
Repella Fella is an interactive, point and click, choose your own adventure. This cinematic tale is set in a post-apocalyptic, futuristic Australia. Alternate between 3 intertwining stories. Replay the game multiple times to attempt different solutions and achieve every possible ending.
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About
Repella Fella is a comedy-drama set in a future, post-apocalyptic Australia. This choose your own adventure tells the story of 3 main characters as they work towards a better life. How they reach that life is up to you. Shoot, stab, lie or maim your way through each problem as it presents itself. Lend a hand or chop one off, the choice is yours.
Choices matter - Over 120 options to pick from, with multiple endings
An animated epic: 6+ hours of cinematic gameplay hand-crafted by 1 individual
Designed with Replayability in mind - with 3+ approaches & outcomes to every problem
A full voice cast, with over 90 talented actors
Authentically Australian - no overdone accents or dusty, barren wastelands
A labor of love, 6+ years in the making







It's been a long time. 15 years... was it? I have absolutely no idea what's waiting for me out there. What if it's all... gone? I can't worry about that now, the room will start flooding soon. Better pack my things.
It was 1968. I don't know what happened exactly. A siren was wailing and the call I was on had been cut short. Soon after, there was a bright light followed by a deep rumble... it echoed through my entire body. Been stuck in here ever since.
I can almost see the surface now. I can't wait to feel the sun on my skin again. Maybe... just maybe... everything will be like it was?
Yeah, right.
Explore weird and wonderful locations scattered throughout Australia. From outposts resembling something from a history book, to cities where you could... swear... you... saw... a car without wheels?
Thankfully, the world still seems familiar enough. But something's... off. The wildlife's... different. And what's with all of these armed fellas runnin' around the place? They're definitely new! If you thought Australia was a dangerous place the last time you saw it, you ain't seen nothin' yet.
Wanna get a better idea of how things work? Try to find a settlement and talk to some locals. Walk around and get feel for the place. Lend a hand or chop one off, the choice is yours.
The game consists of either making choices during cinematics or exploring interactive areas to progress through the game.
There are various locations where you can walk around, chat to people, make story based choices, discover multiple subplots, find reading materials, listen to audio cassettes and complete small quests. Many objects can be interacted with, and there are numerous items you can find to use in your adventures.
One book in the game contains over 120 pages full of information, illustrations and photos.
It's not possible to see all of the content in any one playthrough. You will need to play the game at least 3 times to see the majority of the game's content.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
deserves more attention
that was one hell of an elaborate setup to tell us, after nearly 20 years, that Ray Part 3 is never coming, ha. In all seriousness though, there's a lot of nostalgia for Ray and Newgrounds and all that but I understand completely what the difference is. This is one of those rare gems that is a ridiculously hand-crafted labor of love finished with the kind of care that one puts into their life work and you can get it for a song. Hand drawn lip syncing for 5 hours worth of animation should say enough. Plus it has the kind of strain of mad c*** Aussie humour that makes so many of our games and movies so infamous. Congratulations Phil. I hope this title is paying off well for you, because after everything you've gone through, you deserve it.
I grew up on Newgrounds flash games and Ray was one of the games I played growing up. I was pleasantly surprised with the quality of this game, you can tell that the creator put a lot of his passion into this, the story is charming and feels like it could be a cartoon. However, this fits perfectly as a game with the choices you make even if small but the differences add a slight twist. The voice acting is great, the writing is good and the humor is akin to what you'd find in current era of Newgrounds. This game definitely feels like a jump from teenage edgy humor to adult subtle "edgy" but not really humor, which isn't a bad thing but shows how much people shape throughout the years as an adult. This game is a gem and I hope to 100% it and go through different routes!
What a game! came back to ray series on internet, notice you mention this is your new recent product on steam and WOW! The feeling and vibe of the early 2000s hit hard! same as when I play ray 1,2, and 3 introduction as a little kid. Would be cool if ray 3 actually happen though.
Some of the best lore I’ve ever experienced
Repella Fella is a narrative-heavy point-and-click adventure created by Misadventurous and published by MicroProse Software. The game presents itself as a cinematic interactive story set in a bizarre post-apocalyptic version of Australia, blending dark comedy, branching storytelling, and classic adventure mechanics. Instead of focusing on traditional puzzle-heavy gameplay, the experience is built around player choices, dialogue interactions, and animated story sequences that unfold like an episodic animated series. The project is particularly notable because it was largely developed by a single creator, yet it delivers a surprisingly ambitious adventure filled with extensive voice acting, animated cutscenes, and a large number of narrative branches. The result is a game that feels as much like an interactive cartoon as it does a traditional adventure title. The story takes place in an alternate future where a catastrophic event has reshaped Australia into a chaotic and fragmented landscape. Society has collapsed, and the country has become a patchwork of unusual settlements, foreign-controlled territories, and eccentric communities struggling to survive in a harsh new reality. The narrative begins decades earlier with a pest control worker whose life takes an unexpected turn when he becomes involved in events surrounding the disaster. Through a series of unlikely circumstances, he ends up sealed inside a survival bunker and remains hidden for many years. When he finally re-emerges, he discovers that the world outside has changed dramatically, setting the stage for a sprawling narrative that spans multiple perspectives and storylines. As the story progresses, the game introduces several playable characters whose lives intersect across the strange and dangerous new Australia. Each protagonist represents a different part of this fractured society, offering unique perspectives on how people have adapted to the post-apocalyptic environment. These characters become entangled in political struggles, personal vendettas, and absurd situations that reflect the chaotic state of the world around them. The game’s structure allows the narrative to shift between these perspectives, gradually revealing a larger story about survival, identity, and the unexpected ways individuals can shape the fate of an entire country. Gameplay follows the familiar structure of classic point-and-click adventure games. Players explore hand-drawn environments, interact with objects, and engage in conversations that advance the narrative. Instead of relying heavily on complex inventory puzzles, the game streamlines many interactions so players can focus more on dialogue and decision-making. Conversations frequently present multiple choices that determine how situations unfold. These decisions may lead to peaceful resolutions, comedic mishaps, or violent outcomes depending on how players choose to handle each encounter. The emphasis on choice means the story rarely follows a single predictable path, allowing players to experiment with different approaches to see how events change. One of the defining features of Repella Fella is the sheer number of branching story possibilities. Throughout the game, players encounter dozens of decision points that influence both immediate events and long-term consequences. Some choices alter relationships with other characters, while others lead to entirely different narrative outcomes. In certain situations, a wrong decision may lead to an abrupt and often humorous failure that sends players back to try again. Because of this structure, the game encourages replayability, inviting players to revisit earlier scenes and explore alternative outcomes. The branching narrative design creates a sense that each playthrough is only one version of the story, with many other possibilities waiting to be discovered. The humor in Repella Fella plays a major role in defining its personality. The writing embraces a distinctly Australian style of dark comedy filled with slang, sarcasm, and outrageous situations. The tone frequently shifts between absurd humor and surprisingly emotional moments, creating a narrative that can feel both hilarious and unexpectedly sincere. Characters often find themselves caught in ridiculous scenarios that escalate into chaotic or violent outcomes, yet the story occasionally pauses to explore deeper themes about belonging, family, and the meaning of survival in a broken world. This mixture of humor and drama gives the narrative a distinctive voice that stands apart from many other adventure games. Visually, the game features a bold animated style reminiscent of adult animated television shows. Characters are drawn with exaggerated expressions and fluid animation that bring their personalities to life during conversations and cutscenes. The environments are filled with small visual details that reward exploration, with many objects offering humorous descriptions or hidden jokes when examined. Despite the project’s indie origins, the amount of animation throughout the game is impressive, with numerous cinematic sequences that enhance the storytelling. The visual presentation helps reinforce the feeling that the player is participating in a fully animated narrative rather than simply reading dialogue boxes. The sound design and voice acting further enhance the game’s immersive qualities. A large cast of voice actors brings the diverse characters to life, delivering dialogue with distinctive accents and personalities that emphasize the Australian setting. The voice performances add comedic timing and emotional nuance to the story, making interactions feel lively and engaging. Background music supports both the comedic and dramatic elements of the narrative, shifting between energetic tracks during chaotic scenes and more subtle compositions during quieter moments. Together, the audio and visual elements create a cohesive presentation that strengthens the game’s cinematic feel. Another highlight of the experience is its worldbuilding. The post-apocalyptic Australia depicted in the game is far from the bleak wasteland often seen in similar settings. Instead, it is portrayed as a strange and colorful world filled with unusual communities and eccentric characters who have adapted to their circumstances in unpredictable ways. Players encounter settlements shaped by foreign influence, remote outposts with bizarre traditions, and locations that reflect the strange cultural evolution of a society isolated from the rest of the world. These environments contribute to the game’s sense of humor while also making the setting feel surprisingly rich and imaginative. Overall, Repella Fella is an ambitious and distinctive indie adventure that combines branching storytelling, animated presentation, and dark comedic writing into a memorable experience. Its focus on player choice and narrative consequences allows the story to unfold in many different ways, encouraging multiple playthroughs to explore alternate outcomes. While the gameplay itself is relatively straightforward, the strength of the characters, worldbuilding, and humor makes the journey entertaining from beginning to end. For players who enjoy story-driven adventures with strong personalities and unconventional humor, the game offers a unique and creative take on the interactive narrative genre. Rating: 9/10
I've never experienced a game like this. It's unique in how it immerses you in its world, the story is incredibly complex for a clicker game!
its a really good australian apocolyptic game ive played for 1 hour and i love the game!
Repella Fella is one of the most unique point-and-click adventures I’ve played in years. Set in a twisted version of post-apocalyptic Australia, it blends dark humor, clever storytelling, and crazy situations in a way that’s both hilarious and surprisingly thought-provoking. The animation style is gritty and distinct, the voice acting is top-tier, and the choices you make actually matter—leading to multiple, very different outcomes. It’s violent, absurd, and full of personality, and that’s exactly what makes it so good. If you’re into narrative-driven games that break the mold, Repella Fella is absolutely worth your time.
I am now humbly asking for a sequel to the game. I have thoroughly enjoyed it and loved every single little cutscene after the game. And I will also be replaying this probably multiple times. So please, make a sequel.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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