Beat Banger [Ongoing] - Version: 2026-07-28
Developer:
BunFun Games
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Release Date: 28 July, 2026
Game Size: 1.13 GB
Censorship: Uncensored
Game Engine: Others
Current Game Version: 2026-07-28 (Ongoing)
Total Views: 100K
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Game Informations
Beat Banger is a simple NSFW rhythm game created using the Godot Engine.
This is BunFan Games’ first ever released project
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How to install?
- Extract and run.
System Requirements:
- Dual Core Pentium or equivalent Processor.
- Intel HD 2000 or equivalent Graphics.
- 1.13 GB of free disk space (Recommended to have twice as much free disk space than this).
Beat Banger - Ongoing - Version 2026-07-28 Download Links
Confused about how the downloading works? Here is a handy guide
Windows Fileknot Transfaze
Mac OS Fileknot (v26w14) Transfaze (v26w14)
Linux Fileknot (v26w14) Transfaze (v26w14)
Mac OS Fileknot (v26w14) Transfaze (v26w14)
Linux Fileknot (v26w14) Transfaze (v26w14)
Windows Bzzhr Datanodes Mega Pixeldrain Vikingfile
Mac OS Bzzhr (v26w14) Datanodes (v26w14) Pixeldrain (v26w14) Vikingfile (v26w14) Mega (v26w14)
Linux Bzzhr (v26w14) Datanodes (v26w14) Pixeldrain (v26w14) Vikingfile (v26w14) Mega (v26w14)
Mac OS Bzzhr (v26w14) Datanodes (v26w14) Pixeldrain (v26w14) Vikingfile (v26w14) Mega (v26w14)
Linux Bzzhr (v26w14) Datanodes (v26w14) Pixeldrain (v26w14) Vikingfile (v26w14) Mega (v26w14)
Report Broken Links
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Walkthrough and Guide
Cheat Mod: FILEKNOTCheat Mod Installation:
Have Cheat Engine installed, run the game, run the table, attach/actiavte, during the rhythm game activate the Autoplay script. On success it will become ticked.
Cheat Mod Features:
Autoplay mode patch - lets you always hit even without playing.
Cheats:
In order to use cheats, you need to press "F2" to open up the console and enter one of the following commands:
ping = Returns "Pong!"
hello = Returns "Hey!"
clear = Clears the console window of entries
history = Returns previously entered text in the form of an array (sorted form most recent to least recent)
reload = Reloads scene (Highly recommended not to use during level, currently softlocks game)
handsfree = Automatically activates notes (Also sets "clean_game" to false, resulting in no progress, money, score, etc.)
nofail = missing notes does not take your hearts away (Does NOT effect "clean_game" stat)
hidehud = Toggles all hud element visibility
fail = Forces FAIL event
end = Skips to end of level (If "handsfree" was used, the command will go back to level select, otherwise it goes to successful level end screen and subsequent cutscene)
clearsaveonly = Resets save data (Shop purchases, money, level progress)
clearalldata = Resets all game data (Save Data and Options)
resetsteam = Resets Steam Stats (No noticeable effect currently)
opendata = Opens user data directory (The directory your save file and settings are located in)
logs = Opens beat_banger.log file
givemoney [int] = Adds [int] to your current money amount (e.g. "givemoney 1500" returns "Gave player $1500" and adds $1500 to total money)
setstartingbeat [float] = Used before entering a level, offsets starting beat (and subsequent beats) by [float] seconds
calculatebeat = Honestly, not really sure how to use this command
rewind -[int] = Reloads level at [int] note. Note: "-" is required before [int] otherwise command leads to softlock
setnotespeed [float] = Sets speed at which notes appear from off screen [Default value is 350, I don't really recommend changing this, some values can lead to a softlock
saveload = Saves game, then loads game
freecandy = Unlocks all levels (Must use on level select screen [Unlock state gets cleared after leaving screen, to permanently unlock all levels, complete last level and previous levels will be unlocked])
goto [scene_name] = Jumps to [scene_name]
intro (Jumps to developer splash screen and subsequent "warning" screens)
warning (Jumps to "Warning" screens)
mainmenu (Jumps to "Main Menu" screen)
levelselect (Currently jumps to Act1 level select menu)
mods (Jumps to "Mods" screen)
cutscene (Jumps to selected level's end cutscene)
game (Jumps to last played character level [Very buggy, no real reason to use this, instead use "loader"] )
loader (Jumps to selected level load screen, starting level from the beginning without issue)
gallery (Jumps to "Gallery" screen)
modifiers (Jumps to "Modifiers" screen)
scorescreen (Jumps to selected level's ending score screen)
soundtest (Jumps to "Sound Test" screen)
pointshop (Jumps to "Shop" screen)
extras (Jumps to "Extras" screen)
credits (Jumps to "Credits" screen)
demo (Jumps to "Thank you so much a-for-to playing my game" splash screen)
error (Opens log file in game window)
Cheat:
This game is absolute fucking torture so here's a script to autoplay without all the gay "please complete this level and get 2 stars" nonsense.
import os
import shutil
import filecmp
import tkinter as tk
from tkinter import filedialog
def create_backup(cfg_file_path, backup_path):
shutil.copy(cfg_file_path, backup_path)
def validate_files_identical(cfg_file_path, backup_path):
return filecmp.cmp(cfg_file_path, backup_path)
def undo_modify_cfg_file(cfg_file_path, backup_path):
try:
with open(backup_path, 'r') as backup_file:
backup_content = backup_file.read()
with open(cfg_file_path, 'w') as cfg_file:
cfg_file.write(backup_content)
result = validate_files_identical(cfg_file_path, backup_path)
if result:
os.remove(backup_path)
result_label.config(text="Undo successful! Backup deleted.")
else:
result_label.config(text="Undo failed! Files are not identical. Skipping folder.")
except FileNotFoundError:
result_label.config(text="Error: Backup file not found.")
except Exception as e:
result_label.config(text=f"Error: {str(e)}")
def undo_process_folders():
parent_directory = entry_directory.get()
if parent_directory:
undo_process_folders_helper(parent_directory)
else:
result_label.config(text="Please select a valid parent directory.")
def undo_process_folders_helper(parent_directory):
for root, dirs, files in os.walk(parent_directory):
if 'notescopy.cfg' in files:
cfg_file_path = os.path.join(root, 'notes.cfg')
backup_path = os.path.join(root, 'notescopy.cfg')
undo_modify_cfg_file(cfg_file_path, backup_path)
# Resize the window after undoing folders
resize_window()
def create_backup(cfg_file_path, backup_path):
shutil.copy(cfg_file_path, backup_path)
def modify_cfg_file(cfg_file_path):
try:
backup_path = cfg_file_path.replace('notes.cfg', 'notescopy.cfg')
if not os.path.exists(backup_path):
create_backup(cfg_file_path, backup_path)
with open(cfg_file_path, 'r') as file:
content = file.read()
# Modify the content using string replace
content = content.replace('"input_type": 1,', '"input_type": 0,')
content = content.replace('"input_type": 2,', '"input_type": 0,')
content = content.replace('"input_type": 3,', '"input_type": 0,')
content = content.replace('"note_modifier": 0,', '"note_modifier": 1,')
content = content.replace('"note_modifier": 2,', '"note_modifier": 1,')
# Add more replacements if needed for other values of x
with open(cfg_file_path, 'w') as file:
file.write(content)
result_label.config(text="File modified successfully!\nBackup created at: {}".format(backup_path))
else:
with open(cfg_file_path, 'r') as file:
content = file.read()
# Modify the content using string replace
content = content.replace('"input_type": 1,', '"input_type": 0,')
content = content.replace('"input_type": 2,', '"input_type": 0,')
content = content.replace('"input_type": 3,', '"input_type": 0,')
content = content.replace('"note_modifier": 0,', '"note_modifier": 1,')
content = content.replace('"note_modifier": 2,', '"note_modifier": 1,')
# Add more replacements if needed for other values of x
with open(cfg_file_path, 'w') as file:
file.write(content)
result_label.config(text="Skipping folder. File modified at: {}".format(cfg_file_path))
except FileNotFoundError:
result_label.config(text="Error: File not found.")
except Exception as e:
result_label.config(text=f"Error: {str(e)}")
def process_folders(parent_directory):
for root, dirs, files in os.walk(parent_directory):
if 'notes.cfg' in files:
cfg_file_path = os.path.join(root, 'notes.cfg')
backup_path = os.path.join(root, 'notescopy.cfg')
modify_cfg_file(cfg_file_path)
# Resize the window after processing folders
resize_window()
def browse_directory():
directory_path = filedialog.askdirectory(title="Select Parent Directory")
if directory_path:
entry_directory.delete(0, tk.END)
entry_directory.insert(0, directory_path)
def process_folders_and_modify():
parent_directory = entry_directory.get()
if parent_directory:
process_folders(parent_directory)
else:
result_label.config(text="Please select a valid parent directory.")
# Function to resize the window
def resize_window():
root.update_idletasks()
root.geometry("")
# Create the main window
root = tk.Tk()
root.title("CFG File Modifier")
# Create and place widgets
label_directory = tk.Label(root, text="Parent Directory:")
label_directory.grid(row=0, column=0, pady=10)
entry_directory = tk.Entry(root, width=40)
entry_directory.grid(row=0, column=1, pady=10)
button_browse_directory = tk.Button(root, text="Browse", command=browse_directory)
button_browse_directory.grid(row=0, column=2, pady=10)
button_process_folders = tk.Button(root, text="Process Folders", command=process_folders_and_modify)
button_process_folders.grid(row=1, column=1, pady=10)
button_undo = tk.Button(root, text="Undo", command=undo_process_folders)
button_undo.grid(row=2, column=1, pady=10)
result_label = tk.Label(root, text="")
result_label.grid(row=3, column=1, pady=10)
# Call the resize_window function to set the initial size
resize_window()
# Run the main loop
root.mainloop()It's python, just save it as python, go into the game's directory (where the exe is) as the process folder.
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