Heroine Rumble 2

by Enlit3d

Uncensored Windows
Versionv0.38
EngineOthers
Released2026-04-24
Updated2026-04-24
LanguageEnglish

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
dori113np 2026-04-01
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
CIVVic 2025-09-21
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.
Bootysled69 2025-08-06
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.
DirtyDickDangler 2025-07-12
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.
sgb3 2025-03-07
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
Makarovlocust 2025-02-25
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.
SurverX 2025-01-23
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 Bee 2024-12-14
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...
Wyrtyn 2024-12-10
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.
aftca 2024-11-25
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 Kururugi 2024-05-09
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.
cazzaren 2024-04-10
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...
jacky83 2024-02-03
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
ArKain 2024-01-19
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.
chmo45645 2023-12-19
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.
Red8Psy 2023-12-11
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.
Buffman666 2023-12-05
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.
SimReaper18 2023-12-02
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.
matoous 2023-09-18
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

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