Fremy's Nightclub
by BACKDOOR studio
2D Game
2DCG
Animated
Big Ass
Big Tits
Furry
Horror
Male Protagonist
Monster Girl
Parody
POV
Titfuck
Vaginal Sex
Fremy's Nightclub is a rework of the Fuck Nights at Fremy's game.
Screenshots
Linux
Mac
v1.5 Remake
N/A
v1.3 Remake
N/A
v1.2 Remake
N/A
Beta Remake
-5 nsfw scenes: Fremy, Nyx, Pixie, Mobs and Gabby (Without the voices)
-The main quest
-3 side quests
-2 shops, of which 1 finishes at 100%.
-1 boss fight
v1.7B
Initial release
This is a review of the 2nd remake of the game (Fremy's Nightclub 2 - v1.5). The gameplay is fine. It's just a lot of fetch quests. No combat as of yet. The pixel art of the characters is fine. The environment art is fine. The 2D art of the characters when you talk to them is fire. The animated 2D scenes you get as reward for completing quests are FIRE. Worth playing the game just for the art alone.
So this is as of the 1.5 remake and I haven't played the game before this update making me unable to compare previous versions tot his one. First of all, the game as of right now is mostly just running around doing fetch quests for the sex scenes, which I don't quite mind since they aren't all too difficult to do. As for the pixel art overworld, I quite enjoy it! I've always been of fan of pixel art overworlds, though I might be a bit bias towards this game because of it. Now for the biggest reason for the high review. The sex scenes and the girls. All of the girls are cute and busty as hell! The sex scenes accompanying these babes are of really high quality as well! My only problem with this game is that the scenes themselves aren't all that long, but they are at least long enough for a nice quick fap.
pretty good so far a little glitchy but fun! and some sex scenes cant figure out how to view memories but has platforming, "fighting", and mild puzzle solving people have said it has deleted saves tho and it can take 2 hrs if casually playing to get to the end!
This is one of the worst cases I've seen of a dev that wanted to make a game, but had absolutely no idea what to do with the gameplay. It started off as a simple 'walk around this building and collect items', using hiding places to avoid the animatronics. Then it changed to being stuck in a single room, completing QTE tasks and hiding from animatronic attacks when tells appeared. This version was actually sort of fun and a different spin on the genre IMO. Then it changed to the usual FNAF 'watch the cameras' sort of thing, but was an awful bug ridden mess. Now it's back the first version, except it's full of the worst platforming I've seen since bad NES games. Bro, just give it up and make a visual novel or something.
The platforming of this game kills: interest, desire, faith in humanity, if they told me that he killed Jesus, I would believe it. The controls are terrible, as is the platforming. It remains a mystery to me why there is inventory in the game. I reached the first boss and I can’t say why I should play this.
While the art style is great and I like the direction the beta is taking with it being more of an open world puzzle, I gotta give it 2 out of 5 when I was leaning 3 initially. It needs a lot more polish and a better start to the game because you can't really fight anything for a while until you eventually get the crowbar but even then you might not realize that you can actually swing the crowbar. I'm just gonna get this out of the way and immediately say the reason this is a 2 for me. This game is not built for active combat and precise platforming, two things featured in this beta at some point. There are segments where you have to jump over death pits that take away health when you fail them and when you first find them its a simple set distance that can easily be jumped over with a normal walk and jump. Later on you really get a feel for how bad it is when you run into sections where you have to make very precise diagonal jumps while also sprinting and it isnt just hold W and D at the same time, its like you gotta jump to one specific direction and make very careful adjustments and then pull back because you can and will overshoot a jump easily. With only 3 hp to your name these sections are the fucking worst parts about this game. This game should never have any majorly difficult platforming sections, theres just no way to make them any good with the fixed camera angle at a 2.5d perspective. As for the combat it's very plain and straight forward. Swing your crowbar and hit things as they get close to you. For now theres just a simple enemy that walks at you and takes a swing. Most of the time you just stand still and can mash the attack key and kill mobs in like 2-5 hits. However there are times when the AI breaks and they stand completely still and I've had moments where they take a swing, get hit and knocked back, and then walk forward still in the middle of their attack animation which has now been frozen so they're sliding towards me with an active attack box that hits me the moment they're in range. Again, with only 3 hp though you're immediately in the danger zone when you get hit like this because you either only have one more hit or you'll die on the next one. The boss fight itself is simple but the whole back and forth tennis match you have boils down to mashing the attack button because theres no way you can actually gauge how far the projectile is from you when its coming from the background to the foreground and you cant line it up with a camera angle that is left to right. Its not impossible, just annoying and kinda badly planned. I do like the idea of running around the facility and solving puzzles one at a time at your own pace. Its nice to be able to run out, collect tapes, get a little bit further, and then go back home and heal up. Prices at the store are way too fucking expensive though. At first you only get 1 tape per box you find but with the price of everything at 300 you're undoubtedly going to have to grind a lot if you want those upgrades. After you get the crowbar you can attack the toolboxes for a +5 tapes each and the mobs will drop +2 but its still a lot of grinding. Honestly if they just remove precision platforming as a whole from this game it would be so much better. Jumping in this game is so bad in general because you can't even get on top of anything with the default jump height, it's literally there for bad platforming design. There's one section I have in mind in the underground section where the "easy" path is like 30 some odd jumps on larger platforms at weird angles or like 10 jumps on really small platforms that are spaced out just enough that you have to sprint jump but will absolutely overshoot it every time if you don't pull back. Fall once and you restart from the very beginning with your only way forward being that you have no choice but to slam your head against the wall and try to get a singular success.
I really hate to say this but: -dogshit perspective-based platforming & combat -wonky hitboxes -no controller support -confusing level design cuz everything looks the goddamn same -getting stuck on literally nothing all the time -halfway through i learned how to hit stuff lol -enemies phase through walls, looks unintentional
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