1 / 10
Ongoing v1.3.9

Battlefuck Pit

3.0
(6 votes)

Game Information

Developer

DNA

Version

v1.3.9

Engine

Others

Release Date

Apr 10, 2026

Last Update

May 17, 2026

Censorship

Uncensored

Overview

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

Installation

1. Extract and run.

Changelog

### 1.3.9p: - v1.3.9p: - The resource clean-up / update is now complete, and things are going back to normal. v1.3.9p restores Dasha and Nataliya, and swaps out potentially problematic resources with verified ones. Read below for the changes. - Body types: - Reinstated the Dasha / Nataliya body type following permission from Petruz - Wearables and appearance: - Switch potentially problematic hairstyles to roughly equivalent ones where the licensing is solid - Remade buck antlers and bunny tail - Switched bunny hears - Refined some of the existing hair styles - Updated Bra, Loose shirt, High-neck keyhole crop top, Revealing crop top, Semi revealing crop top to work correctly with flatter chests (No breasts shape) - Updated Loincloth to better match the frayed look on the Semi revealing crop top - Weight painting fixes for various meshes - Tweaked and improved the Thicc shape (morph) in order to fix weird shoulder/arm deformation on arm overhead animations (e.g. the wave idle in the editor) - Tweaked and improved the Curvy shape (morph) - Adjusted meshes for eyelashes to minimize potential disconnect from the eyelid during blinking animations (due to various face morphs) - Adjusted collars to fix clipping on larger Neck shape (morph) values - Updated default characters' appearance to fit better with the new hairstyles. Use [Update existing characters] appearance under Options to get the changes (note that any custom outfits you might have added to the default characters will be overwritten) ### 1.3.5p: - v1.3.5p: - Before getting into the changes, one very important announcement: - Update affecting all anthro content: 3rd party characters assets check - A few days ago, it became clear that several 3D models I had originally sourced from Sketchfab had fraudulent licensing attached to them by third-party uploaders who did not have the rights to the respective works. - To protect the project and ensure development can continue smoothly, I am removing these specific characters and resources. I am also removing all other characters / resources based on models I cannot 100% verify. In some cases, several of these resources have already disappeared from Sketchfab, clearly indicating something was fishy about them. Moving forward, I will no longer assume a license is valid without direct verification, and will require some sort of proof of ownership from the uploader. - What this means for the game: - Character / body types removal: - The affected characters and their resources have been removed from the game. Unfortunately this means that I am removing all anthro characters and body types. While this is disappointing, and a significant change, I want to make sure that the project is protected from the sort of issues that can arise from the use of unlicensed assets - Your saved characters: - Any characters you may have created that are based on those assets will no longer display in-game. The data remains in your save files, but the visual models will be unavailable until verified or replacement assets are implemented. - IMPORTANT: If you have a saved tournament containing character references based on any of the removed resources, you will have to manually delete the tournament_data.json file, using Options > File manager. Pressing the Tournament button will cause the game to crash otherwise - All previous versions of the game (v1.8 and older for the Patreon version, and v1.0.5 and older for the free version) are now deprecated. They are no longer supported and have been removed from Patreon and - itch.io - . - I know this will be disappointing to many, and some people will leave because of it. This is a necessary step to keep the game secure as it continues to grow, however. - I am currently looking to source and license new character models to replace those being removed. I will provide further updates regarding integrating new and verified assets as it happens. Just to set the right expectations: this might not be a quick process. - On to the 1.3.5 changes: - Another free release that brings improvements and new content from the Patreon version. - If you enjoy it, please consider supporting the development on Patreon, even if it's for just one month. That will bring you the latest version, plus another three - four extra releases, as I make consistent releases on Patreon every weekend. - Actions: - Small action / animation fixes: missionary_fuck_target_turns_the_tables_to_straddling, straddling_fuck_target_turns_the_tables, straddling_hold_down (smooth out transitions) - Post defeat tribbing: two versions, chosen randomly through the same choice - Mutual insertion post common orgasm: prompt to continue or stand-up - Stages / arenas: - New arena: Japanese garden - Wearables and appearance: - Implemented hairs and strap-on support for multiple surfaces, each with their own material (a few provided as examples) - Implemented material properties support for eyebrows, nails and toenails. They are no longer just color. This is especially useful when it comes to anthro characters, where e.g. hooves are defined as toenails and until today had predefined material properties based on human nails (e.g. very high clearcoat levels and very little roughness). Note that for Alora the hooves / toenails surfaces are not defined, so the toenail material controls will not work (this had been done exactly to avoid the shiny black hooves problem from before) - Updated default characters to use the new capabilities. Use Update existing characters' appearance under Options to get the changes (note that any custom outfits you might have added to the default characters will be overwritten) - It might be a good idea to go through all your characters and resave them. This updates them to the latest save file format - New top: loose shirt - New face accessories: cat, fox (2 variants), bunny (2 variants) kitsune masks - Enable transparency for the spots on the cowhide pattern stockings - The strap-on is no longer randomized when equipping it in the post-defeat phase, and instead respects the selected penis/strap-on morphs (to edit those equip a strap-on or penis temporarily) - Added support for facial hair meshes. Included two example goatees. Facial hair is available for all body types - New penis model: Circumcised penis (detailed) - Two new eyebrows models: Resolute angles and Brief arc - New morphs: Egg shaped head, Square head, Pronounced forehead, Lower cheek width, Nose bridge width, Pronounced lips, Jaw forward, Square chin, Pronounced chin - Geometry adjustments for existing morphs: Lip height, Upper lip, Lower lip, Chin height - Expanded the Nose length and Nose bridge morph ranges to allow various other nose shapes - Fine tuned random generation ranges for new and existing morphs - Expanded range for the hair position front/back adjustments - The Crop top and Loose shirt are now available for random character generation - Three new normal maps (10 - 12) - Normal map intensity can now be adjusted along with the rest of the material properties where a normal map is present (e.g. the skin, some anthro' clothing), using a new slider (if available, it shows up with the others, like Opacity, Emission, etc.) - Improvements to the skirt weight painting, resulting in a more natural and smoother, less wrinkled appearance in certain positions - Semi revealing crop top, Semi revealing crop top (loose, frayed) - Mechanics: - Characters are now recording metadata concerning the matches they take part in, in order to use it as contextual memory. Metadata can be reset (see below) - Wins/draws/losses are now available in the character stats view - More statistics as well as information concerning the overall / last match performance against a selected character can be accessed by pressing 'more...' next to the 'Win/draws/losses' in the character stats view - Added 'Very hard' difficulty level - missionary_dominant_breed and missionary_power_fuck are now considered humiliating and cause target anger - Dialogue and scripting conditions (internal and dialogue / action modding use) - Win / draw / loss information per character is made more resilient by checking previous match history - Gallery: - Actions can now be edited (their internal timeline comprised of animation variants). They can now be either deterministic (a clear set of variants), or non-deterministic (random - as before - where variant choice and order is determined by the engine). Each deterministic action has its own variant timeline that can be edited. This also means that the match saves are now fully editable. The defaults match the old functionality. But press Edit on an action, and increment the number of turns, or simply use the 'Generate rand. timeline' button to create a deterministic timeline, that can be edited. To trigger an orgasm during an action that supports it, simply add a few new variants and change them to the appropriate orgasm type, if the action has them, or make sure to have at least three variants present and set the sexual endurance parameter to 0 (or very low) if not. - The Gallery will now allow actors to speak their intent topics, just like when playing a match - The in action topics are now spoken at the same rate as during the match - Other: - Anger is now correctly reflected in the characters' expressions - Expressions are now more pronounced - Camera performance optimizations (use the cached bone indices, instead of calling find_bone on each frame) - Improvements to the follow cam (C2). Slightly more dynamic, smoother rotation - New conditions available: has_exposed_breasts, has_exposed_chest - The game does no longer allow starting a match with characters that have the same name. As such, both the 'Continue' and 'Scenario' buttons on the second character selection screen will be disabled if you either selected the same character, or you have created a new, unsaved character sharing names with the first character selected. This is done to prevent issues under the hood and simplify character metadata collection during matches - Added 'Reset memory' under 'Edit manually' / 'Tweak / reset...' in the Character editor. This immediately and permanently resets win/draw/loss stats, and removes any memory of their past matches. Other characters' memories re: any interactions with this character will also be removed - Updated Note information under 'Edit manually' / 'Tweak / reset...' and color coded buttons - 'Edit manually' has now been renamed to 'Tweak / reset...' - Improve the way animations are loaded / cached - Major redesign of the Character Editor. Everything is now in one place, and uses improved navigation with accordion style sections that can be expanded / collapsed - Improved stage / arena selection layout - A Select random button is now available in the second character selection screen. This will select a random character from the list of existing characters - In the first character selection screen, Challenge has been renamed to Challenge (vs) - In the second character selection screen, Continue has been renamed to Fight (vs) - Added reaction dialogue for undress target actions. Added 'fucker' as an insult name option for the bitch dialogue - Added some new dialogue topic categories, that are triggered randomly throughout the match. Not a lot of content in them at this point though, but I will keep adding lines gradually - The updated dialogue files are under .mods/topics. Please don't hesitate to reach out to me on Discord if you need support with making sense of the new additions and capabilities - Added support for complex multiple options inside dialogue lines. E.g. "is_first_encounter::<Think you've got what it takes{, NX}? || Let's see what you're made of{, NX}! || Time to see <what you're made of || if you've got what it takes>{, NX}!>" - Added two new conditionals: actor/target>inflicted_orgasms_higher_than(value), actor/target>self_orgasms_higher_than(value) - Updated some of the default characters with new outfits. Use Update existing characters' appearance under Options to get the changes (note that any custom outfits you might have added to the default characters will be overwritten) - Further Character Editor refinements - Assign a random available character name when generating a new character (e.g. on New/Random or on selecting a new body type) - The memory / match history section will be replaced with a message letting the player know they should save this character in order to enable progression (experience accumulation) and memory / context / match history - Incremental updates to the default dialogue that add context awareness. Dialogue updates will continue iteratively, as they are quite time consuming and doing them in one go wouldn't leave enough time for other meaningful updates - Added speaker and listener to the list of supported denominators for dialogue topic conditions - Godot engine bump to v4.6.2 - Improves character confidence measurement to take into account a lot more factors, such as previous matches, overall control and how things are going, frustration as well as willpower / endurance related conclusions. This is only used in a few places as a condition in the current dialogue - Stop requiring the Load/Reset/Play action buttons to ever be disabled in the Gallery during certain actions - Show character debug info during matches option under Options. Will show strategy, intent, confidence, frustration and anger levels under the stat bars - Updates to the post defeat confidence level calculation - Changed the way win/draw/loss statistics are displayed on the character stats display in the character editor, in order to accommodate larger values - Lots of other fixes, a few backported from newer versions ### 1.0.5 - v1.0.5 - Some very important notes - The most important change in this release is probably the fix for the performance bug that had been there since the beginning, which caused fps drops and the game to feel choppy overall, and especially affected less powerful devices. I have also managed to reduce the memory footprint and fix a few memory leaks. This is as good as it gets, folks. If it doesn't run well on your device, please don't purchase the Patreon version - it will not run any better, and there's nothing I can do about it. - You will also notice that the game version is 1.0.5.public. There never was a 1.0.5 before - so why this? Well, because this one's actually a bit of a hybrid version. It's based on v1.0, and has all the features in v1.0, however it also includes a bunch of fixes from 1.1, 1.2 and 1.3 that I backported to 1.0. This is slightly experimental, and I hope it doesn't backfire. I've done a bit of testing and things seem in order and the game stable. But if it turns out that's not the case, I will very likely revert the free version to v1.0 as it was published on Patreon. I'm not able to maintain multiple versions - it creates a lot of overhead. So please know that's a possibility. - Actions: - action / animation modding is now available. Please reach out to me on Discord if you are interested in creating animation mods - defeat_standing_behind_fuck - post_defeat_straddling_fuck (this or defeat_cowgirl will randomly be used when the player selects Ride them post defeat) - standing_undress_downed_target_bottom - straddling_reverse_bearhug - straddling_escape_reverse_bearhug - straddling_reverse_bearhug_fuck - straddling_bearhug_fuck - straddling_escape_reverse_bearhug - straddling_reverse_bearhug_fuck_to_sitting_fuck - sitting_fuck - sitting_reverse_fuck - sitting_fuck_to_straddling_reverse_bearhug_fuck - sitting_to_missionary - standing_over_downed_target_to_straddling - standing_ball_punch - straddling_face_sit_genital_milking - straddling_bottom_to_sitting - kneeling_to_sitting - standing_bearhug_to_missionary_reverse_body_scissors - side_struggle_kiss - tribbing_top - standing_ankle_hold_to_tribbing_top - tribbing_top_target_to_dominant_low - straddling_face_sit_genital_milking target orgasm animations - kneeling_doggy_fuck - kneeling_doggy_hair_pull_fuck - prone_to_kneeling_doggy - standing_lock_up - improvements for other existing actions - more post defeat actions - Body types: - Anthro goat - Anthro deer - Anthro bear body mesh remaster; added multiple wearables - Anthro horse body mesh remaster; added multiple wearables - Wearables and appearance: - improved character randomization with skin features and wearables - customizations for the sclera eye material - no iris option for eyes - garter belt - two new pairs of high heels - crowns (simple and Egyptian style) - stockings (cow hide pattern) - crop top - bathing suit (one piece, belly cutout, semi-revealing) - added opacity support to several wearables; note that opacity will glitch when equipped over surfaces that are very close together (this is a universal rendering issue and there is nothing I can do about it) - all materials now support emission (glow) - some of the default characters now come with out of the box outfits and appearance improvements. Note that if you use Update existing characters' appearance under Options, in addition to copying their looks, any outfits you might have defined for older versions will be lost and replaced with the new default outfits - Stages / arenas: - bedroom (day / night variants) - modding for stages/arenas. You can create your own, using Blender and editing a bunch of files. An example arena mod is included for Windows (Oil pool). Please reach out to me on Discord for support, if you want to try to create one - Mechanics: - scenario support. Scenarios are a sort of minigames that you control from a spectator point of view. A scenario has a setting and a premise, and puts the player in the middle of an ongoing story that has the match itself as a way to decide its outcome. A scenario customizes the dialogue in order to make it relevant to its situation. - the scenario I came up with in order to design and showcase this new feature is called 'Partner vs rival'. The premise is simple and very cliche - your partner and a rival are having a match to settle their differences because the rival has been hitting on you. As the spectator and the object of the dispute, you can influence the match by picking what you say during the match. There are a number of options you can choose while you watch. You can trigger these any time you want, but there will be a 10s cooldown afterwards. Not all choices might be available at all times. E.g. some depend on the trust you have with either characters. Say the wrong thing (e.g. cheer for the rival, which damages trust), and you will quickly lose the option to tell your partner what strategy to adopt. The mechanics should be intuitive enough, mostly. Cheering for one of the opponents will give them an effort boost and increased trust, but will irritate the other (their anger will go up), causing them to lose trust with you. Taunting an opponent messes up their current effort level, but increases their anger and affects their trust. Likewise, asking one to humiliate the other will damage trust with the other. Trust with the partner is lost a lot quicker than with the rival. Avoid spamming cheers, unless you want to get the opponent increasingly angry (which gives them an effort boost over some time before their anger fades). Also note that the effects of your choice only take effect after you have finished speaking, and not immediately. I have tried balancing it as much as possible, however it's possible some things might still need adjustments. Please don't hesitate to offer feedback - improvements to the effort bar - lowered player stamina consumption while making a choice - lowered willpower impact on stamina recovery rate, and added a base stamina recovery rate (in addition to the character stamina recovery stat) that is difficulty level dependent and varies between PC / NPC - refined effort controls: - the bar becomes available only after an action starts, not at the end of the previous one - the opponent is no longer able to do surprise effort increases in the final split second before the end of the action - clearer action outcomes - fixed an inconsistency where the winner of an action could be reassigned when the list of choices was shown, due to erroneously recalculating the effort and including any modifiers from the current actions (such as weight penalties) - removed the flashing due to being slightly confusing; fixes to the effort increase algorithm for NPCs. Previously the algorithm didn't consider anger and any modifiers pertaining to the action (such as weight penalties) - the equal effort (center) marker turns into a range when the action requires the effort to be outside an 'equal' range for one of the characters to win the action - the effort bar will now show a warning if surprise reversals are possible during the current action, and advise you to keep the effort up - show a message when a reversal happens - the effort bar will not show during reversals where the new actions offers no choices for either of the opponents - characters will have a ^ next to their effort value (e.g. 7.5^) for as long as their anger is larger than 0 - revised anger mechanics: - anger changes due to an action are now calculated as soon as the action starts, not at the end (this fixes some hidden inaccuracies / surprises in calculating the effort / outcome for that particular action) - contests, transitions / actions with no obvious damage inflicted generate no anger (inconsistencies present before) - being on the receiving end generates anger (random value in a given range). This has been present, but has now been tuned, and now only occurs if being the target for at least two consecutive actions. On its own, this one tends to accumulates slower and subsides quickly as soon as the tables are turned - humiliation actions will generate additional anger for the target. Actions that are humiliating: obviously humiliating actions as well as very dominant / brazen actions or actions where the target can be seen as helpless and taking damage (e.g. face sitting, face fucking, tit fucking, face / breast slapping when not part of an ongoing contest, behind / prone / doggy fucking, ankle hold foot rubs, painful genital attacks, reverse fucking, breast smothering, breast mauling, genital milking, groin busting) - humiliation actions will also decrease actor anger - player anger decrease per turn is now difficulty level dependent (before, always anger decreased slower for the player) - failed actions generate no anger - Other: - any character displayed anywhere across the UI can be saved by moving the mouse cursor on top and pressing Shift+Right click (Windows), or by a 4s long-touch (Android). There is a brief flash on the character to confirm that it has been saved. It will automatically be named 'Saved #####', and you will find it in the list. You then can edit and rename it as desired. Note that if for some reason you decide to save the character showing in the character selection screen, it will only show up in the list when you next return to that screen - export file functionality now available in the File Manager on Android. You can select a file and export it to a device folder of your choice. This can be used e.g. to transfer a character .json file outside the game - improvements to the dialogue system - pronouns can now be set and are a requirement for characters, since they are needed e.g. during scenarios when dialogue is created at runtime (default is they/them/their); as such menu choices can now finally say "Milk him" / "Milk his cock" rather than the previous generic "Milk them" / "Milk their cock" - character eye tracking. Characters will try to always keep one another in view, and look each other in the eyes - various UI/UX improvements - Fixes

Battlefuck Pit

v1.3.9 Windows

You May Also Like