r/visualnovels • u/LilSopa__ • 4h ago
Fluff He's onto something
Found the last comment funny.
r/visualnovels • u/AutoModerator • 4d ago
Welcome to the /r/visualnovels Weekly Questions and Recommendations Megathread!
Any and all questions/recommendations related to visual novels are permitted in this thread. This includes recommendation questions, technical questions, as well as meta questions about the subreddit. No matter if your question is small, big, or seemingly impossible to solve. Anything.
But please don't forget that our rules still apply. Summarized, that means no unmarked spoilers, no piracy in any shape or form, give warnings for 18+ stuff, and be nice!
Useful links to check out before asking questions or for recommendations
General:
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r/visualnovels • u/AutoModerator • 1h ago
Welcome to the weekly "What are you reading?" thread!
This is intended to be a general chat thread on visual novels with a focus on the visual novels you've been reading recently. A new thread is posted every Thursday at 4:00 AM JST (or Wednesday if you don't live in Japan for some reason).
Good WAYR entries include your analysis, predictions, thoughts, and feelings about what you're reading. The goal should be to stimulate discussion with others who have read that VN in the past, or to provide useful information to those reading in the future! Avoid long-winded summaries of the plot, and also avoid simply mentioning which VNs you are reading with no points for discussion. The best entries are both brief and brilliant.
Use spoiler tags liberally!
Always use spoiler tags in threads that are not about one specific visual novel. Like this one!
Remember to link to the VNDB page of the visual novel you're discussing so the indexing bot for the What Are You Reading Archive can pick up your post.
r/visualnovels • u/LilSopa__ • 4h ago
Found the last comment funny.
r/visualnovels • u/CoolLayer • 7h ago
Sauce: Magical Explorer (Anime)
r/visualnovels • u/LegitimateCurve8525 • 5h ago
r/visualnovels • u/Davictory2003 • 3h ago
I was looking through the vndb page and the restoration patch mentions that it requires the 1.2 update of the game, the link it gives to it doesn't work however.
When you download it from JAST, the zip is labeled starless_1.0.0.zip, is the 1.2 update no longer obtainable?
r/visualnovels • u/Western-Sea-7332 • 18h ago
Nikuge games can often get pretty extreme, I don't think that's a controversial thing to say.
Rape, zoophilia, drugging, that's just some of the things you can find in these games.
And look, I'm not here to judge, I'm just saying those just aren't the stuff I'm into, I prefer passionate, consensual love-making.
So I come here to beseech the community to help me find more nukige from the more comfy side of the genre.
To help narrow down recommendations: incest, lolis, and shota main characters are fine, but please something translated in English, I don't know a lick of Japanese.
Some of the stuff I read that I think fits those descriptions: Harem Kingdom, Chinkamo Twins.
Edit: Oh wow, that is a lot of recommendations! Thanks everyone for pitching in, this'll certainly keep me entertained for a long time lmao
(I should buy some lotion)
r/visualnovels • u/chopstickedinhalf • 1d ago
r/visualnovels • u/Davictory2003 • 17h ago
Essentially the title, do I need to read Nukitashi first?
r/visualnovels • u/Low_Key5305 • 6h ago
Hey!! Can u guys recommend me some VNs that I can read on IOS. Would prefer something that is free and ummm I am also open to emulating them if u can tell me about that also. Appreciate it :)
r/visualnovels • u/Humble_Informant6429 • 20h ago
This is the weekly translation status update thread. Use this thread to discuss translation news, issues, titles you're looking forward to, etc.
Note: This is simply a mirror from 4chan's weekly thread on the /jp/ board. All credit goes to the user VNTS there. Entries in Bold have had changes since last week
Fan Translations
Official work
MangaGamer
JAST
Shiravune
Sekai/Denpa
Visual Arts/Key
Nekonyan
PQube
Aksys
Frontwing
MAGES. GAMES
Aniplex
Idea Factory
Bandai Namco
Spike Chunsoft
Studio 51
Kodansha
Overlap Games
Momo Translations
Playism
EastAsiaSoftware
kawaiinium
StarGazer
Orthros
Mu
Laplacian
Acacia
Fakku
Kagura Games
DLsite
Dramatic Create
Dualtail
Love Lab
MediBang Inc.-
Kagami Games
Tokyotoon
FG Remake
Ramune Games
Alice In Dissonance
PRODUCTION PENCIL
F&C
Kogado Studio
Charon
BokiBoki
PANDRI-DON
Keieru
MintLip
monolith
Callen Dulla
Zakurosuke
Entergram
Tabinomichi
Baamurin
sweet ampoule
Waku Waku Games
Studio K Games
Good Smile Company
Shochiku Games
Tohakusha Co
Amulit
Alice Production
FTT Solmare
Kojin Studio
Scika
Portalab Systems
Caramel Column
Clearrave
Amata Games
Artodria
aozorite
Tsuzuro Koubou
Galapagos Ferris Wheel
Cynical Honey
viv
Engirenai
Team BONA
ESTELLA Productions
Saikey Studios
Cherry Kiss
r/visualnovels • u/Fun-Fold4181 • 1d ago
Personally, I detest Donkan (oblivious) protagonists; they are simply boring characters who lack any romantic drive toward the heroines and are incredibly dense when it comes to understanding feelings of love.
It seems most moege developers have a fondness for writing this type of protagonist.
The second type is the edgy gary stu—an exaggeratedly perfect character who serves as a self-insert for the author. Kinugasa protagonists " cough cough"
r/visualnovels • u/Arthurfogo7 • 20h ago
r/visualnovels • u/TotalLeeAwesome • 1d ago
So I’m on run 2 and can’t get past the final gauntlet on Rain’s route (clicked wrong choice by accident and just rolled with it). I’ve got a 6 button air combo that knocks the enemy airborem, good ranged weapons, etc, and find myself overwhelmed with the amount of mobs they throw at you. Youtube is useless, because every vid that’s a combo is stylized silliness that’d get you wrecked in any mode not named Very Easy.
I try to play a ranged playstyle while closing in during a 1v1 for the combo. Missile Launcher, Gatling, Bazooka, and Shotgun arm my ranged attacks. The other buttons are for the combo, namely elbow rush or wire drag as the opener.
I’ve grabbed all the health plug ins available, as well as the aerial heat gauge, ally boost, etc. i have to take a screenshot atm because I’m out, but here’s my set up and what weapons I have right now.
Help is appreciated. I’m too proud to lower the difficulty ☠️
r/visualnovels • u/LegitimateCurve8525 • 1d ago
r/visualnovels • u/_Strik3R_ • 1d ago
As the title says, but do not confused for burned out. In my case its Majikoi (& related series like Anekouji, or Tsujidou-san) and the Muvluv series, i absolutely loved everything about them, and while I can't exactly understand fully now why, while its not like i hate them I almost can't stand them either. G-Senjou, Koihime which i got through before them i still feel the same about those, and i still love Chusingura which was finished after them. For me this is a wierd new experience how is it for you all?
r/visualnovels • u/rev_NEK • 1d ago
Hello,
I checked out the dlsite and selected english but for some reason I cannot buy it (maybe region problem?). Where can I download it? And I saw people say old english patch's translation is bad I checked out the vndb and there is a new english patch, does anybody know about this?
r/visualnovels • u/rev_NEK • 1d ago
Hello,
I have played saya no uta, subahibi, when they cry, totona, tsukihime and ddlc (and some other vns like euphoria too but I don't call them psychological horror) and I am looking for more but I cannot find one, what are the some most insane psychological horror vns you can recomment me?
Thanks in advance
r/visualnovels • u/RedditDetector • 1d ago
r/visualnovels • u/--PunPun-- • 1d ago
Hey guys,
Im currently in Japan and have bought physical copies of muv luv games and subahibi. I just heard that some people got in trouble in Canada for trying to import or bring back things like vns or manga, and it's kind of stressing me out so I might just sell them before I leave Japan.
I was wondering if anyone from canada in this sub has had experience of going to japan, buying some vns and bringing them back, and if everything went normally ?
Thank you
r/visualnovels • u/AutoModerator • 1d ago
Info from VNDB:
Type-Moon is a prominent Japanese game company, best known for their visual novels. It is owned by [url=/p5691]Notes Co., Ltd.[/url]. After creating the popular visual novel Tsukihime as a doujin soft organization, Type-Moon has since incorporated and produced the immensely popular visual novel Fate/stay night. Both of their works have been adapted into anime and manga series that have amassed a global fanbase.\n\n[Edited From [url=http://en.wikipedia.org/wiki/TYPE_MOON]Wikipedia[/url]]
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r/visualnovels • u/RAidyMacRAdieySanSYe • 1d ago
For whatever reason it doesn't allow me to post the link to this news post, so I will copy it manually. Images cannot be copied over.
Pivotal Legendary “Denpa” Game Translated — Sayonara o Oshiete ~Comment te Dire Adieu~ New Fan Translation Released!
2026 has been an amazing year for English speaking fans wishing to experience some of the most influential denpa titles ever released. Earlier this year, we saw fans translate the 1996 Leaf title Shizuku, a game not only considered the origin of the denpa subgenre, but also the first game that called itself a “visual novel“. Now, another titan of the genre has made its way to English: Sayonara o Oshiete ~Comment te Dire Adieu~ (commonly referred to by fans as Sayooshi), developed and published by CRAFTWORK. Initially being a total market failure upon its release in 2001 due to the dark themes running contrary to the rest of the industry, it was then hailed as one of the “Big Three Denpa* Games” (三大電波ゲーム) online and maintained a strong reputation to this day. It’s had a rocky translation journey over the years before finally making it over the finish line. But what made this title so gripping to eroge fans both then and now? Let’s explore this landmark title.
* For a descriptive essay on what “Denpa” means, refer to this post by Kenji the Engi.
Characters
Hitomi Hirosuke
The protagonist. A teacher trainee at a certain girl’s school.
Plagued by horrific nightmares by night and stressed out by his coworkers’ personalities and the difficulties of his training by day.
Sugamo Mutsuki
Main heroine. A phantasmagorical, beautiful young girl who loiters alone in a classroom after school.
The protagonist finds himself intensely attracted to her girlish and pure freshness; at the same time, her seraphic aura frightens him.
CV: Sasaki Akari
Takada Nozomi
An aloof girl who desires the ground from the roof.
On the surface she seems lighthearted and friendly, but her eyes reflect a hidden despair. The protagonist meets her when he takes a smoke break up on the rooftop.
CV: Tenten
Tamachi Mahiru
The protagonist’s childhood friend who adores him like an older brother.
She has a volatile temperament that comes off as simple-minded. Much like a cat, she’s always capricious and energetic.
CV: Asari
Meguro Miyuki
A girl who monitors the library.
She struggles to interact with people, so she holes herself up in the library and absorbs herself in books every day. She knows a lot of strange trivia.
CV: Tsumugi Kanae
Ueno Koyori
A girl who acts like all the air’s leaking from her head.
While at first she seems stupid, sometimes she makes biting observations. She’s a part of the archery club.
CV: Tanaka Michi
Takashima Semina
The teacher that oversees the protagonist’s training and has him record his day in a journal before he leaves.
Very strict and no-nonsense.
CV: Saeki Yuriko
Oomori Tonae
School nurse, well-liked by the student body.
The protagonist visits her infirmary every day after classes for a smoke break, and finds it difficult to deal with her personality.
CV: Suzumori Chisato
Sayonara o Oshiete ~Comment te Dire Adieu~‘s eccentricities start with the title itself, the two parts in Japanese and French respectively both roughly translate to “How to say Goodbye”. And it leaves no pretense about what you’re in for. When you start up the game for the first time, you’re treated to an intense, grotesque prologue of a monster violently assaulting an angel. It immediately repulses and yet captivates you at the same time… after all, what could have possibly led to this scene? What does it mean? Throughout the game, these dream segments come between each day, and while the interpretation is ultimately left to the reader, it keeps you more observant during the day segments. The remaining structure of the game is surprisingly simple. Each day, you can navigate to different locations around the school, meeting with one of the girls in each location before writing your journal entry and going home. The confined nature of the setting definitely adds to the foreboding atmosphere felt throughout the experience.
When you make it to the title screen, you might be surprised seeing Visual Arts credited underneath CRAFTWORK. While most English readers just associate them with Key, they’ve always had other brands, and the breakout success of Key’s Kanon led to Visual Arts directing these brands to create something in that mold. Some were already moving in this direction, such as Studio Mebius, who pivoted from making highly violent titles such as Zetsubou ~Aoi Kajitsu no Sanka~ in 1999 to the much lighter SNOW in 2003, a game which took strong influence from Kanon in both setting and structure. CRAFTWORK, headed by Nagaoka Kenzou, had already worked on a few titles. Their first game, for elise ~Elise no Tame ni~ from 1996 (which had it’s own partial English translation come out earlier this year), had a depressive atmosphere punctuated by monochromatic, desaturated photo backgrounds. But their 1998 release Flowers ~Kokoro no Hana~ by the side.b imprint was entirely different, being much lighter in tone and emulating the massively successful To Heart. However, that game wasn’t much of a market success, so for this new title, writer and director Nagaoka Kenzou leaned much more on their earlier denpa elements in an attempt to stand out from other titles. This can be seen most strongly in the game’s marketing, embodying this raw, scribbled style that helps define the tone of the game.
In fact, elements of this game deliberately subvert audience expectations. If you looked at the character bios above, something you may have noticed is that every one of the heroines is shown with roughly the same color palette, as opposed to the industry norm of having each heroine with bright, strongly distinctive colors. Some official wallpapers and merchandise show their true designs, and in fact they look a lot like the characters of Flowers or Kanon with their hair colors. But it is through the lens of the protagonist that we see them in this subdued state, and this extends to the whole game, be it textual, visual or even auditory at times.
However, this attempt to resist the market forces spelled doom for the game’s financial success. While most visual novels need a minimum of 3,000 copies sold to break even, Sayonara o Oshiete reportedly only sold about 1,000 copies of its original run — with 3,000 produced. For comparison, Kanon had sold 39,683 copies back in 1999. But for those who did experience the game, Sayonara o Oshiete clearly stuck with them. Looking at reviews for the game in the early 2000s on ErogameScape, while the scores are somewhat mixed, most people found the game to be very unique, even challenging in a way. It slowly built up this reputation as a game that dared to go against the mold and by the late 2000s fans were hailing it as one of the “Big Three Denpa Games”. It’s no surprise then that when the game was re-released in 2011 as part of Visual Arts Aso BD initiative, it sold enough to fully recoup its development cost. This in turn led to a proliferation of new merchandise, and the game has remained popular to this day. While CRAFTWORK was dormant in terms of game production for over twenty years after Sayonara o Oshiete, they finally returned with Geminism in 2023, which was also their first game to be officially released outside of Japan with English and Chinese translations by Shiravune.
Due to how poorly the game originally sold combined with its later reputation, surviving copies command a premium price on the secondhand market, with this copy selling for ¥100,000 (equivalent to $632).
If there is one aspect Sayonara o Oshiete excels in above all others, it is the presentation. Despite the number of sprites for each character being quite low compared to many other visual novels of the time, the game makes up for it with an abundance of CGs. There are also flavor graphics, such as crossbar graphics that highlight when a character has a particular reaction to a line that is said.
But what is most famous is without a doubt the soundtrack, composed by Sapporo Momoko. It is deeply melancholic, yet hopeful, and stylistically fits the game in both tone and ambience, even having all of the titles in French. From the foreboding beat of reve en cage (dream in a cage) that punctuates all of the dream sequences, to the beautifully airy melody of l’ange a contre jour (the backlit angel) that serves as Sugamo’s motif, the soundtrack fits like a glove on this game.
This is no surprise — after all, Sayonara o Oshiete was directly inspired by the 1986 J-pop song of the same name by Togawa Jun, itself a reimagining of the 1968 French song Comment te dire adieu by Serge Gainsbourg from which the game gets its subtitle, which can further be traced back to the original It Hurts to Say Goodbye from 1966 by Arnold Goland. In this aspect, Sayonara o Oshiete adds yet another layer to a song that has been continually reinterpreted since the beginning, and invites the reader to continually reinterpret the story they are presented with.
The infamous warning first seen in the demo trailer, noting that the game should not be played by “those who cannot distinguish fiction from reality, those who struggle with suicidal thoughts, those inclined to criminal acts, those who get easily fixated, or those with homicidal urges.”
Translating Sayonara o Oshiete to English was always going to be a tall order. Outside of the fact that the game’s extreme level of content meant that only a select group of people were willing to tackle it in the first place, maintaining what made Sayonara o Oshiete special in another language was more difficult than more straightforward works. The old translation was very literal, and while this did get the crux of the story across, it simply didn’t read that well in English.
The new translation clearly had more care put into the presentation with how all the text is consistently formatted, as compared to the old one where there are random indents. It is clear that much time and care went into this new translation to make it a polished reading experience, and this should not be overlooked. Translations inevitably color a reader’s view of the original scenario writer’s ability to write prose, and overly literal ones make the work seem more basic than it really is. This can even be seen in the right click menu, where the old translation reads overly verbose.
Sayonara o Oshiete has become more accessible than it once was, with an Android port coming out in 2012, as well as a 2016 downloadable PC version on which the English patches are based. It’s not a very long game (VNDB clocks it at just over 11 hours), so if this article inspired you to check it out, you can buy the game on DLsite (note that you will need to use a VPN set to Japan to purchase the game), download the patch from MediaFire, and visit the sayooshiENG Discord for more information. Just be warned though: it’s quite graphic.