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COF version 1.0 is here everybody. Again, I deeply apologize for the prolonged wait. This update ended up being bigger than I ever could have anticipated, though I will say that much of it is probably due to "scope creep".

With this update, new animations were a given, but as I believe I've stated before, differing animations in a game where all the characters have access to the same moves, can have a somewhat dampening effect. Of course, new characters is always a plus, however I feel as though there's a certain notion emanating from some people who've played the game up to this point that basically says "waiting for the next new character, but not playing otherwise". I wanted to pull away from that. I really felt that the priority should center around play-ability above all else, and I feel like these updates and the work I've put in reflect that in spades. So let's get into it. Strap in, because there's quite a lot to digest here.

First let's talk about the moves, mechanics, and animations. I've gone an implemented several of the moves that were suggested in the suggestion thread, as well as a few that I've come up with myself. You can check all of those out in the game's shop. Moves have been slightly re-balanced as well, and certain ones may do slightly more or less damage based on a character's weight.

In addition to many purchasable moves from the shop, I've also added several new moves and animations to the standard game mechanics.

Heavy pursuit attacks:

Strike finishers, that semi-replace the anti-spam mechanic of having them get knocked down after a certain number of hits:

An Irish whip mechanic, although it's relatively simple. There's no bouncing, you just throw them where you want them to be:

Corner and rope stunned states along with some corresponding grabs:

And last, but not least. Top rope mechanics:

I won't go into too much detail on how it all works, because mechanically, it's not the most complicated thing. Just know that the "block" button does more now. Check the read me file if you need to.

I'll say that covers all the new content that is immediately available to anybody who plays this game. I think at this point, if you like the game, you should consider becoming a patron, because I put a lot into this. With that said, let's move onto the "patron only" content.

A lot of this new content comes in the form of new game modes that I've added. We'll start with the most digestible one. Multi battle:

I already teased this in the chat earlier in the week, but what I didn't tell you is that I also included a tag format for a more structured approach to your molly whopping:

I'll quickly go over tag mechanics, because they're prevalent in the next thing I'm going to talk about. You use the the "block" button as hinted at earlier to, tag a partner in, and you will swap places with them. Be sure to focus on them beforehand! The CPU will of course attempt to do this when they're low on health as well. In the screen prior, you can choose whether you want to have CPU allies, or if you want to control everyone yourself. Tagging somebody out puts them on cooldown for 5 minutes(Otherwise matches would never end depending on who you have). The exception to this is, if you tag in while an opponent is thrown into the corner where your allies are. You and whoever you tag in will perform a tag team move, and the cooldown time will be reduced to a little over 2 minutes.

Of course as I also mentioned in chat, if you don't do the structured tag format, you'll have access to 3p moves and the goodness that follows:

Coming off of that, I want to talk about some of the other nuanced game modes I've added. First, there is something I've decided to add called "Squad Battle", which in essence is a lightweight multiplayer implementation:

On this screen, you can assign moves, BP, and characters to a team of three, and essentially send them to fight another person's team! The format is the same as in multi battle...except there is no manual control, and you can't use duplicate characters. About the only thing you can do is force a tag via the focus buttons. It's essentially seeing who can build the better team! As battles take place, the rankings will fill out, and I'll get more into why you'd want the top spot in a bit. First, I want to get into perhaps the most unexpected game mode I've included.

The Locker Rooms:

It's an endless rouge like dungeon where you can battle, do light exploration, and see how many rooms you can make it through. There are several different room types, but the most notable of which is perhaps the "Invader" room, denoted by this icon:

Beat the character that shows up in this room and be sure to escape with your spoils! You'll unlock that character when you escape for your general use purposes. I'll never say which invaders I've added to the game, or how many invaders are available. Exploration is key.

There are also a few animations in this mode that you won't find in other parts of the game, so definitely check it out!

One final word on The Locker Rooms...This mode is built for you to fully utilize your BP. If you don't, you're going to have a tough time.

We're nearing the end of this spiel, but first I want to talk about some other things I've added to the game. Off the bat, I've added many of the things that people have suggested aside from game play. There are search and favorite bars on all the character selection screens, as well as a filter box in the shop. I've re-adjusted the point of focus for certain grabs so that you can get a better look at the characters,and I've done other quick things like fixing geometry with certain animations, and making the bottom of the ring see through. Some ideas I just couldn't quite get to for one reason or another. For example, the 2X speed game idea was a pretty neat thought. But when I tried to implement it, it pretty much just breaks the game. It's likely something I would have had to consider at the beginning of development, although I'm not sure it is absolutely necessary for a hentai wrestling game, unless of course you're doing debugging...but I guess just let me worry about the debugging. ;) That said, if your suggestion isn't reflected in the update, or reflected the way you want, please don't crash out. It'll be alright.

I've made a pretty integral change to the roller. Now, you can buy the characters you want directly, using tickets! Rare characters are one ticket, super rares are two, and ultras are three. You can still get these characters by using coins, but it has become MUCH harder. You can no longer use tickets to increase your roll chance. The meter on the right side is instead, for entering the number of times you wish to roll at once. In addition, you will get arc coins, the little gold coins on the bottom right, every time you roll. You need them for The Locker Rooms. So now you will always get at least something, every time you use the roller.

Another big change I made to the game are the character request costs. Hearkening back to how I want to get away from new characters being the sole interest in the game, character requests will now cost four tickets for a character to be built from scratch. To be fair, the caveat here is that if you submit your own COM3D2 file, the cost will remain at 1 ticket. We have over 100 characters in the game now, so I feel much less like I should be fulfilling requests every week. This will allow people to put thought into the characters they want, savor the ones they get, and focus on the game as a whole much more.

The last thing I want to talk about is the scroll system I've implemented. There is a new button on the roller menu when you look at the characters. It takes you to an ability pool that you can pull from whenever your roll:

Unlike characters, whenever you manage to pull these...they're gone until I add them back. They are added to your "inventory". Go to the customization screen and into the "Character Passives" section. You will come to a screen where you can add the abilities you collect to any character that has at least one open passive slot out of three:

This adds a new element of character building, as now even characters that have never been given any passives, can be customized and strengthened to your liking. Plug this aspect into the other game modes, and I feel like we have something really interesting on our hands!

Some final things. Patrons will now get login bonuses, with the higher tiers getting more each day that they play the game. Tying back into the ranking charts of both the new game modes, the highest ranked user of each will get one rose ticket added to their login bonus each week! There is also a new raid boss.

To wrap up, I've definitely been putting a ton of focus into getting the game to this point, so I haven't gotten that many characters added to the shop. I'll be catching up shortly though and adding some new ones to boot. If you've requested and are waiting, please continue being patient, and be on the lookout.

Again, sorry for the delay and thank you all so much for helping me get to this point. It means a lot. As you all dive into the game, there's bound to be some holes, and some things will probably break before it gets to a really stable point, as always. Just come into chat, let us know, and we'll work through it. The game can be found in the usual spot: https://www.patreon.com/bomb/posts/custom-order-130750410

Files

Comments

SUB x DOM

As always, magnificent work, Bomb! I will make sure to support you endlessly since you are giving us so many updates, and all of these updates are FIRE!!! 🔥🔥🔥

Solshi

All these new features and the potential playability is for sure to give the game a good reason to play every day! And most of all a reason to join the patreon~ I'm gonna be playing this in my spare time as I always do

Jeanette Mardion

JESUS CHRIST, I don't think I've ever seen any Patreon update as GARGANTUAN as this one! So much stuff added it's hard to wrap my head around!! I am of course extremely excited to try out the new moves - especially the tag ones - but I'm also looking forward to experiencing the new game modes and the other stuff. Top top top top work! You really are the Bomb! :D

The Morbs Group

Fire update!! Hopes out for submission moves to actually force a tap out, but other than that everything looks awesome!! Going to renew soon for sure.

David Z

Having some problems with it that I wouldn't know if it's server-side, an issue within the application itself, or one of those "it's just you" situations. Anyone else seeing any of this? -Nobody appears in character shop or prize roller (edit: resolved this one in replies). -Gauntlet sticks on "knockout" after the pin and never moves on. Using the quit button from pressing O during a gauntlet, regardless of whether it's in that state or any time during the match at all, is sending it back to a screen where you see your displayed character but there's no menus to click on and have to alt f4 it. -Minor in comparison, but saved moveset often isn't selectable until going back to the customize screen and selecting it there first.

David Z

Anyway, outside of the topic of function, the one gameplay critique I may as well offer is the same thing I would have said about G1PC if that was the publicly available game instead. The turnbuckle in both cases is good because one of the options is to throw them out of it. But when it comes to the ropes being similar as well, that brings with it the same inconvenience where triggering that means a forced return to neutrality, and having to just wait around for it to happen one way or another, since both interactions of kick them over or hang them up put them in an un-interactable position afterwards, and all without even at least having a use-case like how it drained the win-meter in G1PC. (Especially bad if doing some good old low-difficulty ryona, whether playing or just watching, where it's a straight up soft lock since they never get up when set that way.)

Bomb-A-HEAD

Thanks for the feedback all. Lots to consider moving forward, but for now trying to get things stable.

David Z

(The above is all resolved now)

Jeanette Mardion

Oh god yes! My biggest gripe with this game is that, if an enemy performs a submission on you and your health drops to zero, nothing happens. She can stay there indefinitely, so the move feels hollow, there is no excitement. I didn't suggest that myself because I don't know if Bomba would like this idea, but implementing it would make the game 10000 times better for me.

Bomb-A-HEAD

The use case for those rope grabs is more for multi battle, where removing a character from play can prove advantageous. Being in those states is also supposed to halt your health recovery, although I might have overlooked that.

SpottedZebra

Makes sense for tag, but would ideally still be addressed for single matches with anything less than max aggression. Not that I'd know exactly what these ideas would take, but perhaps a tweak that doesn't need animation work such as a cap on all rope-related states in particular, where they will move at that point while otherwise still staying down for ages on low aggression. Or could the striking hitbox still be there after posting her up, and have hitting it there play the latter half of the fall out animation in reverse so they fall inward. As additional wrestling-related functions instead that could wait for later if that first change is possible to make quickly in comparison, I had two in mind. One is adding to the existing asset with the classic of press grab again to shake the ropes for a couple seconds, and then they flop off back into the active area. The other would come before that state, where neutral grab = the rope hang that's already there, noticed up/down functions already exist too, leaving grab + left/right to be = clutch the head and give it a little pull forward to roll them down to the mat, be it flipping forward like a snapmare, or stumbling into that sideways kind of roll as if diving from a moving car. (far enough in all cases that a lift wouldn't drop them right back onto the rope).

Bomb-A-HEAD

I'm gonna be honest with you, I'm probably not going to take the time to animate tapouts. Part of the reason I put break animations in for some of the submissions was to attempt to sate people who want something to happen when a character's "had enough", and I think they fit pretty well. It's definitely a me thing, but I'm never going to see the appeal of girl slapping her hand on a mat and immediately being let go, over moaning and passing out.

The Morbs Group

I would’ve been fine with the same system, even just tap outs for 5-15 seconds then a moan sound effect and goes back to still, indicating a knockout. (Maybe even some facial animations) But I understand the appeal isn’t everyone’s. If there was ever a way to mod that into the game or for me to make animations for you, let me know! I’d happily add it, and I’d be fine with learning some extra coding skills while I’m at it. Thanks for responding though, still excited for this new update!

Bomb-A-HEAD

These are interesting ideas. They'll be things to consider in the future.

Jeanette Mardion

I'm completely with you in regards to tapouts. In my perfect scenario, there would be just an extra half-second of animation exacerbating the hold already applied (like, in the Teacher Lock she'd stomp the enemy a bit harsher, in the Camel Clutch she'd pull the enemy a bit higher etc etc) and then the hold would be over. But realistically, as Morbs said, just a sound effect and face animation would be more than enough ^.^ Heck, if I could mod one thing about the game, I'd just insert basic reprecussions for being in a submission hold with 0 health (for example, the blue bar also starts to diminish, and if it goes to zero too then a 1-2-3 count appears like in the pins) , and that'd already make the game much more enjoyable for me. Either way, also my thanks for responding!

SpottedZebra

Yup. The one about capping rope states to about the same point where max opponents would be escaping it anyway, could at least work as a catchall to this feature coming with a side-effect of being as good as a game-crashing bug to anyone who ever wants to use the sliders to carry out a jobber-clobber, regardless of whether that would be frequent, occasional, or anywhere in between. Tho as the coder here, you'd know better than me about the feasibility of any given possible quickfix. Of course, manual control over all such states would be the choice anyone would make if one could just snap their fingers and make it exist, and in that regard I didn't mention being face down on the apron after falling out. Probly didn't really have to with grab = drag by the arm being the obvious way and anything else getting into the territory of being "extra." May as well say it anyway along with that little drop into the mindset of where I was coming from on this to begin with.

Jack Eras

every button I click say "sorry, this is for paid patrons only" even the damned option menu, and with every button, i mean literally every button. how do I even log in? I was a paid member for a time and had atleast some downloaded characters.

Bomb-A-HEAD

You might have been trying to log in while I was fixing stuff. Let me know if things are not working on your end.

휘재 조

Where's the read me file?

Jakie Chan

wow! alot of improvements i see, one suggestion tho: add pinfall or pin combo to some moves like german suplex

Bomb-A-HEAD

Might happen in the next major update, whenever that is. ^^'

caspian

A few bugs I've noticed? Wondering if there's any fix avail: - all attacks stop landing after a few seconds. they just punch, kick, try and throw but nothing registers on the opponent. - No matter whether I choose "Keyboard" or another, movement doesn't work. WSAD nothing happens.

RyanColby1984

All these improvements are great! Especially the favorite character setting, and the invisible when viewed from below mat.

Vany9 (edited)

Comment edits

2026-09-10 09:00 Where i can see my arc coins?
2026-08-30 13:11

Bomb-A-HEAD

Whenever you go into the lockers mode menu, they should appear in the bottom right.

Bomb-A-HEAD

When you get to a room denoted with a yellow orb, you can choose between three powerups, two of which will be special moves. By pressing the grab and heavy attack buttons together, you can execute them. Also, please consider asking questions in chat <<<. There is an awesome community here that is willing to give you plenty of tips and advice. =)