Class of ’09

5/5

Class of ’09 is a visual novel that places players in the middle of high school life during the late 2000s. Players take control of a teenage girl navigating friendships, social cliques, and personal reputation. The story is built around dialogue choices, giving players control over how the main character speaks, acts, and reacts to the people around her. Every decision shapes how classmates view her, whether she becomes popular, feared, or completely ignored.

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Class of ’09 is a visual novel that places players in the middle of high school life during the late 2000s. Players take control of a teenage girl navigating friendships, social cliques, and personal reputation. The story is built around dialogue choices, giving players control over how the main character speaks, acts, and reacts to the people around her. Every decision shapes how classmates view her, whether she becomes popular, feared, or completely ignored.

Consequences and Multiple Outcomes

Each choice players make affects the character’s social standing and the way the story branches. Picking fights with classmates could make certain groups turn against her, while being overly nice might attract unwanted attention. The game encourages players to experiment with different attitudes, leading to multiple possible endings based on how the character handles relationships, gossip, and school events. The system ensures that no two playthroughs are exactly the same.

Authentic 2000s Style and Humor

Class of ’09 leans heavily into the late 2000s setting, using slang, fashion trends, and cultural references from that time period. Flip phones, early social media, and outdated internet humor are all part of the experience, helping to create a sense of time and place. This attention to detail adds another layer to the game, turning it into both a story about teenage life and a snapshot of what high school felt like in that era.

A Story Where Personality Defines the Outcome

The main character’s personality is shaped entirely by player decisions, allowing her to become anything from a sarcastic troublemaker to a quiet observer or even a manipulative queen bee. With each response, players decide whether to escalate drama, avoid conflict, or play both sides for personal gain. This freedom to craft the character’s personality makes every interaction important, turning high school into a stage where reputation, relationships, and quick thinking all influence how the story ends.