Futaland

by Hellim Studios

Uncensored Windows Linux Mac
Versionv2025-02-03
EngineRen'Py
Released2026-02-03
Updated2026-04-09
LanguageEnglish, +20

What’s the worst that could happen during an ordinary day at a biology university with your friends? Well, besides your crazy friend starting a zombie apocalypse with a love potion meant to make their crush fall for them! Spoiler About the Game Futaland is a thrilling Visual Novel where a simple mistake leads to a catastrophic disaster. When a close friend accidentally triggers a zombie outbreak within the school walls, the peaceful corridors turn into a nightmare. You must step up, lead your friends, and find a way to stop the infestation before it's too late. The Story & Your Goal Survival is not just about staying alive; it's about fixing what went wrong. As the school falls into chaos, your main goal is to navigate through the infected zones and halt the spread of the virus. Meet the Survivors You are accompanied by a group of unique characters, each with their own story and role in this disaster: Miella: A yellow-haired futanari (deeply in love with Roxelane). I'm sure you'll love her a lot. Roxelane: The most beautiful girl on the team with orange hair. I'm sure you'll adore her. Mayro: A sweet femboy with blue hair, and incredibly affectionate. You'll fall in love with him instantly.

v2025-02-03 Initial Release I've prepared a small update to make the game even more enjoyable! (。◕‿◕。) Here’s what’s new: Zombie Minigame: Based on your feedback, the zombie minigame is now a bit easier! Surviving is now more fun than ever. ✨ ️ Menu & Bugfixes: Annoying menu bugs have been squashed, and general bugfixes have been made. The game is much smoother now! Thank you so much for your support, have fun!
zzver 2026-02-11
This game was created by very lazy hands. The author didn't even bother with the animation. For some reason, one of the heroines runs around the university in an evening gown. Everything else is also created as poorly as possible.
SynthScribe 2026-02-11
Version at time of review: 2025-02-03 Initial Release Currently 3/5 stars. Not the all to common “AI slop, avoid at all costs” rant, but it still needs a lot of work. I can tell effort went into the project, just not in the places that mattered most to me. My overall gameplay length was about ~10 minutes Writing: 2.5/5 Encountered errors and shallow dialogue within the first 30 seconds, which immediately lowered expectations for the rest of the release. Biggest frustration: it felt like significantly more time was spent running a basic script through AI for ~29 language translations than refining and polishing the original English story and dialogue. Focusing on delivering one strong, well-polished language version would have been far more effective than distributing the same rough text across dozens of translations (which likely contain similar errors). Writing Criticisms: Verb tenses inconsistently shifted throughout the entire game. Choose one tense, whether past, present, or future, and maintain it consistently. Maryo’s pronouns shifted abruptly without any narrative explanation, which disrupted immersion very early on and the entire rest of the experience was confusing as I didn't know if they were "futa" "trans" "femboy" etc etc. And since I don't believe that will be flushed out via the story dialogue, this makes the choice and consistency that much more important. AI Art: 2.5/5 Much of the artwork lacks a consistent visual theme, with noticeable shifts in color palette and style from scene to scene. Specific Art Issues: Miella’s body proportions were generally fine, but in one erotic scene, a transition made her appear as though she had been generated by an entirely different AI model. The inconsistency completely broke immersion in that moment. The backgrounds, NPCs, and zombies feel as though they were produced by different AI models. The backgrounds were especially jarring. One resembled a classic Japanese visual novel still and clashed heavily with the character assets. After that, every subsequent scene felt like obvious AI patchwork. While playing, it felt as though images had been cut out of different magazines and glued together into a single composition. Gameplay: 3.5/5 From my experience playing, the forced minigames pulled me out of the story rather than enhancing it. I would suggest making them optional or integrating them more naturally into the narrative flow. Zombie Minigame: To me, this felt like obvious padding. It was better than the typical Ren’Py pixel hunt frustrations I have encountered before, but it still gave me those same negative flashbacks. Tuning the timing between inputs more or reducing its length would help set this apart from the common horrible minigames that plague most ren'py VN's. The dev's note stating, “Based on your feedback, the zombie minigame is now a bit easier!” genuinely improved my experience. That adjustment alone raised my rating from 2.5 to 3.5 stars. It still felt somewhat drawn out, but it no longer pushed me to the point of wanting to rage quit. Potion Mixing Minigame: I noticed some layering issues when selecting potion assets, which momentarily disrupted the flow. Cleaning up the visual layering would make it feel more polished. That said, the clear top to bottom clue structure and the responsive drag and drop mechanics made this one of the smoother Ren’Py minigame experiences I have had. It stood out as a strong point compared to the zombie segment. Summed up.. Yeah, this review is harsh. I usually cut first releases more slack, but AI-heavy projects have a stigma to overcome, and this one didn’t clear it for me yet. Writing errors need to be worked out as they killed any immersion. I hope future updates fix the writing errors and make the AI art more cohesive. I’d revisit my 3/5 rating if those improvements are made, since it’s clear that a lot of work went into the project.

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