics you can abuse with relative ease, the random npcs start off good but I see how that could get boring quickly. What really sells this game for me is the modding. The game starts off with a lot of content don't get me wrong but the mods you get from the discord are top tier, I'm talking more animations more clothes pokemon/digimon hotties new dicks did I say more animations? I mean MORE animations. If you're a perv like me this game is great so don't count it out for it's not 4 star rating. One of my favorite games and IM a perv so def try it out with an open horny mind.
SurverX2025-01-23★★★★★
After HRT, this is the 2. game from Entli3d that i create mods for. Here are my impressions : Modding: The modding support is absolut great. I do not know ANY other game with such good modding support. Also, to apply mods for users is very simple. Look/Graphic: I like the look of the basic model and physic engine. The characters can be widly changed (body form, hair, colors, dress...). Game Control: You have to adapt to the controls (i use JoyToKey and a controler), when you get used to it it works very well. Game Story: There is a game story but i think this is not the strongest point of the game. For me it is more the "sandbox" like customizing of the characters and playing with other people mods. But i do know that other user like the story and asked Enlit3D for more story content. Overall: For me it is a superb game that offers all i want from a sex game. For me as a modder, it is a dream
Abe Bee2024-12-14★★★★★
2026 edit: I was bashful of this game based on its unplayability in general(this would be a perpetual 1* if there wasn't AI vs AI) and on its state for the better part of 2025. But now I would simply concede that it's a game that goes nowhere. The developer has fixed the audio, and enhanced it, which I actually appreciate, but the road forward is absent. This game is clearly at its creative peak. In itself it's very tasteless. PG13 by the standards of R-rated games. And the modders, like the developer, seem to be more interest in wrestling stuff than actually making this game at least remotely resemble at least something like Purin's Boxing. I don't mind more audio improvements, and maybe some day someone will pay to get the developer to add something meaningful without mods, but I suppose the reason the developer has branched off to Scuffed Dungeon is because he really doesn't know where else to take the concept. Unless it's cashgrab. And so if this thread\game devolves into sharing dolls and mods, begging for updates that may break or incrementally improve this "template" - I don't see a point to actually bother. Instead - I'll wait for Scuffed Dungeon updates, because if this project doesn't evolve into "that" - it won't evolve into anything at all. However, if you are reading this and are new to the game - give it a try. It's free and it's supposed to be free. You may even enjoy it for a few hours or a few evenings. You may dress a doll, loosely build it some way, you may even try to play the game yourself. You may thematically appreciate the wrestling bits, the erotic bits, you may just find pleasure in what little physical interactions this game has. And you'll probably appreciate that the game is voiced. And you may even want to buy the developer a cup of coffee or something. That is - to subscribe to patreon for a month to get a new version that is gatekept or other wise not leaked here. But don't hold your breath thinking that this is a wonderful one of a kind project with infinite possibilities. Though if you fall into that trap - make sure to cuddle up to developer's Discord, to register on LL and actually try out the mods. Last I checked they are worthless, but I didn't lurk too much, because LL is somehow worse than MTS, and that takes effort. Maybe you'll like some well-crafted dolls and a few more poses. Honestly though, if your bar is THAT rock bottom... there's tons of Bethesda, CDPR, Rockstar or Sims games that do the same, but with actually nice engines and graphics. Maybe they don't all go Suplex City on your wrestling kink, but come on...
Wyrtyn2024-12-10★★★★★
The lack of overall story or direction means the game lacks staying power it deserves. Heroine rumble 1 had less of an issue with this somehow. It's got variety and the combat is okay..kinda. Often unbalanced depending on patch.
aftca2024-11-25★★★★★
This is a review on Version 0.291 TLDR: Customization good. Gameplay is confusing and does not have enough navigation. 2v2 is too messy. Why are the RPG elements being a major part on the game. Would try further after that has improved. The customization system is actually very good, with lots of stuff to customize. Hope there will be victory poses interacts with the enemy in the future but hey that's only my personal taste. With that out of the way: What am I supposed to do in a match? From what I've gathered through playing, I am supposed to decrease the motivation from enemy through my grab moves so that I could pin them. The problem is, the game barely(if there is any) tells you about this. Yes, there is a move list but that's not enough information given. Having a thing telling me I can pin the enemy now is always better than that option sneakily showing up on the move list. On a personal note:2v2 is too chaotic especially with that targeting. What are all these bars? The green bar is stamina, The blue bar is Mana, the red bar is finisher gauge, the yellow bar is the block gauge and the pink bar is the pleasure gauge. Now, where and how can I check the character's motivation? This wouldn't be a problem when the game could just give me a way to track it. Or just be more straightforward with how motivation works. Does my controls mattered when grabbed? When preforming a grab move, I can hold J to make the escape bar fills slower with the price of my mana drains like crazy(move also ends instantly when it reaches 0). I don't have too big of a problem with that. But I barely feel my controls mattered when being grabbed. Why are RPG stats being introduced as a main feature? This is the part that baffles me the most. As they seems to be applied to all modes, including customized matches. A fighting game should at least have a mode for both sides stand on the same ground with stats, right? (I could be wrong, I've little to no experience on fighting games) From what I see on Patron, the dev seems to be more focus on developing the customization system.(Which could be the reason why customization is way better) Really hope the gameplay will be improved after the dev is satisfied with the progress. For now I'll just have to wait and look forward to future development.
Jacob Kururugi2024-05-09★★★★★
Like all of Enlite3d's games, this one is interesting and has all of what I enjoy. However the question is: will this project be seen through until completion or abandoned like many others in the past. Only time will tell but as always its a fun game and the mod support is excellent.
cazzaren2024-04-10★★★★★
gameplay kept me playing for hours! love the combat! hope more moves come, weapons, better progression and bigger fights would be nice! also saved outfits is a must... good story mode, combat keeps you entertained along with a challenge if you try harder difficulties. love the customization and cant wait for more, mod support? bruhhhhh ai is not stupid, you will get your ass beat! no controller support yet but i run it through steam with a decent bind and have no issues! graphics are mid but its fappable, too busy getting my ass beat to fap...
jacky832024-02-03★★★★★
Very nice stuff I have every time fun with Enlit3d games I follow his for the other 2 games and this is like a sequel from first one with the improvement with the shop and item from dungeon but in the ring. I hope he can this game better then other, only problem I get with the camera in 2 player mod or in scoolroom. all rest is fine
ArKain2024-01-19★★★★★
Game needs a manual or something to explain the mechanics, because I'm either missing a lot of it or the AI can do stuff that the player can't. I can't do a dash attack unless I'm full sprinting, and I can only do that running upwards or downwards, going forwards or backwards just ends with a short dash. Meanwhile the AI seems to be able to dash attack at will, and they seem to be unblockable. The AI can also somehow parry me in the middle of me landing direct damage hits on them. The AI also has some stomp ability that has amazing range, and they can dash during it to increase its range knocking me down while I'm on the other side of the arena.
chmo456452023-12-19★★★★★
In my opinion, the game is in too early stage of development to be published at the moment. It only has basic mechanics implemented and not much else. I remember the first part, it was messy, but quite fun game, what justifies sequel? So far there is no improvement in gameplay, nor in the visuals, nor in the story. I don't see major features to be implemented that would make it any different. If after a year or two devs will demonstrate I'm wrong, I would be more than happy to change the score, but so far I would recommend to play the first part which plays better and is a complete game.
Red8Psy2023-12-11★★★★★
10 Minutes in and I thought the controls are clunky. 30 Minutes in and realized how wrong I was. The most enjoyable H-Fighting game played. Don't be fooled by the graphics and PS2 background as this is a good fighting game. The controls are actually so polished with skills, counter and block all work together smoothly. Signature move is a little bit OP but you get plenty of warning for that. Multiple Grapple types to suit your playstyle -Damage type to wear down HP -Teasing type to increase lust -Pleasure type to increase pleasure meter -Restraint type to give debuff (Honestly I just put the debuff, damage the clothes and pleasure til they give up lol) This is basically battlefuck! If you enjoy wrestling and clothes ripping with randomized enemies, this is the game for you.
Buffman6662023-12-05★★★★★
Review from a Fighting Game Lover. I've played almost all the 2D/3D fighters on this site, and this one, in my opinion, is one the very best. Ignore the 1* comment by guy below. If you're here because you love fighting games and are thinking about giving it a go, you can end up on it for hours. Learning curve: The learning curve is low, and pressing S&K is to 'Grab', whilst 'J' is to attack, 'L' block, J&L Parry. All of these moves are DISPLAYED on the left hand side of the screen, so are the grapple moves. You can assign skills in the Roster and can have up 8 - yes, 8x different types of grapple attacks. This is nice because it means you can see a lot of different animations on 1x character. Leveling up your character is fun and I recommend stagger resistance if you want easier fights against harder opponents later. Customisation Full body customisation, quite a few outfit combos for the girls. This is the first negative as the guys literally have 3x options (lower) and 2x (upper). Could be more, but tbh I play as girls and my guy character I do have just wears tight pants for the lolz Dick Size, Boob Size, Height, Weight, there is actually a LOT going on here. Mission/Story Mode This at the moment is ok, it's quite short at the moment (about 5-6 fights in total) but at least its there. Negatives/Improvements The reason for the 5* is because as I said above, compared to other fighting games on this site, this game is up there, easily top 3. But there is scope for improvement: - 'Restraint' Grabs. These, whilst aesthetically look nice are just a pain. You can have: Ballgag, Tied Up, Blindfold etc. They don't actually serve a purpose except button mashing to remove them. They are good later in the game when you want to be able to get some cheap kicks/grapples in but otherwise, I feel like with some of them you should still be able to perform a 'basic' attack (which isn't possible you just have to mash until it comes off). - 2 vs 1 - This is almost impossible mode. I have a level 20 character and even struggle against 2x beginner levels because you're grapple spammed. Only workaround would be traditional tag team/corner matches and being able to 'target' you own teammate and 'tag' them in and then 'double tag' for a limited time. The negatives don't affect the game to bring the score down/these are more like a way it could be improved. Long story short - if you want a fun fighting game that has some nice animations, this will be good to play. P.S. BONUS TIP - You can buy people you have fought against as long as you beat them. Later in the game you will fight 'Intermediate' (level 8) and 'Skilled' (level 16) and they cost the same as the level 1/4s. Rather than grinding multiple characters, just beat the level 8/16s buy them from the shop then edit the character to how you want. In my case all my chars are level 16+ now because I just beat the 'skilled' ones lol.
SimReaper182023-12-02★★★★★
The idea of the game is okay, but overall it is incredibly difficult to do anything, and my character generally feels not only under-powered, but seemingly out of my control entirely. The key-combo actions never seem to work when I want them to, whenever I accidentally press the block key it takes like 5 seconds to stop blocking, getting up after getting knocked down takes a seemingly random amount of time, and overall the game feels like a bad NSFW parody of those old clunky WWE games. Understanding what actions I want to complete during different grapples requires reading the text that appears, which then quickly disappears as the enemy escapes the grapple, so I basically lose any chance to do anything I want. Additionally, whenever I actually successfully read the action I want to complete, actually inputting that key combo doesn't seem to work. Pressing at the same time? Doesn't work. Pressing one at a time? Doesn't work. Holding in the order shown? Doesn't work. Oh wait, spamming those keys randomly made it work????? Why????? All of the animations take anywhere between 1 second and like 5+ seconds, which makes the game feel extremely slow and clunky. If the animations were faster, then you wouldn't be able to parry, sure, but a game like Punch-Out!! makes it so that the player is fast, the enemies are slow, and PvP makes both players slow, and that felt powerful and like I had control. Like Gabe Newell said in a recent documentary, feedback is fundamental to having fun with a game, and not receiving feedback for your actions (or even receiving feedback way too late) feels awful. Sometimes things will seemingly work only sometimes at random, like the Dash Attack. If I dash, sometimes I will start running and can slide-kick, but other times I don't, and can't? Punching requires spamming the button, but somehow it feels really clunky to use. Holding would probably feel a bit better, but I feel like a better solution is to make the punches faster and possibly to add a coyote time to the punches (pressing the button early works, as opposed to just dropping the input entirely). Dunno if this would actually make it more fun, but whatever. What do the bars at the top mean? The big bar is health, that's for sure, but what about the others? No explanation is given for these. What do the actions do at the bottom left? S+K equals.... a hand? What does that mean? L+K+J equals.... another hand, but with a different background color??? Okay, so S+K is grapple (which took like a minute of trying every possible combination of pressing/holding those two buttons), and now I can't use it for like 6+ seconds? Why? To prevent spamming? Why should spamming the grapple even be a bad thing? If a spam limit needs to be added, the mechanic is too overpowered and should be nerfed. Grapple should probably be easier to break out of, plus some other things to make it less powerful, more fun, and generally less limiting. I can't seemingly blacklist/filter for which gender I want the opponent to be. What if I want to be female with a male opponent? What about Female with Futa opponent? What about Male with Female opponent? Sometimes the dice roll means I have to choose an opponent that I do not want to fight against, and although I can just use the Custom Fight option, what about the missions, which have seemingly randomly generated sexes? And lastly, the escape mechanic isn't fun. Holding the key down doesn't move the bar, spamming it does, but spamming it faster or slower doesn't do a thing. If the mechanic was instead a QTE that required paying attention, or even that you could try to move in an opposite direction than the grapple to escape faster, that would be much better than just pressing J, K, or L occasionally. Overall, idea is fine (I may be biased though because I don't really care for the fighting game genre, because games like Sifu comes out and only one bad mechanic is needed to make me hate it (the age system that forces replaying old levels and losing abilities just to continue), or Ghost of Tsushima sounds and looks like fun, but isn't on PC), but the execution of said idea is extremely clunky and makes the game so awful to play that I can't play it without raging at the lack of control.
matoous2023-09-18★★★★★
Great game for killing some time. Only problem I think is that moves could be unlockable, instead of having them all at start. It would give some more motivation to play longer and overall make for better design