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Yurukill: The Calumniation Games – Guilty Until Proven Entertaining

  • Writer: Niels Gys
    Niels Gys
  • Sep 10, 2025
  • 3 min read

TL;DR

You wake up convicted of murder. “Innocent,” you say. Executioner (who might be your victim) says, “Prove it—while dodging bullets, solving escape rooms, and chatting with a masked fox lady.” It’s part visual novel, part shmup, part messy courtroom drama, all wrapped in guilty pleas and dramatic reveals.



Villainous Characters I Can’t Help But Root For

  • Binko the Host – Fox mask, ominous charm, offers pardon on one hand, holds your fate in her well-manicured claws on the other. She’s like Monokuma if he had better fashion sense.

  • Izane Akegarasu – Poirot-style twists, traitor potential, someone who maybe switched places, maybe did things behind scenes. Always delicious to watch someone you thought was on your side get the skeleton keys.

  • The Game System Itself (Executioners + Attractions + “Push a button and kill”) – When the rules are horrifying, the system becomes the villain. And I love villains who make you sweat just playing by their rules.



What Works (and Where Evil Looks Especially Good)

  • The premise is gold. Convicts claiming innocence invited to a macabre amusement park, paired with civilians who might hate them, maybe love them, definitely want revenge. Stakes: erase your record, or face very public execution.

  • Genre mash-ups! Visual novel + escape rooms + bullet-hell shooter sections. When the shoot ’em up kicks in, you explode into enemy chaos, blasting your Executioner’s prejudice out of the sky.

  • Character stories have surprisingly emotional weight. The crimes they’re accused of, the Executioners’ motivations (loss, justice, revenge) — sometimes predictable, sometimes not—but mostly tragic. Great fodder for empathizing with guilty men and masked moralizers.



What Gets Awkward / Where Evil’s Plan Hits a Speed Bump

  • Dialogue & pacing: sometimes you spend more time reading than shooting. If you’re craving constant action, parts of Yurukill feel like waiting in line at a dark helpdesk. (“Yes, I said I was innocent; no, I don’t want small talk.”)

  • Puzzles & quizzes often too obvious or with hint systems that practically yell at you, “Go this way.” Not always a bad thing, but tension-builders lose teeth when answers are spoon-fed.

  • Repetition: escape rooms, shmup levels, character reveals — the formula repeats. Eventually the park rides feel familiar (terrifyingly familiar). The final twist helps, but you wonder if the villainous plans needed fewer mirrors.



CRIMENET Verdict

Yurukill: The Calumniation Games is a deliciously twisted blend of “Am I innocent?” drama and bullet-hell mayhem. It tries to make you feel both like a detective and a panicked shmup pilot. Evil feels stylish here: hosts with masks, secrets behind carnival facades, and mistakes that cost lives.


If you like your villains clever, your guilt ambiguous, and your bullets fast—this one delivers. Sometimes a little uneven, yes, but isn’t that what makes betrayal fun?



FAQ – For Wishful Accused Persons


What is Yurukill about?

Arrested convicts who claim innocence are taken to Yurukill Land, an amusement park where they compete in “attractions” (escape rooms, puzzles) alongside civilian Executioners connected to their alleged crimes. If you win, your record is wiped; if not… you might be executed.


What are the gameplay styles?

Mostly visual novel + escape-room style puzzles + narrative. At the end of chapters: vertical shoot ’em up levels (shmup) where Prisoners pilot ships to battle Executioners and hordes of enemies.


Is it very hard?

Depends. The shmup levels get brutal, especially on harder difficulties. Puzzle sections less so—many are mild, with hints. Wrong answers cost lives and can make you replay parts. If you panic under pressure, expect sweaty palms.


What are its strongest points?

Story premise, character connections, emotional stakes. Artistic style, villain reveals, moral ambiguity. Also, the contrast between tension in visual novel scenes vs chaos of shoot-’em-ups gives it bite.


What are its weakest?

Sometimes too much talking, puzzles too easy or obvious, repetition, and certain final twists feel like fanservice. If you prefer hyper-tight logic or minimal dialogue, parts may feel sluggish.


Is it worth playing?

Yes, if you enjoy genre mashups, moral puzzles, and character drama sprinkled with bullets. It’s not perfect—but it’s ambitious, emotionally engaging, and weird enough to leave you with stories to tell your friends.

 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
Think less “trusted reviewer,” more “your inside man in the digital underworld.”

I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

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