4.00 star(s) 2 Votes

dna787

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Mar 4, 2023
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waiting for more cool animations would be lovely if there was like more things in the game but so far its good i wonder what this game holds in the future 10/10 keep it up :p
I'm adding in more stuff every week. I usually post changelogs on Patreon, and those are available for everyone if you want to keep up with development. I also have a discord where i post previews and updates from time to time (link in the game under About / Help)
 

Josephmate

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Jul 22, 2025
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I'm adding in more stuff every week. I usually post changelogs on Patreon, and those are available for everyone if you want to keep up with development. I also have a discord where i post previews and updates from time to time (link in the game under About / Help)
yes please send the link
and thanks (oops nvm i saw it now thanks)
 

Josephmate

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Jul 22, 2025
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I'm adding in more stuff every week. I usually post changelogs on Patreon, and those are available for everyone if you want to keep up with development. I also have a discord where i post previews and updates from time to time (link in the game under About / Help)
i cant find the discord link do you mind sending it
 

dna787

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i cant find the discord link do you mind sending it
I don't want to post it on the forum, because I've seen bots harvesting links and then spamming, but I can show you how to get to it:

1759243301339.png
click on About / Help

and a the top you get:
1759243328150.png

EDIT: I'm an idiot, I have it in the OP here :))) Sorry about that
 
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afengaf

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Nov 17, 2022
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Thank you for your reply. I’ll be using a translator for all of my following responses, but no matter how you read them, they may still sound a bit offensive. I hope you can forgive me.I’m only offering some ideas or inspiration for game development.



That’s right, your understanding is correct. After thinking about it myself, I also feel that the process you described would be very hard to implement.
So, do you think the following approach could work:
If you only add a special logic for certain simple actions, or for moves that emphasize the direct confrontation between both players, then when the effort values are the same and both players also choose the action you’ve marked, the move would execute simultaneously.

For example, if both players have the same effort value and both choose to punch, they would both take damage at the same time, and the animation would show them punching each other simultaneously.
If their effort value is the same but one chooses to punch while the other chooses to kick, then it would still follow the original game logic.
This could work for things like kissing, certain body-to-body contests, or actions such as tribadism and frot or mutual penetration — they could both use the skill they want on each other at the same time, and both would be affected simultaneously.
 

dna787

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Mar 4, 2023
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So, do you think the following approach could work:
If you only add a special logic for certain simple actions, or for moves that emphasize the direct confrontation between both players, then when the effort values are the same and both players also choose the action you’ve marked, the move would execute simultaneously.
Hey, no worries, nothing you're saying comes across as offensive, and there's nothing to forgive :)

Regarding your idea: I mean, it could probably work in theory, but it introduces a lot of complexity and it's not something I intend to add.

Why the complexity? Because it adds in a lot of special cases - if it's punching then it's fine, but e.g. kick and punch fall back to the original mechanics - which is then weird, because you made a choice that is now potentially discarded with no feedback. Or if I were to implement feedback, there need to be animations to show how one actor succeeds and the other one fails - we're talking 2 x m x n animations, with m and n being the number of choices each opponent has - too many. For 3 and 3 choices I'd need to create 18 animations: the first 9 for action 1 succeeds, action 2 fails, the last 9 for action 1 fails and action 2 succeeds.

The game engine doesn't support simultaneous choices in any case.

I'm not even sure what problem the idea solves: contests exist currently and are handled through the effort mechanics. They are initiated by one side, true, but for all intents and purposes the opponent does make choices to escape or continue the action, or respond with something else. There are also actions that can fail when being initiated (the ones marked with a * in the list of choices), where the action can fail and a counter would play instead (shown through animations).

Tribbing and mutual penetration are actually implemented in the Patreon version of the game, but there are other contest type actions present in the free version already - e.g. the mutual handjob contest, the kissing contest, the bearhug contest, the test of strength, and so on. True, they don't always give the choice to the player (although a choice happens internally based on some algorithms), but that's also because it would end up breaking the action into lots of fragments

To me at least the introduction of 'special logic / cases' as game design feels wrong - I want to present the player with a clear and simple set of rules that they can always rely on.
 

dna787

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Mar 4, 2023
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. Plus the very experimental journey to add in unique / furry / anthro characters support

Changelog:
  • New actions / animations (11 brand new paired animations used in various actions):
    • tribbing sitting kiss dominant branch, plus transitions (used randomly during tribbing)
    • mutual insertion sitting kiss dominant branch, plus transitions (used randomly during the lying down mutual insertion duel)
    • straddling tit fuck (access from the straddling position)
    • missionary power fuck action (used randomly during missionary fuck) including various belly punches (violent actions / strikes need to be allowed) and transitions
  • Improved lighting for all arenas / stages
  • Custom camera settings for all arenas / stages, to avoid camera clipping
  • New wearable: bra. Finally :) Not the best looking, but it's a start
  • Extended morph ranges are available for body / penis / strap-ons if Show restricted morphs is enabled in Options. Morphs with extended range: Small breasts, Huge breasts, Butt, No breasts, Penis length, Penis thickness, Glans size, Testicle size, Testicle compactness. This allows for various interesting morph combinations, as well as creating BIG BOOBS (tm) :) Please note that large sizes will cause clipping and issues with wearables and animations, which I are impossible to address (there is a reason morph ranges were limited)
  • Reduced build size by a non-negligible amount
  • EXPERIMENTAL work re: supporting various custom body parts. Two anthro heads have been added under Accessories (Head): Dasha head and Hellhound head. Two new tails have also been added under Accessories (Tail): Dasha tail and Hellhound tail. You can equip them on any female character (for the moment) and use them to construct furry characters.
  • Fixes and improvements: trigger both penile / vaginal orgasms on mutual insertion orgasm types; no talking during mutual insertion sitting kiss; slightly different material properties for vaginas

Future:

With this version I started taking the first steps towards supporting various custom body parts. That means stepping beyond the standard body the game currently offers, and adding in support for externally imported body parts - and hopefully, ultimately - user moddable characters. What this is supposed to mean in practice - custom unique characters. Think furries, if you will. Of course, that's just one possibility.

For the time being, I added two anthro heads under Accessories (Head): Dasha head and Hellhound head, and two new tails under Accessories (Tail): Dasha tail and Hellhound tail. You can equip them on any female character (for the moment) and use them to construct a somewhat customizable Dasha character (using the in-game body, at this point). The heads act like masks of sorts, hiding the original head / eyes / eyebrows / eyelashes / tongue / teeth / mouth underneath. Custom head surfaces are also editable.

Regular hairstyles can be added on top, but most will likely look weird. You need to manually set the body skin properties and color to match the custom head - there's no way to do that automatically, and there is a neck seam due to texture mismatch between custom heads and regular bodies. Morphs, expressions and face animations do not currently function on custom heads. They are also not fully weight painted, so some parts might clip and not move gracefully during animations.

Developing this will take some time - it won't be a push, but a slow march. The next step will be to also load custom bodies, and make them available in game. These bodies will likely not see the same level of customization in terms of morphs that the in-game body offers - but you will be able to have a e.g. muscular body for a custom character.

Some examples below:

Screenshot 2025-10-04 180234.png Screenshot 2025-10-04 161703.png Screenshot 2025-10-03 154619.png Screenshot 2025-10-03 155128.png Screenshot 2025-10-03 120136.png Screenshot 2025-10-03 120126.png Screenshot 2025-10-03 120116.png
 

Heron01

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Jul 22, 2024
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These are pretty good animations and the transitions are really nice!

I do notice this though: when you scroll wheel back to purposely have like no domination, your character will still fight back.

Also: I am curious about what the purpose of the pixel graphics setting is for. It doesn't really look like a pixel game or ps1 game if you had something like that in mind?
 
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dna787

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I do notice this though: when you scroll wheel back to purposely have like no domination, your character will still fight back.

Also: I am curious about what the purpose of the pixel graphics setting is for. It doesn't really look like a pixel game or ps1 game if you had something like that in mind?
Thanks, I really appreciate it :)

About your questions:
- when you say fight back, you mean the animation itself, or do they also win? sometimes it's possible that they'd win if they have a modifier (such as anger, that gets added to the effort), and the other one also doesn't put in any effort
- the pixel graphics thing - it actually started as a way of hiding imperfections in the 3d models - they were a lot lower poly early on; then i left it in because why not - i sometimes enjoy the retro look, and it also helps with performance, since everything is rendered at 1/4 the res
 

dna787

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Mar 4, 2023
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who want here can find version for this game ( Battlefuck Pit v0.7.6 ) here
Linking to my shared files where I control access I find cheeky :) But ok, sure.

I'm curious why you think posting a link to a yet unreleased version is a good thing. You do realize I am making the Patreon version available for free 1-2 months down the road. I'm doing this in support of the community, since this is a niche where there aren't a lot of similar games available. Doing it this way allows me to get something in return for my work, too.
 
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lednaruto

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May 27, 2017
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Linking to my shared files where I control access I find cheeky :) But ok, sure.

I'm curious why you think posting a link to a yet unreleased version is a good thing. You do realize I am making the Patreon version available for free 1-2 months down the road. I'm doing this in support of the community, since this is a niche where there aren't a lot of games available. Doing it this way allows me to get something in return for my work, too.
ah but I didn't know that, I thought that since he was looking for the newer version, I would help, since I found it, I put it there, so if that's the case I'll remove it.
 

dna787

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Support for anthro (furry) characters and character modding are finally here

This weekend's brings official support for anthro (furry) characters and loading character mods. This is a major step forward for the possibilities it creates. And, as usual, in a few months it will become available in the free version here and on itch.io.

For now, the character modding support is Windows only (the Android version also supports it, but it needs some sort of mechanism to allow loading mod files from a different drive location, since the game folder is not end user accessible - something which I need to look into; it will be something for the future, when a number of mods are available).

I still need to create a detailed how-to guide for any prospective mod creators (but an overview is available below).

Anthro character support
  • Before anything else - this doesn't mean the game will change focus and become exclusively anthro oriented. Anthro content is just another option catering to the players' various preferences. If it's not your thing, there are and will continue to be lots of other features developed that are relevant to you. Like with everything else, it's not being forced on you, and you can delete any included characters built around it, and simply not see it at all.
  • Three new body types / classes have been added: Anthro bear class, Anthro horse class, Anthro hound class (they are under the Body type menu in the character editor). Please note that the new anthro body types use resources that are more graphics heavy than the default body type
  • More anthro / furry body types will be constantly added over the next releases (aiming for a new body type per release)
  • Anthro character body types also include multiple available customizations (think e.g. hair style, color and materials, various clothes and wearables, although not to the extent of the pre-existing default body types), allowing you to create quite a bit of variation from a single class
  • This is early days, so more features and customization options will be added in time
What does modding support mean for me as a player right now?
  • Well, right now - not much, until someone creates the first mod
  • The community is quite small, but I'm hopeful that in time people interested in creating character mods will pick it up
  • Once mod creators start sharing their work, you will be able to download the mods and place them in the game folder, inside the .mods/characters/ folder. Each mod will act as a character class / body type (that's where it would show up), and can include multiple customizations (e.g. wearables, hairs, materials, colors) that are available and changeable through the editor. You can create and save multiple different characters from each mod


IF YOU WANT TO BECOME A MOD CREATOR:
  • You need some decent experience working with Blender (especially around armatures and 3d modelling, and also materials management), and know what a .json file is and how the structure goes
  • I'm happy to assist you with documentation and clarifications concerning the steps needed to integrate your model in the game - but I won't be able to teach you e.g. how to use Blender or understand/edit .json files
  • The expectation is that you will share your character mod(s) freely with the community, to download and add to their game
  • If you aren't currently a Patron and you need the latest game version I'm happy to fast forward you once your creation is ready to test. For the future, I'm also happy to keep dedicated mod creators on the latest game version as a thank you for their work, and for contributing to the community and the game
  • Very important: any content you create / bring into the game needs to be legal. E.g. I won't be allowing any sort of underage or underage-looking content
So how do I actually create a mod?
Well, these are the rough steps, so you get a generic picture:

  • I will be supplying you with the necessary file(s) to use as reference (e.g. .blend files containing the skeleton and all current body parts, .json template file, etc.)
  • Pick a character you want to import (either your own work if you're comfortable sharing it, or something you find online e.g. on Sketchfab, case in which please make sure to respect their authors' work and check for an appropriate license). Character should be humanoid (two arms, two legs, should fit regular human movement - e.g. knees and elbows should bend the usual way, body parts should be in the usual spots, etc.)
  • Import the model in Blender
  • Clean it up, scale, position and change it to be as close to overlapping the default body as possible. Remove its original skeleton, vertex groups, weight painting, etc.
  • Retarget the body to the provided game skeleton. Copy the weights from the default game body, clean / adjust them as necessary
  • Extract the textures for the body and eyes (these will need to be exposed to the in game character editor), optionally other textures as well. Remove the eyes and body texture associations from the model
  • Split up the body into the following components / meshes: head, upper body, hands, lower body, feet, eyes, teeth, tongue and optionally: hair, mouth (the mouth mesh can be included with the teeth, but can also be separate to help with weight painting), tail, wings, other clothing
  • Optional step: create morphs (shapes) for breathing, expressions and user adjustable morphs
  • Export your character as .gltf
  • Duplicate and edit the template .json file to define various properties needed for each body part (sources, textures, etc.) - these are needed by the game
  • End up with the mod package consisting of the .json file and a folder containing the .gltf, .bin and texture files. These need to be placed under .mods/characters/ and are read automatically by the game (except .jsons starting with _ )


NOTES: Right now there are no checks and guardrails to prevent issues caused by incorrect data in mods. The game will crash in most such situations. Also, removing a mod and trying to load a character based on that mod will result in a crash.

I will try to keep mods compatible across various game versions, but it's not a guarantee. Some mods might need updating to keep being compatible with future game versions. But this is a bridge we'll cross when we get there.

Screenshot 2025-10-12 095005.png Screenshot 2025-10-12 094411.png Screenshot 2025-10-12 094247.png Screenshot 2025-10-11 193337.png Screenshot 2025-10-11 193159.png
 
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Focaboor

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Hm, so this sounds like modders would be able to create new characters, but not add options to existing ones. Like if one was interested in creating extra clothing wearable by the default human character bodies, am I correct in saying this modding system does not really allow for that?
 

dna787

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Mar 4, 2023
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Hm, so this sounds like modders would be able to create new characters, but not add options to existing ones. Like if one was interested in creating extra clothing wearable by the default human character bodies, am I correct in saying this modding system does not really allow for that?
It can, by overwriting the definition of one of the default bodies, but only one mod could do this at one time. This can potentially be improved with some minimal changes, by allowing mods to stack their changes if they use the same body type id.
 

dna787

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Mar 4, 2023
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Hm, so this sounds like modders would be able to create new characters, but not add options to existing ones. Like if one was interested in creating extra clothing wearable by the default human character bodies, am I correct in saying this modding system does not really allow for that?
I tried putting together something really quick to get potential modders started. If you'd like to give it a shot, please join my Discord server here: then visit for a basic guide. I'll do my best to answer everything there. I think it's probably good to keep all docs and questions / answers in that topic, so other people can see them too
 
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dna787

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Mar 4, 2023
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BFP v0.7.9 is now available on Patreon


Changelog:
  • New actions / animations (4 brand new paired animations used in various actions):
    • tribbing sitting kiss dominant branch, plus transitions (used randomly during tribbing)
  • Custom post defeat poses shown in the aftermath of post-defeat actions
  • Non player characters now change actions on their own during the post-defeat stage
  • New body type / class: Brenna (dragon girl) class. Added corresponding character model (use the Restore missing characters option to get it)
  • Under the hood:
    • Unified and improved condition / event syntax for action definitions; support for conditions using parameters; support for action variables and action variables manipulation inside the action definition; major simplifications in the undressing action definitions
    • Animations can include various camera parameters
    • Simplified dirt management
  • Fixes: fix new anthro chars always being treated as female and never futa, regardless of their penis settings; fix potential crash when updating the default characters' appearance
 
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dna787

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BFP v0.8.0 is now available on Patreon


Changelog
  • Seven new paired animations:
    • standing tit fight actions (replacing the single chest bash as a choice; the chest bash action will still happen organically as part of the fight)
    • missionary breed dominant kiss animation variant
    • submissive blowjob post defeat action
    • rubbing motion variants added for the ankle hold foot domination move
  • New stage: Pirate tavern
  • New items: eyepatch (for both left and right eyes), boots, tricorn, and finally three pairs of eyeglasses. All are fully customizable, down to the lens tint and transparency
  • New face accessories category added (used for eyepatches, glasses, etc.)
  • Player is offered the option to equip / unequip a strap-on after winning and in between post defeat rounds. Some post defeat actions now require a strap-on or penis
  • If they don't have a penis or strap-on equipped, a non player winner randomly equips a random strap-on (if available) before performing any of the defeat actions
  • Added support for additive mod loading. This finally allows creating and loading mods containing (only) wearables / body parts for existing body classes (e.g. new hairstyles, accessories, clothes, etc.). Until now only complete body classes could be added through modding
  • Character editor: for UI/UX consistency, zoom buttons are now placed in the same position as in game and have the same behavior
  • Android: double tapping the character display in the character editor resets character angle (same as when pressing middle click on PC)
  • Slightly improved all hairstyles aspect
  • Internal:
    • Support for animation variants ids, instead of relying on their index for reference
    • Support for switch events specifying a variant in addition to the action
    • Support for per surface transparency / opacity
  • Fixes: Dasha model UV, causing weird stripes of dirt to show up on the body in the wrong places; certain actions causing mouth trembling in the Gallery; fix top wearable being see-through from inside-out; fixed some hair and other models UVs
Screenshot 2025-10-26 001443.png Screenshot 2025-10-25 114301.png Screenshot 2025-10-25 114201.png Screenshot 2025-10-24 120705.png Screenshot 2025-10-24 120555.png Screenshot 2025-10-24 120238.png Screenshot 2025-10-24 120222.png Screenshot 2025-10-24 084507.png
 

dna787

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Mar 4, 2023
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v0.7.4.1 free release (link in the OP)
  • New animations: tribbing branch (see details about the minigame below), missionary dominant breed target orgasm, missionary reverse fuck target orgasm, missionary cock milking target orgasm, new kneeling to facesit action choice
  • New arenas: Ghost farm, Old factory
  • New tribbing minigame. Challenge your opponent (or have them challenge you) to a trib duel from the face-off choice menu. NPCs can offer the challenge in various other situations too. The challenger puts themselves in a somewhat vulnerable position, so their opponent can refuse the challenge and take advantage of this (currently not available when violent actions are disabled, due to lacking a fitting animations). Taking advantage comes with the consequence that the opponent's anger will drastically increase and you will likely have trouble matching their effort during a non-negligible number of turns. How to play: increase your effort during the duel to move to the next domination stage. You will likely run out of stamina if you keep increasing your effort all the time, so make sure to lower it all the way when appropriate, to gain back some stamina
  • New wearables category: legwear. Some items (e.g. ankle guards, socks) will belong to both categories, for added flexibility. Legwear will be used in general for stockings and wearables that stay beneath the bottomwear
  • New items: short skirt, stockings, striped variants for stockings and socks, cow horns and ears, cow costume (lower)
  • Major camera upgrade: the code has been completely rewritten and simplified. The new camera offers better handling and improved angles and zoom levels, and is able to track and keep both characters in view a lot better than before. The number of profiles has been lowered. The default camera profile has been replaced with a more static version that does not follow character rotation. The second profile is a slightly improved version of the previous default. The third and fourth profiles are the first person view for the two characters.
  • Improved the Character editor
  • Improved Gallery:
    • A copy of the last match is now available in the Gallery for editing and saving. NOTE: Any characters can be selected for the replay. There are no checks, and certain actions may look weird if the selected characters do not share the same features as the original ones. The checks do apply however during editing, for any added / replaced actions
    • Load and save action queues from the Gallery
    • Added per action initial sexual endurance settings in the Gallery, so an action that causes arousal damage and allows orgasms can trigger an orgasm on demand (set low value(s) for the respective character(s))
  • Major UI / UX upgrade:
    • Improved font rendering
    • Implemented custom drop-down menus to use proper scaling for various rendering options
    • In game:
    • The Pause button has been moved from the top panel to the screen right-hand side, for quicker and easier access. The Pause button now doubles for a way to open the top options panel (while paused). This is especially useful for Android where it had been difficult to access the top options panel
    • Improved the top options panel
    • Camera profiles can now be reset / switched from the [>] button on the side of the screen
    • Zoom buttons have been added to the right hand side of the screen, to allow for easier access and allowing Android to use the zoom function
    • In game help has been updated to reflect the new changes
    • Text edit boxes for numbers (e.g. character stats, per action character arousal in the Gallery) have been replaced with spinners
    • In the Gallery:
    • The in-game UI has been adapted and added to the Gallery as well (side buttons, top options panel)
    • It is now possible to pause the playback using Space or Escape
    • Full screen and volume controls are now available from the top options panel
    • There is now some dialogue support in the Gallery (incomplete though)
  • Non violent action branch replacing the regular bearhug branch when the non-violence option is selected
  • Mechanics change: if a character's sexual endurance reaches 0, they will stop regaining it (restoration happens slowly otherwise), and will orgasm at the first opportunity
  • Fixes and improvements
  • The project has been updated to use the latest release of Godot (4.5). A lot of small changes and fixes were needed to make this happen
  • A lot of under the hood improvements
 
4.00 star(s) 2 Votes