Live Chat: Discord.
Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for game under development (v4.9.2): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Tuesday, February 28, 2017

Discord chat server.

The bloody chatbox keeps going down + injecting ads onto the site. Its getting too annoying so bye bye.

I made an discord server for those that wishes to use live-chat.

Nyaa-Chan futa version moveset!

  • Teacher's Pet (humil) - Miss Spencer humil sit move from RR (by commission)
  • Enstrangle (submission) - climb on opponent sleeper hold (by commission, kinda)
  • Deep Throat (futa) - bj with opponent kneeling
  • Facial Pressure (futa) - bj by sitting on opponent's head
  • Take Head (futa) - bj by headscissoring opponent
  • Primal Urge (futa) - doggy style by climbing on the back of opponent (as oppose to from behind of Wolfie's)
  • Open Wide (futa) - sex move with opponent lying on the side
  • Sixty Nine (futa) - self explanatory

Monday, February 27, 2017

Some Thoughts.

Its has been more than a week since this poll: and I think that's enough time to start drawing some conclusions.

First of all that I am a bit sad/disappointed that the demand for more wrestling content is so low. The wrestling holds are not exactly easy to animate. In fact, they are more difficult than sex positions because of all the intricate locking of limbs and various body parts.

Now, I am not sure if this is because the game already had enough wrestling content and people wanted to see more of other stuff or its because wrestling itself is a small niche. Either way, the signal I am getting is that people want to see more of non-wrestling content, and that will be the focus from now (correct me if I'm wrong).

More futa content is by far the most voted for thing. To this end, the majority of the 6th girl's holds will be futa-to-female moves (around 6). In addition, the next patch shall have RNGed futa girls for the futa fans AND open sandal for the Foot Clan.

I have some ideas on how to implement female-to-futa moves but that will have to come at a later time due to many difficulties associated with them. The demand for futa-to-futa moves is rather low but I can certainly do a couple when the time comes.

There is a public mirror poll in the blog ( as well and the result is very similar, except that there is a much stronger demand for female-female moves. Now, because blogspot polls are less reliable than Patreon polls (no guarantee that 1 person = 1 vote) I am not sure how significant this difference is. It could be that futa-fans are more likely to be supportive? Either way, fear not, there will be a non-futa version of Nyaa-Chan as well to make the yuri fans happy :).

Sunday, February 26, 2017


Animation progress: 6/8.

EDIT: whoops, shoulda hidden the penis for the girl on bottom. Oh wells.

Friday, February 24, 2017

Going to nerf penis size

The current gigantic penis size is causing alot of problems with bjs - they are too big and clip through everything... So sorry giant dick fans, dick size will be nerfed.

Wednesday, February 22, 2017


"Are you done stareing? Hurry up and lick it clean. Your mistress is waiting~ <3"

(Any fighting game expert here? hehe)

Monday, February 20, 2017

Essay: The plan ahead

It was a lot of internal changes to get multiple-combatants working, but I am happy that it is done and the core behavior is functioning as it should. There were a couple of bugs here and there but that's expected. All the reported bugs so far are fixed.

I understand team battles may not be everyone's thing, but it really does open up possibilities. For starters, group orgies wouldn't make sense without first allowing there to be more than one active opponents at once. But what's really exciting is that it allows the game to be free of the "wrestling match" constraint. For example, a side view beat-em-up mode or a third person dungeon crawler mode where the player can move from area to area encountering enemies along the way.

Back to the new girl. The plan is to release her in 3 patches.

The futa version will come first. The goal is to finish her hair, outfit and along with 8 new additional holds. Her combat abilities will be a copy of Wolfie's. In addition, there should be enough futa moves now to start generating randomized futa girls if the futa toggle is on.  My aim to to get this patch out by the end of this week or early next week.

The second patch will implement her own stance and combat abilities. I have some ambitious plans.

The third patch will implement her non-futa version and wrap up any loose ends. This should take us to around mid March.

After that, there are 2 path we can take.

The first is the conservative path to start working on the "story mode." The "story mode" setup is going to be very similar to 赤首の闘技場 (one of the better RPGMaker games, eng translation available). You will play as a MC and the game will have "turns." Each "turn" the player can choose from several actions such as "boss fight", "practice fight", "talk" or "training", etc (I suppose "prostitute yourself" is always a possibility too...). It is going to be more RPG-like than fighting game-like in the sense that you will be able to level up your character and do "quests" and "side-quests." These may affect the "ending" and may make "boss fights" easier or more difficult. Probably not going to implement walking around in "town" as that takes a lot of work to setup in 3D.

The "story mode" is very important to the game because it will finally give the game a sense of "purpose" and a much needed "core-gameplay-loop." The game currently feels more like a "sandbox" rather than a game. So it will be implemented no matter what. The question is whether or not to take a leap of faith and implement "adventure mode" in Heroine Rumble.

"Adventure mode" is what I described earlier with the dungeon-crawler/beat-em-up concept. No longer will we be confined to a wrestling match and we will be able to move from one area to the next. Instead of facing opponents who are equally strong as us, there will be mobs of the "Minion" class.

The "Minion" class is interesting because unlike the "Heroine" class, "Minions" do not perform holds on each other. Practically, this means that the "Minions" are not bound to use the "standard heroine skeleton" and can take any shape or form. So yes, that means tentacles, slime, dogs, non-humanoid, etc will all be possible.

"Adventure Mode" just seems like a natural extension of the engine and too juicy to be ignored. Whats unclear at the moment is whether to implement such a mode in Heroine Rumble or reserve it for a future title.

Anyways that is long enough of an essay so thats it for now.

Work on girl 6 commences!

Finished the front half of the hair, what do you guys think?

I dont know if its just me, but I am getting a "little sister" kind of vibe from this hair style. Dont know how I feel knowing that her moveset will feature lots of shoving big fat dicks to various places. But who knows, maybe thats somebody's thing.

Saturday, February 18, 2017

Thursday, February 16, 2017

[Patreon] Team Battles!

Team Mode is finally here!

For team battles it is recommended to try a different camera mode than camera B and dont forget to set the "Targetting" key under options! If you feel like to play outnumbered (and not trying to lose) it is recommended to give yourself a character level advantage. Happy to hear any feedback/suggestions but just know that the majority of effort is going to be on the new girl for the near future.

Patch notes:

  • new grapple system;
    • during a move:
      • characters no longer free themselves automatically when the bar is full
      • there is now a marker placed randomly at between 75% to 90% on the bar that the player must time correctly with either <escape> or <reversal>
      • the timing window for <escape> is 200ms, or about 12 frames on 60 FPS.
      • the timing window for <reversal> is 50ms, or about 3 frames
      • should the player miss or fail to do anything, the bar will reset but will fill faster, to a minimal of 1sec. Clever players may try to reduce the bar     duration by deliberately failing, but that is already accounted for.
      • players can also <breakfree> of the hold anytime by spending special meter
    • when grabbed:
      •  same as during a move, except <reversal> is disabled and the grab will automatically end when bar is filled to full instead of resetting
  • - new team battle/orgy mode (experimental!):
    • there is now a target selection key, default "M" 
    • characters are invulnerable to outside damage in these states: grabbed, victim of a move, when climaxing, forcing the climax, throwing, being thrown
    •  you may attack the character that is applying grab/move to your ally to help her escape quicker
    • each hit reduces the escape difficulty, if the escape difficulty is reduced to <= 2.0 sec, then the victim will be freed
    •  hitting an enemy performing a pin instantly stops the pin
    • victim is also freed if HP of the character that is applying grab/move is reduced to 0; however attacks does reduced damage to those characters
    • throws does an aoe attack on impact that knocksback nearby foes
    • two victory conditions 
      • Elimination -> must knockout the entire enemy team before pin
      • First pin -> first team with a member that got knockedout and pinned loses
    •  lengthened the after-battle-punishment scene
  • new feature: camera shake!
  • new feature: bouncy ropes and ring floor!
  • new engine feature: engine can now handle adding more keys that works smoothly with customizeable controls!
    •  there will be a default setup for the new keys, such as "M" or "Z", etc. If that key is currently unused, then the new key will be to use the default automatically.
    • f the default key is currently used elsewhere, then players need to input a key manually under control options.
  • upgraded AI to handle multiple foes
  • escape bar is now vertical for better visibility
  • decreased the eye tracking bound pyramid to reduce the "side glare" effect
  • the character applying the hold will try to look at the victim's face
  • reduced the sweat shininess effect as it was a bit too much
  • renamed the move "Spunking" to "Spanking"
  • fixed futa dick disappearing when "banana split" is performed on the character
  • enlarged the size of futa dick
  • fixed game crush when entering exhibition -> toggle futa on/off -> re-entering exhibition
  • characters are now knocked into air when their stagger meter is reduced to 0 to prevent being infinitely staggered on the ground
  • added 20.0 sec non-reducible cooldown for <breakfree> (spend meter to escape grab)
  • cooldown for wake up kick is not-reducible
  • dexterity CDR gain from 15% to 10% per point
  • might strike damage increase from 10% to 7% per point
  • reduced base stamina and stamina regen by about 30%
  • changed lower AI grace period to react when grabbed/grabbing to only apply if the player is not knocked out
  • Lucia's panty and skirt is now 2 separate pieces instead of 1
  • decreased run stamina drain rate
  • AI should prioritize H-moves more often on defeated foes
  • armor strip does its damage quicker; but lasts shorter
  • knockedout (when green bar reduced 0) recovery duration on the ground takes longer

Wednesday, February 15, 2017


What do you guys think of this UI layout for team battle? Pressing the edit button on the character will bring up the character detail tab which you can then change the character, team, and so on. Feels a bit cramped but I also want to give a overview on which character belongs to which team.

Tuesday, February 14, 2017

Work work work

Got the core functionality of multi-combat working now - implemented a bunch of new interaction and behavior that doesnt exist in 1v1 fights, such as making the character performing grapple hittable. Fixed various bugs, de-syncs, animation problems, softlocks and crushes. The feature itself is ready, at least for an alpha release of a such a big change.

Whats left is the UI for the new mode. You guys expressed the desire to have an extensive UI option so that is the only thing remaining before the next patch! The player will be able to freely choose up to 8 combatants and pick which team each character is on. So its possible to have things like 2v2, 4v4, or something like 1v2, 3v5, or 1v7. In addition, the player will also have to choice on the victory condition - either via first pin or via eliminating the whole team.

There may be a need to implement enemy/ally indicators and team colors but I am going to leave those for another update. In addition, may need a new entrance/finish scenes for team battles but if I can not whip something quickly for those I am not going to spend too much time on them for the initial release.

I am confident that the patch will be released before the end of this week, probably much sooner depending on how smooth things goes. Stay tuned!

Sunday, February 12, 2017

Heroines versus Monsters

Bit of clickbait title because I dont consider the game have "real" monster girls yet nor is exotic girl random generation available in game. But that could be a fun little direction to push the game towards.

Anyways, the progress on orgy mode is going well. I have some thoughts and observations on it:

1) camera and controls: with the addition of target selection key, the controls works okay versus a few enemies. Versus mass groups it may get a little awkward. It is recommended to use camera mode A (free camera) or camera mode C (third person) rather than camera mode B (planer camera) on the orgy mode. Of course, its certainly possible to implement/augment the camera to give a better overview of the field versus multiple foes, but that will have to come at another time.

For those that miss the previous post, what the target selection key does is that it cycles through the enemies. It first pull a list of possible enemies, those that are either in within a small circle around the player or in a larger half circle centered at the player and facing the direction the player is facing (also known as "in front" of the player). Then it prioritizes enemies based on the distance between the enemy and the player. Active enemies get the most priority, grappled enemies less priority, and defeated enemies the least priority. Pressing the target selection key cycles through the enemies base on their priority.

2) balance: as expected, the balance is rather poor atm against multiple foes because each character (at the same lvl) is designed to be roughly equal in strength, rather than minions/creeps/trash mob that the player is expected to plow through. Furthermore most of the attacks in the game are linear and not sweeps which makes 1v2 difficult. Not to mention the rather unforgiving AI.

Im sure the balance problem can easily be solved if the game incorporate multi-enemy encounters in its design and rebalance accordingly.

3) couple of open questions:

  1. How should the victory be decided?  Via pinning a single opponent or must defeat their entire team?
  2. How sophisticated/ how many options do people want in the orgy mode? This directly correlates to the amount of UI work (and thus when will the next patch be). If its just pick a character, and fight versus 2 RNG girl, then I can piggyback on the existing exhibition mode UI. If people want to an actual orgy mode, like selecting X girls on your team, selecting Y girls on other team, then it requires much more work.
  3. How should character intro scene and defeat scene work? 
  4. How do people feel about making the girls fight in a non-wrestling-ring environment?

Saturday, February 11, 2017

Heroine Orgy?

Got the basics of multi-combatants working. Shown here is near the end of a 7 v 5 fight between Team RNG and Team Heroine. Team RNG had a good start, from its numeric advantage. But ultimately Team Heroine's superior individual discipline and teamwork prevailed in the end.

Friday, February 10, 2017

Multiple combatants

The progress on multi-combatant functionality continues...

Its going to take some time.

The engine is being upgraded to support an unlimited number of active combatants at once. (design wise, actual maximum number is subjected to PC performance constraints of course)

While it is indeed awesome to be able to play in 1v2 or 2v2 wrestling matches, wouldnt it be even better to completely eliminate that constraint? Once the feature is implemented, then I should be able to do something like a beat-em-up mode, like Street of Rage, or I guess Mistletear for those that are more familiar with H-games. Or perhaps an endless randomly generated ero-dungeon crawler? It really does open up many possibilities.

But lets not get ahead of ourselves. My plan is to get the implementation working first, hopefully around early next week. Then there will be a new patch with all the sweet features. Until then, there probably wouldnt be any substantial news unless you want to see "progress continues..." everyday.

Thursday, February 9, 2017

Some changes

Some upcoming changes:

  1. the new vertical escape bar for better visibility along with the new the escape timing marker 
  2. decreased the eye tracking bound pyramid to reduce the "side glare" effect
  3. the character applying the hold will try to look at the victim's face
  4. reduced the sweat shininess effect as it was a bit too much
  5. increased the size of futa dong (almost as big as forearm now; are the futa fans happy?)

Wednesday, February 8, 2017

Gameplay balance tweaks

Got a lot of feedback on stats and grab/holds interrupt-ability, so here is what I am planning to do:

Dexterity, or cooldown reduction, seems very powerful when stacked allowing the character to have too many escape options via rolls or wake-up kick. So dexterity cdr again will be nerfed from 15% to 10% per point.

Special meter gain have the same problem. It makes very hard to do grab damage to characters with high CHA because they can use <breakfree> too often. So now, <breakfree> will have an unreducible cooldown of 20.0 sec. This unreducible cooldown is also applied to wake-up kick. I am going to leave the roll cooldown affected by DEX because I feel that should be the DEX character's gimmick. However...

Stamina seems to be not limiting enough once character have a few levels in END. So base stamina and stamina regen will be nerfed. This is to limit the effectiveness of DEX as well.

In addition, characters will be knocked into the air when their <stagger> meter is reduced to 0 to prevent infinite ground staggers.

Some mentions that MIG might be overpowered because it gives an advantage in trading hits. However, that is what MIG is designed to do and they are weaker in areas, such as actually finish characters off. I do not think its OP enough to nerf it just yet but we'll see.

For grab interruptibility, people generally recognize that it will be difficult to carry on a full grapple on someone if their friend is allowed to easily interrupt that grapple. An idea that was suggested multiple times is to make hits taken when performing grapple do stamina damage or increase escape meter. The issue with escape meter approach is that on the new version, filling up escape meter no longer escapes the grab but the characters must time their <escape> correctly. The issue with stamina is that its a rather inconsistent behavior. Hmm...

Regardless of how it will be ultimately implemented, I plan to make grab and holds both interruptible, but its going to take several hits on average to do so, rather than free on single strike.

An idea I like is to make throws do aoe splash damage on impact (like Powerbomb) that can knockdown nearby foes, so that will probably make it to the game.

Monday, February 6, 2017

Screen Shake

Implemented screen/camera shake in game now to make hits feel more impactful. Effect is rather subtle so its difficult to show via pictures or video, but the effect will be there in the next patch!

Been pondering about this, suppose that there is a 1vX mode, should grapples be interruptable? If a character is performing a move on enemy A, should the enemy B, whom is free to act, be able to interrupt that move and free his friend, enemy A? In the same notion, what about just grabbing the enemy, should it be treated the same way?

I am leaning towards interruptible grabs, but uninterruptible moves (submission/humil/throw/H-moves). What does everyone think?

Saturday, February 4, 2017

Design for 6th girl

Its finally the time! The focus for Febuary is to implement a new girl with a whole bunch of new moves to game! Her futa version will come first.

She will be a futa cat girl! I like the design on the left of this picture:

She will be wearing an open sandal instead of naked feet due to animation constraints.

However, one piece swimsuit is kinda already in game so perhaps some other outfit?

As for her moves, a couple slots are already filled but still open to suggestions for moves. If you want to see a particular move be in game, leave a comment here with a minimal of a link to the picture of that move! Remember, futa H-moves will come first!

Friday, February 3, 2017

Grapple changes

Many people have expressed interest in having something for players to do when a move is performed on their character. So instead of just deciding whether to resist or not, the player can now choose to <escape> , do a <reversal>, or <break free> by spend special meter. Of course, the player can choose to not resist as well.


during a move:
  • characters no longer free themselves automatically when the bar is full
  • there is now a marker placed randomly at between 75% to 90% on the bar that the player must time correctly with either <escape> or <reversal>
    • the timing window for <escape> is 200ms, or about 12 frames on 60 FPS.
    • the timing window for <reversal> is 70ms, or about 4 frames
  • should the player miss or fail to do anything, the bar will reset but will fill faster, to a minimal of 1sec. Clever players may try to reduce the bar duration by deliberately failing, but that is already accounted for.
  • players can also <breakfree> of the hold anytime by spending special meter
  • <reversal> is bound to <attack>
  • <escape> is bound to <guard>
  • <breakfree> is bound to <special>

when grabbed: 
  • same as during a move, except <reversal> is disabled and the grab will automatically end when bar is filled to full instead of resetting

Thursday, February 2, 2017

Target selection

Added a new key (default: "M") for selecting a target between multiple opponents. Note that it also aligns the camera to be behind the player when nothing is targetted. No mouse movement is used during the demo.

Not shown in the video is the new engine feature to allow for implementation of additional key inputs while still retaining the control setup across different patches.

Looking back at this particular video it almost looks like a turn based game. Hmm...

Wednesday, February 1, 2017