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Chainmail Bikini Squadron cover 0.4 – Godot adult game by McRibbed_For_Her_Pleasure free download

Chainmail Bikini Squadron

by McRibbed_For_Her_Pleasure

3.5 (10 votes)
Godot Completed v0.4

Game Details

Version
v0.4
Developer
McRibbed_For_Her_Pleasure
Engine
Godot
Status
Completed
OS
Language
English
Censored
No
Updated
31 August 2026

About

Genevieve used to be the kind of paladin who lectured people about restraint. Then she turned down the wrong wizard, a tall, unsettling creep named Fondelmere, and got hit with a curse for her trouble: now every piece of armor she or her companions put on warps into scandalously minimal bikini armor. The only cure is climbing his dungeon to the top of his castle and putting him down, and Genevieve's grip on paladin composure is loosening fast.

The dungeon itself is built to match its owner's tastes, full of monsters, tentacled things, and other residents who treat "sexual harassment" as a design philosophy rather than a crime.

You fight your way up through Fondelmere's tower in RPG combat, picking fights, running quests, and controlling more than one protagonist along the way. Movement includes some platforming beyond the usual walk-and-swing, and how the run ends depends on the choices you make climbing to the top, since there's more than one ending waiting at the peak.

Changelog

V0.4
  • The Gaol
  • A new environment joins the game and it pulls double duty. The Gaol is your gallery, a place to revisit and replay any scene you've unlocked across the entire game without needing to do a dungeon crawl. Quite a few new NPCs haunt its halls:
  • Chorda - a lemurfolk sorceress with her own agenda.
  • Vesper - a goth satyr huntress giving insight into the world and her and her sisters personal journey.
  • François - a zombie, tax fraudster. A jailhouse lawyer though he doesn't talk his rock Pierre has plenty to say and eventually you may acquire the tools to learn to speak to him.
  • Elodie - the mysterious mime-ic has decided to spend her mornings teleporting to the gaol to cause mischief before taking a nap to pester the Chainmail Bikini Squadron in the evenings.
  • The sprout - a very affectionate sprout of the Allarune who is about as handsy as the rest of the tentacle spawn of the dungeon.
  • most have their own dialogue tree in town that like all things will be expanded in future.
  • Town
  • Cinnamon is no longer completely homeless now residing in her cart.
  • Sister Marigold has arrived. A cursed nun packing something extra downstairs, she handles the new difficulty system and you can learn more about this strange woman. There's more than meets the eye behind those glowing purple eyes. She'll also explain what changes with each difficulty setting too so you know what you are getting into.
  • The Twins Myrelia & Yorba. Now I can finally make jokes about adding incest to the game! Previously a secret addition for supporters, the twins are now part of the game for everyone. They don't serve a gameplay purpose yet but they're here, and the rest of the cast has dialogue for them.
  • Full Cast Dialogue Pass
  • All characters are now aware of the twins' existence as well as Sister Marigold, and will comment on them, I have also cleaned up some of the more inconsistent dialogue from 0.3 so that hopefully the quality is a bit higher overall, these new NPC's do not have scenes yet but in time will.
  • New Enemy - The Mime-ic (Elodie)
  • The chest that isn't a chest. Elodie now spawns in the wild across all dungeon sizes, with a guaranteed spawn in the tutorial area so you can meet her on your own terms before she meets you on hers. Four scenes at launch, all available in the gallery too.
  • Think a chest could be a mimic? Give it a bonk! You can now reveal a hidden Mime-ic on contact with no need to rely on janky hitboxes. An audio cue will play too so you can tell if she is nearby.
  • No full dialogue pass for Elodie, Francois and Pierre yet, I am working on it, along with a quest to learn Eldritch (it's French) as well as sign language.
  • Difficulty System
  • Four difficulty tiers, adjustable at any time through Sister Marigold:
  • Novice - the chill run and ideal for those who want an easy experience or a more forgiving time.
  • Penitent - the intended experience overall items are more scarce than 0.3 so I have been careful trying to keep the balance.
  • Flagellant - less potions, rarer chests, harder-hitting enemies, and more Mime-ics.
  • Martyr - suffer even more, earn more is the general idea, this is not the intended way to play and exists purely for people who want more of a challenge overall.
  • Higher difficulties reduce potion spawn rates, make chests rarer, and increase enemy damage. Any chest you do find is far more likely to be a Mime-ic. Silver payouts scale up to compensate to the point where hopefully on medium and large sized dungeons you will be making more silver overall.
  • Scenes & Gallery
  • One new Barkus scene for each playable character.
  • An alternate scene for Cinnamon and Thorne.
  • All scenes are replayable through the Gaol's gallery system so you don't need to dungeon crawl every single time you want to view a scene.
  • Tinctures
  • Three new brews hit the shelves adding up to the six in the game now. Cinnamon will roll a random selection of three tinctures per run.
  • Source-Style Physics - floaty movement with dramatically increased air control. Bunny hop your way to victory.
  • Ironhide - significant damage resistance at a slight cost to movement speed.
  • Glass Cannon - dramatically increased damage output, paid for in health.
  • Dungeon Overhaul
  • Generation
  • Procedural generation reworked significantly - fewer winding hallways, fewer dead ends, more interesting layouts overall.
  • Seeded generation - load a specific seed to replay or share a dungeon.
  • Medium and large dungeon size options. Medium dungeons have been increased in size with room spawns retuned to match - layouts should feel denser and less like corridor tourism, a similar effect is in place for large sized dungeons.
  • The old 0.1/0.2 playable space has been retuned into a tutorial zone you can run at your leisure.
  • Rooms previously exclusive to large dungeons can now appear in medium dungeons thanks to the extra footprint.
  • New Rooms
  • Multiple new rooms added to the generation pool.
  • The Cistern - spawns in medium and large dungeons. A large, dangerous space with high-value rewards.
  • The Underhalls - a half excavated wide space being held together with crystals, with a little bit of worldbuilding
  • Four floor staircase - new staircase layout that spans multiple floors making traversal far easier, still using the same blue lights
  • Certain rooms now have weighted spawns, making some rooms consistently more dangerous (and more rewarding) than others.
  • Safety Is No Longer Guaranteed
  • Beckett's room is no longer safe! Enemies can now pathfind into her room and all other rooms including lever rooms and the exit door.
  • Maps
  • 2D Map - you now have the option of a flat 2D map in addition to the panoramic 3D map, it cost me a few days and a lot of sanity but the reward is great.
  • Improved map zoom control, especially noticeable in larger dungeons.
  • You can now purchase a map from Beckett for 1000 silver before going into the dungeon.
  • Room Fixes
  • Collapsed room adjusted so enemies are less likely to get stuck. The floor is also now part of the floor.
  • Fixed enemies getting permanently stuck searching for their keys in the lever rooms. pathfinding should automatically resolve them so they don't get stuck.
  • Enemy Tuning
  • Satyr Huntress
  • 100% chase acceleration buff - the satyr gals now reach top speed much faster.
  • 30% movement speed increase. - I previously overcompensated the nerfs from 0.2 to 0.3, and now that the player is more mobile and has more tools to deal with enemies, satyrs can be brought back up to better fit their design role as oppressive pursuers. The new difficulty options also help keep this in check so if you feel overwhelmed you can lower the difficulty for the next run at no cost to you.
  • Zombies
  • 20% increased movement speed. Similar story to the satyrs as they weren't matching the fantasy of being "walls of meat" that box you in.
  • Base stagger duration increased by 30% to compensate. When you're getting backed into a bad situation, you now have a bit more breathing room to escape.
  • Tentacles
  • Pathfinding in staircase rooms reworked to be significantly cheaper on your CPU, and significantly better at reaching you. Sorry.
  • Wandering Behaviour
  • Enemy wandering has been reworked across the board. This system hadn't been touched much across prior versions and will likely see further iteration, but for now all wandering enemies have had their maximum wander distance increased significantly. The goal is more unpredictable encounters during gameplay.
  • Zombies: Max wander distance 200 → 600. Max wander duration 40s → 60s. A zombie can now pick a point far away on the navmesh and shamble toward it for up to a full minute before choosing a new destination.
  • Tentacles: Max wander distance 120 → 400. Max wander duration 2.5s → 20s. The original design was for tentacles to be ambush threats you'd stumble onto, but that doesn't fit the current state of the game so they now wander much more like zombies did previously.
  • Economy
  • With silver sinks now in the game (maps from Beckett cost 1000 silver each), enemy rewards can afford to be more generous:
  • All enemy silver drops increased by 70–140%.
  • The Mime-ic drops a large silver bounty on defeat.
  • Character Balance
  • Genevieve
  • Hitbox slightly reduced, making it easier to dodge in tight dungeon spaces.
  • Sword hitbox slightly increased, improving reliability against enemies, particularly on stairs.
  • Jump acceleration buffed by 5%. You still won't be bunnyhopping like Thorne, but she's a bit better at escaping sticky situations.
  • Genevieve now starts with 140 Willpower and caps at 160. I want to further differentiate each character's playstyle - Jen gets more health to lean into the tanky paladin fantasy. At the start of a run she won't be at full health, but finding a potion to calm her raging libido pushes her to the 160 cap. I'll be experimenting with this number further, especially as I explore more roguelike elements.
  • Maxim
  • Affection gain rebalanced. Winning the cowgirl gunslinger's heart is now a little less of an uphill battle.
  • Settings & UI
  • Separate volume sliders for enemies, player sounds, music, and SFX.
  • Resolution options for windowed mode.
  • UI now scales more comfortably across different windowed resolutions. There are still a few things that may not scale 100% but this is pending a major rework.
  • Audio
  • Sound effects added for Barkus sex scenes.
  • General audio mixing improvements.
  • Visuals & Performance
  • Lighting and FX on flashing objects like notes and other documents as well as interactable doors now more readable.
  • Fixed a number of Z-fighting cases across the procedural rooms.
  • General performance pass across the game, most noticeable in busier procedural layouts.
  • Fixes
  • Fixed a bug where zombies could overlap and cause lag spikes by falling on top of each other and getting stuck trying to resolve physics
  • Fixed a bug where if you set the volume slider all the way to the bottom you could not raise it back up due to the value becoming 0 which broke multipliers
  • Fixed the Audio for Cinnamon's sex scenes and her mixing has been changed to not be so forward in the mix
  • Fixed some locations where trees and snow would poke into the dungeon
  • Adjusted the collision shapes of tentacles to hopefully be more performance friendly, I don't want to jinx it but I may have fixed tentacle lag.
  • Fixed the secret Snake bossfight's cardboard box stealth mechanic - previously he could hide inside any chest in the dungeon which caused a conflict with the Mime-ic system. Elodie was NOT happy about the living arrangements and would refuse to spawn. Snake has been told to find his own box.
  • Known issues
  • Tentacle enemies have a bad habit of clustering and this can cause performance issues particularly on the new 4 level staircases, I am working on a fix for this
  • There can be too many audio sources around the player which can cause the sound to be crackly on some hardware, will address when I know more about why it is happening.
v 0.362
  • Movement
  • Tuned the Bhop behaviour unintentionally put into the last build to be far more reasonable but still give you guys a fun experience using it
  • Changed existing casts jump to better function in the reworked physics engine
  • Removed the double jump bug.
  • Qwests
  • Fixed a bug where completed quests from Maxim could not be repeated
  • Fixed a bug where the Tentacle and Zombie quests were not tracking defeated enemies correctly
  • Doubled the affection reward for the Satyr radiant quest as I felt it should offer more of a reward considering the enemies are of a higher tier
  • Performance
  • Changed the enemy sleep/wake AOE to hopefully lead to more hallway encounters.
  • Fixed a shader compilation issue on MacOS which should hopefully make first runs more pleasant.
  • Corrected the map shader using the windowed mode aspect ratio and resolution that resulted in the map being really stretched to the fullscreen so you should now be able to read it regardless of your window size.
v0.361
  • Sensitivity slider tweaks
v0.36
  • Town
  • Town scene added as a hub between dungeon runs
  • Maxim (bounty keeper) added with full dialogue, per-character variants, and affection tracking
  • Maxim's intimate scene added for each character, with sound effects
  • Cinnamon (tincture merchant) added with full branching dialogue, per-character variants, affection tracking, and intimate content for both characters at high affection
  • Both NPCs remember whether you've met them before and respond accordingly
  • Economy
  • Silver now banks automatically when returning to town
  • HUD silver display shows banked total in town and run total in dungeon
  • Tinctures available for purchase from Cinnamon - one per run
  • Buffs
  • Tincture of Vitality - grants one extra life for the run
  • Tincture of Swiftness - +25% movement speed
  • Tincture of Strength - +50% attack damage
  • Buffs clear at end of run on exit or defeat
  • Quests
  • Maxim offers bounty contracts from a pool - one per town visit
  • Completing bounties rewards silver and affection
  • Offer is deterministic, reloading won't reroll it
  • Balance
  • Genevieve's willpower reduced from 130 to 110 (still survives 2 satyr hits at full)
  • Genevieve gains an additional stamina point to compensate, allowing more scene content per run
  • Save System
  • Narrative state now persists across sessions (flags, relationships, quests, silver, character selection)
  • Save file is plain text JSON - edit freely if you want to
  • Fullscreen preference now saves and loads correctly
  • Music
  • Town has its own music track with fade transitions between town and dungeon
  • Bug Fixes
  • Fixed enemy hitboxes passing through the player
  • Fixed heightmap data spawning on top of tables, causing weird pathfinding
  • Fixed sensitivity slider behaving unreliably
  • General performance tweaks
  • Known Issues
  • Volume mixing in Cinnamon and Thorne's scene needs adjustment
  • Some enemy pathfinding can glitch around chests
v0.31B
  • Procedurally generated dungeons
  • Dungeon layout generated fresh every run from a seed
  • No two runs are identical
  • New NPC - Beckett the Cartographer
  • Spawns at the centre of the dungeon each run
  • Gives you a map of the current layout on first interaction per run
  • Enemy overhaul
  • All enemies have acceleration - they build to speed rather than instantly rushing
  • Enemies sleep when you're far away, significantly improving performance
  • Detection areas changed from spheres to cubes, better suited to multi-floor layouts
  • 5-second cooldown on detection sounds
  • Zombie behaviour reworked to feel like a stun rather than knockback
  • Zombies wander further from spawn for more hallway encounters
  • Satyr Huntress attack windup increased, knockback resistance reduced, tuned for group encounters
  • Tentacles now need to latch on to deal damage, can be confused by knockback, damage reduced from 30 to 20
  • Combat and player
  • Blocking animation speed increased 50%
  • Shield softlock fixed - no longer possible to get stuck in the block animation
  • Breast expansion trap movement debuff reduced from 50% to 20%
  • Added two relief scenes, one per character, accessed by holding K while you have a debuff
  • END added as alternate key for relief scenes
  • Visuals and environment
  • Dungeon lighting completely overhauled to be darker and more atmospheric
  • External environment added, Aurora lighting bleeds in where appropriate
  • Player torches added for both characters
  • Snow near exterior walls as environmental signposting
  • Fire VFX overhauled - more performant, behaves correctly
  • Corridor ceiling height increased
  • Tile seams resolved
  • Loot
  • Silver drops from enemies and certain chests
  • Potion spawning made rarer overall
  • Potion hitbox increased 5%
  • Chests physically eject potions toward the player
  • Chest spawn weighting adjusted - dangerous rooms more likely to have chests
  • Map and UI
  • Lever locations have always-visible map markers
  • Player marker updated with radial strobe
  • Lever activation and exit unlock show as HUD indicators
  • Combat log display timing improved
  • Controls UI updated in-game
  • Map removed correctly on run restart
  • Fullscreen preference now saves correctly
  • Linux support
  • Linux builds now available - report any platform issues to the discord
  • Bug fixes
  • Fixed softlock from taking damage while map was open
  • Fixed gaps in library room walls
  • Fixed shader compilation hitch on first run
  • Removed the secret Hank Hill bossfight. His AOE attack "Propane Nightmare" did not behave well in a multi floor dungeon and he was frankly too powerful
v0.25
  • Shield blocking angle increased 200%, blocks earlier in animation
  • Sword/shield attack speed +15%, halberd poke +5%
  • Fixed Genevieve's shield poopwalk animation bug
  • Satyr Huntress damage timing adjusted, 3D light added to attack
  • Enemies stop moving after death
  • Added patron wall, controls menu, Patreon/Discord links
  • OpenGL fallback batch file for compatibility
  • Removed herobrine
v0.20
  • Major Features:
  • Right-click weapon attacks - Shield blocking and halberd chops
  • Satyr Huntress enemy - Ambush enemy with 2 scenes per character
  • Breast Expansion Traps - Slow you down, disable offhand, boob your screen
  • Scene SFX - Opened your third eye (the stimuleye) with audio smut
  • Knockback system - Enemies get pushed back when hit
  • No more immunity frames - Enemy groups are actually threatening now
  • Improvements:
  • Main menu and options (includes Vsync toggle)
  • Weapon and combat SFX pass
  • Visual upgrades for that retro aesthetic
  • Interact prompts (E to interact, B to blow - that ones a joke and you cannot b to blow yet)
  • Fixed weapon clipping through walls (no more greeting Cthulhu with your weapons slipping into the ether)
  • Redrew Genevieve's zombie scene to current quality standards
v0.132
  • Initial Release

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