Chainmail Bikini Squadron [v0.362] [McRibbed_For_Her_Pleasure]
Genevieve was once a proud and righteous paladin, protecting the weak and the fair, she was pious, she was just, until one day a dark figure approached the abbey. He was tall. He was uncomfortably attractive. He carried an aura of lustful despair. This wizard placed a curse upon the fair paladin when she rightly rejected his lustful and downright creepy advances, now every suit of armor she or any of her companions don will transform into impractical, scandalously minimal bikini armor. The only way to break the curse is to climb the evil wizard Fondelmere’s depraved dungeon of debauchery and ascend his castle to defeat him at it’s peak. Though the castle is as depraved as its master and Genevieve is not handling her sexual awakening with the restraint a paladin normally would.
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.
- 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
- 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.
- Sensitivity slider tweaks
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
- 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
- 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
- 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
- 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
- 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
- Town has its own music track with fade transitions between town and dungeon
- 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
- Volume mixing in Cinnamon and Thorne’s scene needs adjustment
- Some enemy pathfinding can glitch around chests
Procedurally generated dungeons
- Dungeon layout generated fresh every run from a seed
- No two runs are identical
- Spawns at the centre of the dungeon each run
- Gives you a map of the current layout on first interaction per run
- 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
- 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
- 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
- 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
- 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 builds now available – report any platform issues to the discord
- 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
- 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
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
- 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
Win: DATANODES – KRAKENFILES – MEGA – GOFILE – PIXELDRAIN
Linux: DATANODES – KRAKENFILES – MEGA – GOFILE – PIXELDRAIN
Mac: DATANODES – KRAKENFILES – MEGA – GOFILE – PIXELDRAIN
Extras: Cheat table*
*This unofficial port/version is not released by the developer, download/use at your own risk.

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