dna787

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would love a cute mouse girl.

it's missing an animation pathway for characters catching their breath or laying defeated, trying to catch their breath.
I'm definitely going to be adding more characters over time :)
Re: the animation pathway for chars catching their breath - do you have an example of this?
 

dna787

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has just been published on

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Changelog:
  • New actions: missionary_hold_down_undress_bottom, standing_undress_self_bottom
  • Game mechanics:
    • Huge internal change where it comes to the action tree and all the available action connections. I have manually gone through all the actions, properly categorized all connections into intents and standardized all the intent conditions. As such there is a lot less senseless random involved in the algorithm picking action categories. An actor will continuously evaluate their choices based on the context, and you will probably notice more CPU focus (well, except for characters with a Chaotic fighting style) and action variation. Previously unavailable connections between various actions are now accessible. Anger plays a higher role in triggering humiliation moves. For the player there are now a few more opportunities to make choices, while the CPU will take more free-flow decisions, without pausing through as many control points as before. The latter makes for a lot more fluidity in CPU v CPU matches
    • Conditions for a lot of the purely random action switch events happening have been revised to take effort into account. As such, they will be affected by a character's effort being meaningfully higher than their opponent's during the action itself. If you're dominating, you won't have the opponent spring a surprise on you when it doesn't make sense. In addition, the effort bar will flash to mark the occasion when any such random event happens and the action changes.
    • Added a new choice to let the opponent take the initiative, which is available everywhere the player needs to select their next action. This will result in the player regaining some stamina. At this time, this new choice is only available to the player (the CPU will never give up their turn)
    • There is a chance a character will mirror their opponent's intent, and respond in kind (where possible - e.g. for ball grabbing)
    • Tightened up conditions for missionary, prone and behind fuck actions. Previously they could be performed without the actor having an exposed penis and the target an exposed vagina. Now these conditions are there. Correct conditions added for the standing_bearhug_penetration_duel action
    • A 'ball grab' becomes a 'pussy grab' as needed, and it now does stamina damage, in line with the groin busting actions
    • Updated naming and consolidated some intent categories (you might need to check your weight map)
    • Made the breast mauling animation available for smaller breast sizes
  • Wearables and appearance:
    • Added new armwear wearable category
    • Added two variations for a one-piece swimming suit, two pairs of panties, two sets of sleeves
    • Improvements to the short skirt (made slightly longer, gave it volume)
    • All pants are now double sided so they're not see through from the interior
    • Added more of the existing hairstyles for the male class body
    • Improvements to some hairstyles (weight painting, geometry)
    • Added a few facial, chest, belly and pubic hair options, as well as a few tribal face and chest paint overlays options
    • Expanded some morph ranges (Cheek width, Lip height). Rotate morph added for eyebrows
  • Other:
    • Gallery: re-equip any removed wearables when pressing Restart
    • Added {NX} and {, NX} support to the dialogue files. NX randomly selects between the actor's name and an insulting term
    • Default characters updated
    • Windows and Android icons added (finally)
  • Fixes: fixed hide UI on TAB in gallery not working; boots UV; wrong conditions for equipping a strap-on; a strap-on would not be unhidden if unequipping bottomwear; fix Space activating the current item in the intent selector on pausing the match; a few other minor bugs and issues
 

dna787

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has just been published on
And an early Merry Christmas! :)

Screenshot 2025-12-17 230511.png




A lot of things going into this release :) The focus has been on creating a more polished and varied action, with better user control. Quite a bit of fixes and improvements too.

The next two Patreon releases should pretty much follow the regular schedule, December 26-28, and January 2-4 respectively. Given the holidays, they might be slightly less extensive, but not by a lot :)

That said, let's get to the changelog:

Actions:
  • New actions / animations:
    • straddling cowgirl (distinct from straddling fuck; either one or the other trigger randomly on selecting Ride from the straddling position)
    • counter for bottom trying to throw off actor in missionary or straddling (can get triggered randomly if the actor's effort is below below or in the 'equal' effort range - so probably maintain the effort higher during that phase)
    • straddling hold down target kick (bottom position in the straddling down branch can respond with a groin kick from behind and take the initiative)
    • new standing belly punch variant (as part of the standing belly punch / hit contest action)
    • new standing knee to the belly variant (as part of the standing hit contest action)
    • new standing groin bust variant
  • Defeat no longer defaults to the loser on their knees in front of the winner. Instead, an appropriate pose is chosen from amongst the post defeat poses previously used only between the various punishments. E.g. A defeat during missionary now shows the winner having their foot on the loser's chest, with the loser lying on their back looking up
  • Some action flow inconsistencies have been ironed out (e.g. actor going from missionary into straddling and back, or from missionary into straddling only to immediately stand up, where standing up was already available from the missionary position)
  • Improved variant flow within the same action in certain situations where the current action is a continuation of the previous one
  • Target has a chance to trigger various reversals while in the missionary branch, if the actor's effort is below below or in the 'equal' effort range. Together with the throw off counter, it makes the ground battle more dynamic
Stages / arenas:
  • Snow globe :) a small Christmas gift. You can definitely zoom into this one, but the default is set to show you a miniature battle under the gentle snowfall and the green northern lights. Alternatively, go into first person mode and experience it from within. This is what it looks like:

    Screenshot 2025-12-17 230511.png
Wearables and appearance:
  • Added a Santa hat, because of course I had to :)
Other:
  • Tuning ejaculation / squirting particle effects during orgasm for various actions, so they leave nice marks and don't go through the bodies. Still have about as many left to do
  • Support for complex conditions involving logical grouping are now fully implemented. You can now use complex conditions in dialogues, such as e.g. "target>has_vagina && target>!has_exposed_vagina && [actor>has_penis || actor>has_strap_on]::I'm gonna fill up your pussy as soon as I can get your clothes off{, NX}!". These conditions are used universally throughout the game, including in the action tree logic
  • An option to disable strict genital requirements in certain contexts is now available on the stage selection screen, and allows access to an expanded set of moves for characters without a penis, where it can be justifiable (e.g. missionary fuck becomes available for a female body type actor with no penis, or for a male actor vs another male actor - this can be seen as erotic domination without involving penetration, relying instead on close contact / rubbing genitals). I'll keep adding to this one, the selection of actions is by no means final.
  • Moved disable draws option from Options to the stage selection screen, so it's easier to customize the upcoming match
  • A common show/hide UI button that can be used to toggle the UI is now available in both game and Gallery as part of the right-hand-side controls bar. As such, the separate UI button in the Gallery has been removed, and the Gallery UI layout has changed slightly
  • Following the player being able to hide the UI, the bars are no longer hidden when defeat occurs. This lets the player have access to e.g. current arousal information during the post defeat phase
  • The camera profile (number) is now displayed on the Change camera button. The button used to have a > label that has now been replaced with C1-4. The button also visually indicates through a darker background when a first press would first reset the profile (due to user changes). Button is dark: press it to reset the profile. Button is lighter: press it to switch to the next profile.
  • Zoom is now available while in first person. Zoom in all the way for a more realistic field of view. The reason I left it default to the wider field of view we had so far is to be able to see more, especially in the context of all the moving.
  • The keyboard can now be used to pan / zoom while in first person (same controls as for the other camera profiles)
  • Reduced frequency for the effort voice clip
  • Cut / copy / paste folder capability is now implemented in the File Manager (under Options), to allow full management of your game files (especially for Android, where deleting your saves or organizing them in folders after initially saving them was until recently impossible)
  • Under the hood: any choice made by a character during a match can now have associated events (e.g. increasing anger when the algorithm decides on a certain intent during a specific action). This has so far been used to implement / simplify the logic for the defeat / post defeat poses
  • Not a change per se, but one thing to note: in the Color Editor, it's possible to copy/paste clipboard hex codes. You can copy a color hex code from a different app, and paste it in the Color Editor using the Paste button. Can be useful
Fixes:
  • space correctly inserts a space in the Gallery action search box, without pausing/unpausing the timeline
  • various dialogue fixes; various action condition fixes
  • fix full screen state not saved when Alt + Enter used for toggling full screen during a match
  • fix for certain rendering options being tied to platform (e.g. Windows / Android) instead of renderer (e.g. Forward+ / mobile)
  • Windows icon file now contains all required sizes (e.g. 16 x 16, 32 x 32, etc.)
  • fixed the Color Editor transparency being reset when using the color picker to choose a color
  • File Manager fix for being able to go outside the user:// folder on Android
  • fix relinquishing control during intent selector active causing an in-game soft lock
  • fix for camera zoom change using the UI buttons not leading to a profile reset when pressing the camera button
  • fix for equipped items being dirty when equipped while on a non dirt enabled stage
  • fix for rotation jumps on transitions during the straddling breast smother animation
  • fix ugly camera jump when entering a stage (either in game or in the gallery)
  • fix weird rotation jump during the straddling breast smothering action
  • fix mouth tremors / closing during kissing, and leaving the tongue out protruding through the chin
 

dna787

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Merry Christmas! :)



Another large release, with a focus on refactoring a lot of code and refining the match action flow, but also on including new actions and voice packs, as well as new morphs.

cf6.gif
  • Actions:
    • New actions / animations:
      • Lying on the side struggle action, including punches (4 paired animations). It has a chance to trigger if the actor being thrown off has an effort comparable to their opponent. It's also a continue on roughly equal efforts action, so it will go on until one actor's effort drops significantly below the other's.
      • The target of the ankle hold action now has a resisting animation variant
      • More variation for the missionary hold down action
    • Refinements for various actions in terms of speed, transitions and around audio reactions
  • Wearables and appearance:
    • Added new skin feature overlays: areolas, various sizes
    • Added a new eye texture with vertical pupils
    • Hair position adjustments in the editor (very limited due to geometry transformations in various animated positions causing severe clipping)
    • Three new feminine voice packs (one replaces Voice 10, which was a duplicate of Voice 7), and two new masculine voice packs
    • Voice pitch adjustments for increased variation (find it in the voice section of the character editor)
    • Added two new face morphs: Face roundness and Mandibular angle
    • The Thicc morph is now publicly accessible, with a limited range. Enabling the restricted morphs under Options extends this range (and all the other restricted ranges, as before)
    • Randomization behavior has changed slightly: it only randomizes the face and body features, without adding clothes, normal maps and pubic hair meshes, and if the body type has an optional penis there is now a chance it does add one. Also added logic that now produces a lot less hideous results
    • Updated all default characters to make use of the new features / voices. To get them, use the 'Update default characters' appearance' button under Options. It will only touch the default characters (unless you have characters sharing names with e default ones) and won't overwrite any of their progress. Probably best to do a backup first (the character files are in c:\Users\YOUR_USER\AppData\Roaming\Godot\app_userdata\Battlefuck Pit\Characters\)
  • Game mechanics:
    • Although this is a fix, it is a hugely important one, affecting how the CPU algorithm works: fixed an issue causing the domination strategy weight values to be very small (especially in the beginning), leading to certain intents and actions being very rarely employed, and conversely causing the others to spam. This became increasingly obvious when wearing non revealing clothing, since they also prevented quite a big chunk of the arousal strategy intents and actions to be used, ending up with a very limited action spread in the beginning of the match. Extremely obvious in CPU v CPU matches.
    • Split the "crush" intent into two (so you might need to redo your customizations): bearhug_crush and reverse_scissors_crush. The reason is that the bearhug_crush has a potential to flow into arousal actions immediately (under the right conditions), while reverse_scissors_crush cannot result in immediate arousal actions and was causing reverse body scissors to be applied with erotic intent (in detriment of e.g. reverse missionary fuck or toppling over the opponent)
    • Added even more potential action transitions in points where they made sense, so the fights can be more varied
    • Added support for effort damage. E.g. ball/cunt busting or strike actions can do momentary effort damage during an erotic contest, causing the opponent's effort to roll back slightly (0.25 to 0.5) for the hit party. Effort needs to be increased in order to recover. This does not affect players that have disabled strikes / violent actions.
  • Other:
    • Huge refactoring covering control handling, all UI related code, and also the character editor. This was necessary due to the constant changes and the accumulation of features causing certain classes to become huge, monolithic structures handling multiple purposes, with a lot of complex, spaghetti code. This made further development a lot more complicated and prone to errors. As a result of the refactoring, all monolithic classes have been broken down into multiple smaller, single purpose and radically simpler classes, with fewer and clearer dependencies
    • Inconsistencies in resources structure addressed, making it easier to deploy custom export scripts
    • Action names used in the gallery are now the actual names used under the hood. I had previously made an attempt to assign 'nicer' names to the actions that were not transition (e.g. 'Standing face off' instead of 'standing_face_off'), but it's an unnecessary complication at this point. This also makes the action names consistent with the ones in the actions editor
    • Better action name search in the gallery. E.g. 'go behind' now returns 'standing_test_of_strength_go_behind', whereas previously typing in spaces within the action name would only work for the 'nicer' names; 'behind standing' would also return 'standing_test_of_strength_go_behind', amongst a whole list of other matches, whereas previously it would return no matches
    • Added more capabilities to the action engine (an action can extend another one, can disable switches, and equal effort actions can have locked roles). This is not user facing, but each of these things have been used to implement various things
    • Increased ranges for camera rotation and zoom
    • Replaced breast maul sound
  • Fixes: fix for some character classes getting dirty in wrong places (e.g. Duke class getting mud on the nose on the Farm, without having come into contact with the ground); fix for randomized body lacking a Skin features slot; fix for mouth occasionally becoming locked in certain conditions; fix for a timer left to run behind the scenes in certain situations after quitting a match potentially causing issues during the next one; fix for the hide UI button not working the first time it's being pressed in certain circumstances
 
  • Yay, update!
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dna787

Member
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Mar 4, 2023
162
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has just been published on , and it's a major milestone
Happy new year! :)



A summary:
  • Modding support for Android is finally here
  • A per character outfit library system: define multiple outfits for each characters and switch between them at the press of a button (well, two presses :) ). E.g. a boxing outfit, a tribal outfit, a pirate outfit, etc - each with its own custom set of wearables, colors and material properties. Copy / paste whole outfits between different characters (and across human body types too)
  • New game mechanics based on character weights (inferred from appearance)
  • Upscaling (FSR/FSR2) for unlocking extra performance (both on Windows and Android)
  • Reworked lighting in all stages to fix the dark, high contrast shadows that looked bad and made it hard to see under certain angles

Changelog
  • Actions:
    • New actions / animations:
      • Lying on the side actor and target kissing actions (intermediary contest stage will come separately)
      • Character editor idles
  • Wearables and appearance:
    • Wearable combinations can be saved as outfit presets on each character. This makes it easy to have a lot of options and switch between them
    • New wearable: Loincloth (this one's a bit buggy, you will see a bunch of clipping with it; some I might be able to solve, some not)
    • Updated all characters to the new save format. Added a few example outfits to a few characters. You can use Update default characters' appearance under Options to get the changes. You should resave your characters too, just in case, since the save format has changed slightly (backwards compatibility has been maintained however). Please do a back-up first, just to be on the safe side
  • Game mechanics:
    • Character weight based mechanics: character weights now have a direct effect on the effort that goes into certain actions that have to do with lifting or pushing. E.g. Being on the bottom will require more effort to dislodge an opponent on top, proportional to the top's weight that's above 2/3 of the bottom's weight (but if the top is lighter than 2/3 of the bottom's weight, no effort penalty is applied). In general, it's considered an actor can easily lift 2/3 of their body weight (no effort penalty), and needs additional effort for anything above. Higher weights also get an effort bonus when executing actions where weight would naturally advantage them (e.g. test of strength, tit fighting and chest bashes). To balance this, all characters receive a stamina regen bonus that's inversely proportional to their body weight. As such, lower weight characters receive a higher stamina regen bonus. The mechanic is on by default, but is optional and can be turned off in any of the character's stats panel and on the stage selection screen
    • When Disable strict genital requirements is active, Hump becomes an option for characters with vagina and no penis for prone_fuck and standing_behind_fuck; reverse_missionary_fuck will also be allowed for vagina / vagina under this condition
  • Other:
    • Added FSR/FSR2 upscaling. If enabled, mobile always uses FSR + TAA, while Forward+ (full featured) uses FSR2 (with TAA disabled)
    • Reworked lighting in all stages to fix the dark, high contrast shadows on the characters bodies, as well as to improve mood
    • Smooth out camera option available under Options. This vastly eliminates the low amplitude motion that occurs during repetitive animations due to the camera being tied to the characters' position / pose
    • Character weight calculation
    • ALT+ENTER toggles full screen mode universally throughout the game
    • Resolution can now be changed when in full screen - the options are no longer disabled
    • Can use spaces instead of underscores to search in the action weights editor
    • Removed the "" intent from the action weights editor, as it is player only and concerns letting the opponent take the initiative (i.e. changing its weight makes no difference)
    • Allow loading mods from the user:// folder also
    • The File Manager included under Options now supports extracting .zip files. Specifically for Android, it also allows importing files from the device storage (select using the native Android file picker)
    • Guard against wearables / body part ids having been removed (e.g. as a result fo a mod being uninstalled)
    • Guard against wearables having the wrong surfaces against the current wearable definitions (wearable is discarded in that case)
    • Further refactoring covering character loading and appearance data. Disentangled and isolated support for old, deprecated character file formats, so the code does not pollute the logic for loading the current format (making development and maintenance easier), and can be easily removed. Fixed a few issues loading old character files (and since no one has complained that they couldn't load their pre-v0.6.6 characters, the code can probably be removed soon)
    • Further refactoring covering the character selection screens
    • Switched to using Gradle build for Android, resulting in an approximate 80MB file size drop
  • Fixes: disabled switch actions in the gallery; fix some issues with missing intensity parameters on expression events; fixed several dialogue misspellings and inconsistencies; fixed a few corner cases when the action would soft lock and loop; fixed character stats tampering not detected when stamina/arousal regen value changed; fixed orgasm conditions for anal when the target has no penis; fixed a few missing checks that could lead to issues; fixed certain animations not looping in certain circumstances
Screenshot 2026-01-02 174002.png Screenshot 2026-01-01 225857.png
 
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Succubus Hunter

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May 19, 2020
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has just been published on , and it's a major milestone
Happy new year! :)



A summary:
  • Modding support for Android is finally here
  • A per character outfit library system: define multiple outfits for each characters and switch between them at the press of a button (well, two presses :) ). E.g. a boxing outfit, a tribal outfit, a pirate outfit, etc - each with its own custom set of wearables, colors and material properties. Copy / paste whole outfits between different characters (and across human body types too)
  • New game mechanics based on character weights (inferred from appearance)
  • Upscaling (FSR/FSR2) for unlocking extra performance (both on Windows and Android)
  • Reworked lighting in all stages to fix the dark, high contrast shadows that looked bad and made it hard to see under certain angles

Changelog
  • Actions:
    • New actions / animations:
      • Lying on the side actor and target kissing actions (intermediary contest stage will come separately)
      • Character editor idles
  • Wearables and appearance:
    • Wearable combinations can be saved as outfit presets on each character. This makes it easy to have a lot of options and switch between them
    • New wearable: Loincloth (this one's a bit buggy, you will see a bunch of clipping with it; some I might be able to solve, some not)
    • Updated all characters to the new save format. Added a few example outfits to a few characters. You can use Update default characters' appearance under Options to get the changes. You should resave your characters too, just in case, since the save format has changed slightly (backwards compatibility has been maintained however). Please do a back-up first, just to be on the safe side
  • Game mechanics:
    • Character weight based mechanics: character weights now have a direct effect on the effort that goes into certain actions that have to do with lifting or pushing. E.g. Being on the bottom will require more effort to dislodge an opponent on top, proportional to the top's weight that's above 2/3 of the bottom's weight (but if the top is lighter than 2/3 of the bottom's weight, no effort penalty is applied). In general, it's considered an actor can easily lift 2/3 of their body weight (no effort penalty), and needs additional effort for anything above. Higher weights also get an effort bonus when executing actions where weight would naturally advantage them (e.g. test of strength, tit fighting and chest bashes). To balance this, all characters receive a stamina regen bonus that's inversely proportional to their body weight. As such, lower weight characters receive a higher stamina regen bonus. The mechanic is on by default, but is optional and can be turned off in any of the character's stats panel and on the stage selection screen
    • When Disable strict genital requirements is active, Hump becomes an option for characters with vagina and no penis for prone_fuck and standing_behind_fuck; reverse_missionary_fuck will also be allowed for vagina / vagina under this condition
  • Other:
    • Added FSR/FSR2 upscaling. If enabled, mobile always uses FSR + TAA, while Forward+ (full featured) uses FSR2 (with TAA disabled)
    • Reworked lighting in all stages to fix the dark, high contrast shadows on the characters bodies, as well as to improve mood
    • Smooth out camera option available under Options. This vastly eliminates the low amplitude motion that occurs during repetitive animations due to the camera being tied to the characters' position / pose
    • Character weight calculation
    • ALT+ENTER toggles full screen mode universally throughout the game
    • Resolution can now be changed when in full screen - the options are no longer disabled
    • Can use spaces instead of underscores to search in the action weights editor
    • Removed the "" intent from the action weights editor, as it is player only and concerns letting the opponent take the initiative (i.e. changing its weight makes no difference)
    • Allow loading mods from the user:// folder also
    • The File Manager included under Options now supports extracting .zip files. Specifically for Android, it also allows importing files from the device storage (select using the native Android file picker)
    • Guard against wearables / body part ids having been removed (e.g. as a result fo a mod being uninstalled)
    • Guard against wearables having the wrong surfaces against the current wearable definitions (wearable is discarded in that case)
    • Further refactoring covering character loading and appearance data. Disentangled and isolated support for old, deprecated character file formats, so the code does not pollute the logic for loading the current format (making development and maintenance easier), and can be easily removed. Fixed a few issues loading old character files (and since no one has complained that they couldn't load their pre-v0.6.6 characters, the code can probably be removed soon)
    • Further refactoring covering the character selection screens
    • Switched to using Gradle build for Android, resulting in an approximate 80MB file size drop
  • Fixes: disabled switch actions in the gallery; fix some issues with missing intensity parameters on expression events; fixed several dialogue misspellings and inconsistencies; fixed a few corner cases when the action would soft lock and loop; fixed character stats tampering not detected when stamina/arousal regen value changed; fixed orgasm conditions for anal when the target has no penis; fixed a few missing checks that could lead to issues; fixed certain animations not looping in certain circumstances
View attachment 5589404 View attachment 5589405
Thank you for sharing this update with us!
 
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