Developer: Ripknot Systems
At a glance
130 Steam reviews rate it “Mostly Negative” (35% positive). Released on November 18, 2016 by Ripknot Systems. Current price: $2.49.
Description
Now Available
About the Game
Welcome to Club Naughty, a unique management gaming experience. As a club owner you will be challenged by a variety of decisions and skill games all humorously themed in a night club environment. Converse with customers and employees by completing requests and opportunities that will boost your cash flow and level. Complete event oriented mini-games that will challenge your skill and stamina. Be a show off and complete all 48 achievements with rewards that will boost your club owner and unlock 48 signed in-game dancer posters. Upgrade your nightclub by purchasing 16 different dancers, 18 awesome dubstep songs and more. Advance your club owner and territory by unlocking all 10 nightclubs and create your Naughty empire!Supported languages: english
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Description and screenshots are provided by the publisher via the Steam Store page.
System Requirements
Windows
- Requires a 64-bit processor and operating system
- OS *: Win 7 64-bit
- Processor: i5
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 570
- DirectX: Version 11
- Storage: 2 GB available space
- Requires a 64-bit processor and operating system
- OS *: Win 7 64-bit
- Processor: i7+
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 960
- DirectX: Version 11
- Storage: 4 GB available space
Mac
Linux
User Reviews
Club Naughty, developed and published by Ripknot Systems, is an ambitious attempt to merge management simulation with interactive character-driven systems inside a nightclub setting. At a glance, it promises a hybrid experience—part business tycoon, part life simulation, and part mini-game collection—but what it ultimately delivers is a mixture of ideas that never fully align into a cohesive or deeply satisfying whole.
The foundation of the game lies in managing and expanding a nightclub business. Players are tasked with hiring performers, upgrading venues, improving services, and increasing overall profitability. There is a clear progression loop: earn money, reinvest it into the club, unlock new locations, and gradually grow your enterprise. Early on, this structure can feel engaging, as each upgrade provides visible changes and a sense of forward momentum. The idea of building a small venue into a larger network of clubs gives the game a framework that is easy to understand and initially rewarding to pursue.
However, as the experience unfolds, it becomes clear that the management systems lack depth. Many decisions feel routine rather than strategic, with limited consequences tied to how you run your business. Instead of encouraging experimentation or careful planning, the game often pushes players into repeating similar actions to maintain progress. The sense of growth is present, but it is largely driven by accumulation rather than meaningful decision-making, which can make the gameplay loop feel mechanical over time.
A significant portion of the game revolves around interactive segments and mini-games tied to staff and customer interactions. These moments are intended to add variety and give players more direct involvement beyond passive management. In practice, they tend to feel disconnected from the broader simulation. Rather than enhancing the experience, they often come across as isolated tasks that interrupt the flow of play. Because these mini-games rarely evolve or become more complex, they quickly lose their novelty and contribute to the overall sense of repetition.
Presentation is another area where the game struggles to meet its ambitions. While it aims to create a lively and immersive nightclub atmosphere, the visual execution falls short. Character models and animations lack fluidity, which undermines the intended tone and makes interactions feel stiff. The environments themselves are functional but lack the detail needed to bring the setting to life. One aspect that fares better is the audio, as the soundtrack adds energy and helps create a sense of activity, even when the gameplay itself feels static.
Technical issues further impact the experience. Interface quirks, inconsistent responsiveness, and occasional bugs can disrupt gameplay and make certain tasks more frustrating than they should be. In a management-focused game where efficiency and clarity are important, these problems become particularly noticeable. Instead of supporting the player’s actions, the systems sometimes feel like obstacles in themselves.
Despite these shortcomings, there is a hint of an interesting concept beneath the surface. The combination of management mechanics and interactive elements suggests a game that could have offered a unique take on the genre. For players who are curious about unconventional simulations or are willing to overlook its rough edges, there are moments where the game’s ideas show potential. However, these moments are not consistent enough to carry the experience as a whole.
Ultimately, Club Naughty is a title that struggles to fully realize its vision. It introduces a blend of mechanics that could have been compelling, but its lack of polish, limited depth, and repetitive structure prevent it from achieving that potential. While it may hold some niche appeal for players interested in its concept, most will find that its flaws outweigh its strengths.
Rating: 4/10
Only ever came across this game due to the Funhaus Wheelhaus series. That's the only reason why this gets a positive review.
Honestly, I’m not sure why I bought or played this game in the first place, probably just for the achievements. It has a lot of performance issues. Whether you decide to buy it is up to you, but I wouldn't recommend it.
Club Naughty - Yeah I'll keep this one short:
Pros:
- Easy steam achievements
Cons:
- After setting the music down and you want to buy another music track for the club, it'll still play the song regardless of the volume setting.
- After building up the first club and buying everything in order to buy a second club, you only move onwards with the cash on hand and your reputation. Why? It's almost like the entire first club you had disappears and doesn't generate passive income anymore. Stupid design choice.
- The complaints/problems from clients/bartenders/dancers are either Cash or Reputation rewards. No deviation.
- Somehow, right click zooms out, not in, so you're running around with a zoomed in view. Makes no sense at all.
- The interface is awful. Needs some rework at least.
- When the menu is open in the background and you talk to a client/dancer/bartender, you can't select anything and need to press ESC twice in order to close and open up the pause menu to actually be able to select anything.
- The income after getting all the upgrades for a club is literally $3 per second. Really? This feels like padding on the next level.
[*] The mini games where you click on things dropping down from the screen isn't as accurate as I would've liked. It works 70% of the time. It's like you kind of need to click where the item will fall.
I appreciate that the dev tried something else, 100% agree that's how you grow as a developer and you won't know what works if you don't try. I just feel more time could've been used to either test or polish this. I can only recommend this at a later stage and on a massive discount.
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Additional Information
| Developer | Ripknot Systems |
| Platforms | Windows |
| Age rating | None |
| Release date | November 18, 2016 |
| User reviews | 35% positive (130) |
User Reviews
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