18+Games

Battlefuck Pit [0.9.2.1]

Overview:
An easy to control, 3D, fully animated battlefuck / sexfight / catfight game​


Thread Updated: 2026-02-28
Release Date: 2025-10-26
Developer: DNA – Patreon 
Censored: No
Version: 0.9.2.1
OS: Android
Language: English

v0.9.2

  • Actions / animations:
    • New actions / animations:
      • missionary_hold_down_undress_bottom, standing_undress_self_bottom
      • 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)
      • 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
      • 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
      • lying on the side actor and target kissing actions (intermediary contest stage will come separately)
      • the target of the ankle hold action now has a resisting animation variant
      • more variation for the missionary hold down action
      • bearhug fuck intro animation
      • reworked all other bearhug fuck animations
      • standing_bearhug_dominant_fuck action (3 paired animations) as a continuation of standing_bearhug_fuck
      • bearhug fuck orgasm animation, for both standing_bearhug_fuck and standing_bearhug_dominant_fuck
      • added defeat_wall_fuck to more arenas/stages, making use of the camera rotation limits
    • Character editor idles
    • Target has a chance to trigger reversals while in missionary 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
    • Improved variant flow within the same action in certain situations where the current action is a continuation of the previous one
    • 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)
    • 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
    • Refinements for various actions in terms of speed, transitions and around audio reactions
  • 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
    • Tournament game mode. Set up a tournament with between 3 and 18 participants, either picked from your predefined characters or randomly created based on a specific body type. Your selected character automatically becomes part of the tournament, and you are able to play their matches (as long as they have not been eliminated). You can also watch any other match, or quick play it (this settles the match, giving it a random outcome). The tournament is saved between play sessions, so you can safely exit the game and find it in the same state when you next reopen it. It does not advance on its own, giving you the option to settle all matches in any order you like, while either playing, quick playing or watching them. Once all matches have been settled, the gold / silver / bronze medalists are presented
    • Gauntlet mode. Fight random, entry level opponents in quick succession, without a chance to recover. You always start the next match with the same willpower, stamina and arousal you finished the last with. See how many matches you can last. The opponent body type can be customized on start. Currently there are no special rewards. This is the first step in the implementation
    • Meet a challenger mode. Fight one of the three randomly generated opponents. A new set is generated afterwards. Currently there are no special rewards, and no way to customize the opponent selection / their body types (right now all defaulting to human bodies). This is the first step in the implementation
    • 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
    • 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)
    • 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)
    • 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.
    • Separated 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.
    • 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
  • 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
    • Added a santa hat
    • Added a loincloth
    • 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 very limited range. Enabling the restricted morphs under Options extends its 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 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\)
    • New hair shader
    • Added new slots for neck, wrists, waist and ankles accessories
    • Created a few quick accessories compatible with the new slots: two collars, a pair of armguards, a pair of ankle guards (ankles only and much simpler compared to the other pair of ankles guards available under legwear / footwear), and a belt (more of a demonstration – note that the belt won’t be unequipped if the bottomwear is stripped)
    • Improvements to the way dirt is rendered on top, acting as a more realistic barrier and preventing the sweat from displaying on top of it
    • Improvements to the sand and mud appearance
    • Improvements to the cum on body appearance
    • Improved the thigh area of the Body proportions morph (previously a very flat and weird upper thigh area; especially visible on the male body)
  • Stages / arenas:
    • Snow globe
  • 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)
    • Tuning ejaculation / squirting particle effects during orgasm for various actions, so they leave nice marks don’t go through bodies (work in progress)
    • 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)
    • 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 UI button in the Gallery has been removed, and the Gallery UI layout has changed slightly
    • Following the user being able to hide the UI, the bars are no longer hidden when defeat occurs. This lets the player see e.g. arousal information during the post defeat phase
    • Camera profile 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 when a first press would reset the profile due to user changes by having a darker background
    • Zoom is now available while in first person
    • Keyboard can be used to pan / zoom while in first person (same controls as for the other camera profiles)
    • Cut / copy / paste folder capability is now implemented in the File Manager
    • 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 is used to implement / simplify the logic for the defeat / post defeat poses
    • 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 unncessary 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
    • 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
    • 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
    • Character weight calculation
    • 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. Please do a back-up first, just to be on the safe side
    • 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
    • A lot of under the hood changes to accommodate the tournaments. These changes also have the role of making future development more versatile, and in some cases might also slightly improve performance. Two major changes stand out: the CharacterView – a component that can display a character as part of the UI, control and animate it on demand (which is now used wherever you see a character outside the gameplay itself); and the CharacterLibrary – functioning as a hub for character management and single source of truth; loading, saving, updating and character progression are all now routed through the CharacterLibrary; random names are also assigned through the CharacterLibrary
    • Names are now enforced to be unique during character creation. Upper/lower cases no longer differentiates between two otherwise similar names (e.g. a character named AnniE will overwrite a character named Annie). This creates safety when it comes to saving and managing character files (because on Android file names are case sensitive, while on Windows they are not)
    • Starred characters. Starred characters are displayed higher than favorites
    • Allow the FileManager to access the Characters folder. This way characters can now be imported on the Android version
    • Repair mode to help fix corrupted character files that might cause the game to crash: Run the included repair.bat file (or run BFP.exe –repair), go through each character one by one, and check if a certain character crashes the game. Delete the offending character on the next run.
    • Automatically ask the user to enter repair mode if the game was unable to finish loading characters during the previous attempt
    • Deep changes to the expressions system, to give you more control over what expressions you get. Personalities have been renamed to Disposition, which fits better with the available options (arrogant, brutal, dominant, predator, sensual, wicked). I added a new category, called Attitude, which is more intrinsic to the character (you can see it in the drop down in the image). Available options are joyful, cruel, disdainful, seducer, playful. This category is now used to govern overall expressions range during fights as well as during the various views (so far only the editor / selection views). Various attitudes result in different expressions when winning / in an advantageous position, or when losing / in a bad position
    • Ability to set limits on camera rotation. This is used in certain cases to prevent the user rotating the camera through an obstruction
  • Fixes:
    • lots of fixes (and potentially new bugs :) )

Download for ANDROID

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