Collector [v0.19.0 Alpha] [SneakyShadyLurker]

You inherit a house with a bad reputation and nothing else. An empty house costs as much as a full

You inherit a house with a bad reputation and nothing else. An empty house costs as much as a full one.
So you go into the city and bring people back. You put them to work, learn what they want, and decide how much of it they get. Some end up preferring you. Some never stop looking for the exit. Then you die, and someone you raised inherits everything you built.
Collector is a sandbox management game built on a deep simulation. Nothing is scripted and nothing runs out. Every character is generated and every outcome is earned. The game grows with every release.

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Text-driven, with over 9,500 images. Every resident has their own face, body, and age, and the picture matches the numbers. If you do not like the art, connect your own ComfyUI and the game will paint every character in whatever style you choose.

Nobody is written. Everyone is generated. More than forty linked attributes per person: history, temperament, body, tastes, and genes that pass to their children. Two residents with the same job will not behave the same way, and you can always find out why.

The house pushes back. Every person you take is another mouth, another grudge, another way for the city to notice you. Heat rises, Unrest spreads, illness moves through a crowded household, and rival houses come to see what you have. You never get to just hold down “advance day”.

The other houses have faces. Each rival is a lord or a lady with a temperament, a grudge list, and a bloodline of their own. They raid and bid against each other as much as against you. When one falls, you decide what happens to them.

Men and women both. You set the ratio when you make the world, and you play as a lord or a lady. Conception records both parents. A lady can carry her own heir, and a both-natured lady can sire one.

Your art style, not mine. The game connects directly to a ComfyUI on your own machine. Point the Studio at it and it paints every face and body in the house using your models, six editable prompts, and your own workflows. The numbers stay the same. The pictures are yours, and they can live in a folder on your disk.

It keeps growing. Each release adds a system, not a scene. The roadmap is public, and what this thread asks for loudest sets the order.

Thread Updated: 2026-09-16
Release Date: 2026-09-16
Developer: SneakyShadyLurker WebsiteWiki
Censored: No
Version: 0.19.0 Alpha
OS: Windows, Linux, Mac
Language: English
Genre:
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Ai cg, Text based, Male protagonist, Female protagonist, Character creation, Management, Simulator, Sandbox, Strategy, Rpg, Trainer, Dystopian setting, Corruption, Mind control, Slave, Rape, Vaginal sex, Anal sex, Oral sex, Multiple penetration, Group sex, Gay, Lesbian, Pregnancy, Incest, Lactation, Prostitution, Drugs, Transformation, Futa/trans, Bdsm, Humiliation, Exhibitionism, Male domination, Harem, Big tits, Virgin, Milf, Teasing
Installation:
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1. Extract the archive anywhere. It unpacks to a single Collector folder.
2. Open that folder and double-click index.html.
Updating from 0.12 or later? Download the game-only file. It holds index.html, the notices file, and a small img/ui folder with all the interface art (crests, backdrops, room and city art). It is the complete game without the resident images. Extract it over your existing Collector folder and let the img folders merge. Do not replace your img folder. Saves from 0.10.0 onward load as they are. A save made before 0.10.0 will not load in this release: open it once in any version from 0.10.0 to 0.18.0, save it there, then update.
No installer, no local server, no Python, no Node.js, no account. Fonts and code are bundled into the game file, so it makes no network requests at all and plays with the machine offline. The one exception is the optional Studio, which only talks to an image engine at a local address you enter yourself.
Needs Chrome or Edge 135, or Firefox 147, or newer. Any browser updated in 2026 is fine. Chrome, Edge and Firefox are the tested browsers. The interface is built for a desktop-sized window.
Saves live in browser storage tied to where the game folder sits on your disk. Moving or renaming the folder hides them, and clearing browsing data deletes them. There are six slots, and any of them can be exported to a .collectorsave file you keep. Export before you move anything.
Changelog:
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0.19.0 Alpha (2026-09-16)
New events, a new daily evening action, and a rework of skill progression. Image pack v2 is unchanged. Saves from 0.10.0 onward load as they are.
  • 48 new events about residents, the law, the house, trade and your lineage.
  • Events name residents. The card shows which residents are involved and the odds, which depend on their condition or your skills.
  • Event choices have consequences. A choice can change a resident’s care, registration or ties. Some open a private scene afterwards.
  • Events remember. Your past choices are stored, and some events come back with the same resident on a set day.
  • Event costs can now include contraband, Intel and Focus. Forced coin penalties never take you below 40 coins; unpaid debt becomes Heat.
  • Deadline events show which answer is applied if you ignore them. That default never costs coins or a resident.
  • Event pacing. Crises caused by your own Unrest, rivals or bloodline no longer reset the timer for regular events. Long quiet periods make trouble more likely.
  • The evening. Your rooms now has Rest plus one evening action per day: a walk in the Gardens (Charisma), a swim in the Pool (Strength) or a drink in the Living area (Intelligence) with one resident. Costs 1 Focus, gives 3 relationship and 12 XP, or 16 XP if the resident is at relationship 60 or higher. The four old XP room actions are removed.
  • Skill destinations. Skill milestones are replaced by a list of what each skill unlocks and at what level. The Skills tab and the Training panel show the next unlock per skill and a “What opens” list.
  • Level-up feedback. Every XP source reports the same way: a toast, a line in the day summary and a Chronicle entry. Level-ups made during the day survive a save and load.
  • Sexual experience now raises pleasure during Sex by 0.5% per point and helps discover a resident’s kinks.
  • Clinic and Salon. The Clinic keeps the resident header and tabs in place across all five tabs. Clinic and Salon use the same treatment cards, prices, actions and records. Radical Bloodcraft bookings ask for confirmation first.
  • Fixed: emergency quest XP split, Indoctrinate now uses Intelligence, achievement rewards name the right skill, XP above level 60 no longer rounds to zero, training diversity units, negative pleasure no longer scaled by Sexual experience.
  • Fixed: Training and manual work show why an option is disabled. Event outcomes keep their portrait. The Interaction screen on phones keeps its actions reachable at large text sizes.
0.18.0 Alpha (2026-09-15)
New systems in the Clinic and the resident record. Image pack v2 is unchanged. Saves from 0.10.0 onward load as they are.
  • Bloodcraft. A new Clinic tab, also reachable from a resident’s Genetics record, More orders, Find and the Breeding Planner. Pick a mutation, then choose Body only, Hereditary only, or both, at Moderate (one copy) or Strong (two). Needs a Bloodline Assay, toxicity 20 or lower, and the Vigor serum or Quickening cordial doses shown on the sheet.
  • Six mutations: Dense muscle, Supple tissue, Pigment veil, Keen senses, Glandular efficiency and Rapid metabolism. Each gives a work bonus per copy and adds its own upkeep.
  • Two new organs: Third breast (more Milk) and Second womb (a second pregnancy started within two days of the first).
  • Mutation inheritance. The Genetics record shows what a resident expresses and what they can pass on. One stable copy passes 50% of the time, two copies always pass one. The Breeding Planner shows the odds once both parents are assayed.
  • Directives. In the resident record under Conditioning. Reinforce for 2 Focus (needs 40 obedience). Diligence: up to 20% more work output. Discretion: up to 5 less Exposure per Black Ledger service. Allegiance: up to 25 resolve against rival recruitment. A directive fades over days and breaks at zero (3 trauma, 3 relationship). Release is free. Ground (2 Focus) removes doubt and memory strength.
  • Use leverage. An open Black Ledger dossier can reinforce a directive without the obedience requirement, for 2 Focus, 10 Exposure and 8 doubt.
  • Memory imprints. Two new Theatre operations under Mind at Clinic level 4: Veiled grievance (1,800 coins, 4 days) and Borrowed loyalty (2,200 coins, 5 days). They fade over time.
  • Amputations. Four permanent operations under Limbs at Clinic level 5. Arms 1,800 coins and 18 days, legs 2,200 coins and 24 days. Each duty now lists which limbs it needs. Missing limbs lower market value, escape chance, Drill gains and Force composure.
  • Fixture. A new work role (Onahole). 2.6 coins a day, no aptitude or facility needed, 15% more per missing limb. Costs 1 loyalty and 1 relationship a day and adds 8 trauma, unless the resident has Service or Submission at Cultivated or higher.
  • Manual. Easier to read, with a contents sheet, cause-and-effect flows and navigation that works on a phone. New articles for Bloodcraft, Mutation inheritance, Altered anatomy, Bloodcraft recovery and Directives.
  • Interaction tabs moved from the sidebar to a row above the options (reported in this thread).
  • Fixed: dossier wording (ethnicity capitalisation, leverage line, breast line).
  • Fixed: Nursemaid’s draught now needs 30 doses and ends its course when milk comes in. Winter Mercy keeps its 15 trauma.
  • Fixed: a Theatre operation could overwrite same-day changes from another operation.
0.17.1 Alpha (2026-09-14)
Hotfix for 0.17.0 with the smaller items from this thread. Image pack v2 is unchanged. Saves from 0.10.0 onward load as they are.
  • Drill progress on the card. A resident on a Drill shows a chip on the Second Floor and Collection cards with the aptitude, progress toward the next point, days to it at the current rate, and an End button. The resident record shows the same numbers, and the day summary reports each drilling resident’s gain every day.
  • Second Floor sorting. Sort by Roster order, Relationship, Loyalty, Name, Recently captured, Due day or Attention. A second dropdown filters by attention cause (Health, Keeping, Regimens, Ties, Body, Welfare).
  • Collection lenses. New Drilling and Conditioning lenses, and a Nursery link when someone is pregnant or a child is in the Nursery.
  • Find shows more. Resident results show the portrait, Relationship, Loyalty and discovered traits.
  • Infirmary. Lists injuries, convalescence, dependence and toxicity as well as illness, with the daily cure chance for illness and the days remaining for injuries and convalescence. Names open the record.
  • Duty strain register. Each row names the resident’s current duty (Work, Drill, Tutoring, Storyline quest, Posting, Espionage, Raid) and has Stand down / Return to duty inline.
  • Teachable skills. The record’s Attributes tab lists what a resident can teach you through Talk.
  • Role descriptions now say what each work role earns and which aptitude raises it. The manual explains the time scale: two days of childhood count as a year before Nursery bonuses, while convalescence counts plain estate days.
  • Fixed: a rival’s prized residents could take the whole rival record down. The section now reports the failure in place and the rest of the record works.
  • Fixed: an open action sheet disappeared when its button scrolled out of view.
0.17.0 Alpha (2026-09-14)
The biggest update since 0.13. The interface is the original layout again with new artwork, rival houses can be schemed against and scheme back, and a long list of bugs from this thread is fixed. Image pack v2 is unchanged. Saves from 0.10.0 onward load as they are.
  • The original interface is back. The alpha 12.2 rail, room screens, cards and panels return, with every system added since (Trade, orders, Dynasty, the Studio, the Halls, the Drill) wired into them. Rooms open on their work with no preamble.
  • New artwork. Engraved crests, a painted courtyard on the welcome screen, seven painted Mansion rooms, three painted Felucca scenes, medallions for residents with no portrait and cameos for children.
  • Rival households. Every house has a consort, an heir and a captain. At 75 Intel, Seize can target one of them. A hostile house can take your heir or a bonded or Sworn resident as a hostage. Ransom offers arrive after 3 to 6 days and stay open for 5. Twelve house seals.
  • Schemes. Run up to three at once, one per house. Seize costs 300 coins to start, Pry costs 150. Cast up to three residents as Shadow, Courtesan, Brute, Poisoner or Confidant. Countermeasures: Redouble the Watch (200 coins, 10 days), Seal the Halls (100 coins, 10 days), Question the Household (1 Focus). Intel at 25, 50 and 75 reveals what a house is planning against you.
  • The Black Ledger. Confessions and Pry give hooks on a house. A weak hook spends once, a strong hook can be pressed every 10 days for 1 Focus. The ledger keeps 12 at most. Houses make demands of their own: 25% of your treasury (150 to 1,500 coins) or 10 Heat and 8 Unrest, or a cover-up paid in Focus, coins and contraband.
  • Turn. Draw a rival consort or heir toward you for 200 coins at 75 Intel. Along the way they become an informant (2 Intel a day), give you a hook, can be brought over as a resident, or can carry a cuckoo you call home when the child turns 18. Meet them in the chamber for 2 Focus.
  • Their answer. A rival can turn one of your bonded or Sworn residents in place (work drops to 70%, you lose Intel daily). Question the Household reveals them. An accepted stud or brood offer can carry a sexual contagion into the house. House consent (off by default, needs pregnancy on) lets a rival sire a cuckoo on a turned resident.
  • One-screen entrance. The age notice, portrait choice and New game / Load game / Import are on one screen. Settings on the title screen shows device preferences only.
  • Character creation rebuilt. The five steps sit in one frame with your character card beside them. Arrow keys work everywhere, sliders work on touch, and it holds up at 150% and 200% text.
  • Your ruler has a portrait. An engraved placeholder for your sex, or one you upload in the Dossier. It stays on your device and is never in a save.
  • Nursery. Compact capacity and Milk line, presentations one child at a time, uniform cards, and bonding or temperament choices open in a small dialog.
  • Second Floor. Portrait-led roster, name and sex filters, group actions in one sheet.
  • Room polish. Office, the Halls, Your rooms, Salon, Clinic (Prepare before it is built, Manage after), facility preparation in one dialog that builds when you pick the ground, Estate Council and Facilities layouts, a compact estate bar, a readable family tree, full-width rival records, and raid slots that explain why nobody is available.
  • Truer numbers. Relationship bars grow from a visible zero (38 no longer looks full). Penis size and cup size show as an estimate until anatomy is learned. Court Promise cards show what keeping and breaking pays. The Heat panel lists each City Hall service with its effect. Duty popovers show the role, its gates and where full yield comes from. Bulk regimen assign, dose and clear from the Collection toolbar.
  • The in-game manual was rebuilt. Task guides, search with snippets, a proper reading column, links between entries, and “Read the manual entry” beside Heat, Unrest, duties, the Breeding Planner and Standing Orders. 111 corrections.
  • Fixed: quests failed on the same days in every save (days 3, 7 and 15). Rolls now depend on your campaign as well as the day.
  • Fixed: Bloodline Assay showed traits a resident did not carry, inflating value by 1.75x. Already-assayed residents are corrected on load.
  • Fixed: a tutor stayed blocked from drills and sale forever after the pupil left the Nursery.
  • Fixed: Corrupted residents did not assist captures. Drill and Tutoring now count as duties (rank 3 and 2), and Earned Place reads the work role.
  • Fixed: Service, Denial, Humiliation, Bondage and Submission kinks did not trigger on the matching acts. With several kinks triggered, the mildest trauma and stress figure applies.
  • Fixed: the capture summary’s leverage line listed arousal triggers instead of fears and breaking mechanisms.
  • Fixed: First Steps ended at dispatch. It now continues through work income and the quest’s return.
  • Fixed: a gold outline around the whole welcome panel on first load, and text getting selected while panning the family tree.
  • Fixed: Tab could leave an open dialog. Focus stays inside it.
0.16.2 Alpha (2026-09-02)
Hotfix for 0.16.0. Image pack v2 is unchanged. Saves from 0.10.0 onward load as they are.
  • Fixed: Assign Work hung the Collection screen. Clicking Assign Work on a resident who already had a duty made the Work list jump and freeze. It now stays put, and a click inside the assign menu no longer opens the resident under it.
  • The Second Floor shows everyone again, with three layouts. Names is the plain list. Portraits adds a small portrait next to each name and is the default. Gallery shows large cards like the hunting screen. The three buttons are next to the heading, and the choice is saved per device, not in your save.
  • The Second Floor has two groups. Wants attention lists who needs you, sorted by reason (Health, Keeping, Regimens, Ties, Body, Welfare). Settled folds everyone else under one count you can open.
0.16.0 Alpha (2026-09-02)
Mostly a bug fix release with a large round of interface tuning, plus the last two chamber features from the roadmap. Image pack v2 is unchanged. Saves from 0.10.0 onward load as they are.
  • Every screen opens on the essentials. A few key facts and one main action, with everything else one click deeper under a named button. Nothing was removed. A resident shows three actions and the rest under More, the Collection opens on its list with the filters folded into one panel, the Mansion is a blueprint of squares, and the day ends in one grouped summary.
  • One assign-work menu everywhere. The Work rows, the Inspector, and Find share the same duty list. Each duty shows its fit and daily yield on one line, a duty the resident cannot take stays greyed with the reason, and each line opens a full breakdown.
  • The Halls. Consorts and lovers now spend nights together, and the Halls (under the Mansion) shows what the house noticed. Watch is free. Interrupt (take one of them into the chamber) or Join (both, under Libertine Court) costs 1 Focus, refunded if you leave before the first exchange. Residents with cultivated Exhibitionism get noticed more often.
  • The Velvet Lantern has a patron book. Up to 3 patrons (4 at reputation 40) each want one kink. Offer an evening to an Entertainer and it pays 8, 14, or 22 base coins, times 1.15 / 1.5 / 2 for a Known / Cultivated / Craved kink, plus 10 role XP, reputation, and 1 Heat (halved under Shadow Enclave). Entertainers also produce up to 30% more depending on their cultivated kinks.
  • Cancel a sale order, break or renew an accord. Cancelling a timed sale costs 10% of the quoted minimum and offends every bidder for 30 days. Breaking an accord loses its goodwill plus 15, stops the benefit, and that house will not deal with you for 10 days. An accord in its last 5 days can be renewed at full price.
  • Fixed: psychological trauma never healed when it reached zero outside the daily tick.
  • Fixed: “awaiting a post” counted residents who were drilling, stood down, or on a Reprieve.
  • Fixed: the Attention badge stayed lit forever on residents with a jealous personality. It now names its cause (grief or welfare).
  • Fixed: a ward who came of age could get stuck in the Nursery. Present works from the card and the Inspector, the ceremony offers Release first when the Collection is full, and the day summary says when a presentation waited on room.
  • Fixed: Review on a Trade Ledger listing did nothing (broken since 0.13). It opens the listing’s dossier now.
  • Fixed: the Studio stopped with “no likeness” when it could not read a resident’s face. It now paints from the description, names the folder it needs, and keeps the grant button reachable.
  • Fixed: the first click on Capture could do nothing after a slow first load, and every click after it until the page was reopened.
  • Fixed: the Steward’s welcome was missing on a new game, and his lessons could close a menu you had just opened.
  • Fixed: the Inspector’s “…” menu opened in the middle of the window, Find’s Nursery entry did nothing, and zooming a prospect’s portrait showed the previous person in the Inspector.
  • Fixed: layout bugs reported here and by PM. The Build facility list covered by the square’s info card (Firefox), the assign-work list drawing names over its buttons, the Training Hall’s first button cropped at 150% zoom, “Relationship” wrapping mid-word, Upgrade/Move/Demolish cut off in the Estate Inspector, room names cut mid-letter, and about 20 more from a full playtest (Escape handling, keyboard focus after Save and Load, tab rows ending mid-label, wizard labels, screen reader headings).
  • The wiki gained articles on the Halls, the patron book, trauma recovery, End Drill, undertakings, and the raid path, and the conception article no longer waits for your first conception.
0.15.0 Alpha (2026-08-30)
Mostly a bug fix release, plus three things players asked for. Image pack v2 is unchanged. The game-only download now includes a small img/ui folder with interface art. Download it once; it will stay the same in future updates. Saves from 0.10.0 onward load as they are.
  • Kinks are now a project. Finding a kink makes it Known and starts a Cultivation meter at 0. Feed it with matching choices in the chamber (the resident’s favorite pace counts most). It becomes Cultivated at 40 and Craved at 80. It fades by 0.5 a day after 7 idle days, but never drops below a stage already reached.
  • A Craved kink changes things. The resident asks for it, the request can open an audience, the act is marked on its card, and it no longer counts as one of her inhibitions.
  • Two residents in one audience. Under the Libertine Court doctrine an audience can hold two residents. The second costs 1 extra Focus, refunded if you close before the first exchange. Each resident has her own Ardor and Composure, only acts both would accept are offered, and each is affected separately. A pregnancy goes to the resident the act was aimed at. Purity Cult does not allow this.
  • Both-natured ruler. On the Appearance step of character creation you can choose Nature: As born, or Both-natured (both sets of organs). A both-natured lady can get residents pregnant. A both-natured lord can carry a child. The Theatre also offers you the same seven organ operations it offers residents (grafts from Clinic level 5), at the same prices. Children are born a girl or a boy as normal.
  • New interface art. Corner ornaments on cards, wax seals for the five doctrines, leather, velvet, and vellum textures behind panels, and painted backdrops behind the estate and the city.
  • Fixed: the broker’s “Buy the blood” always said “None detected”. The report now shows every trait, every time, and the price shown is the price charged. Buying it no longer changes the prospect’s value or capture odds (it never did after a reload).
  • Fixed: overlapping text in the assign-work role picker on wide windows (reported here by LizJ).
  • Fixed: 15 more layout bugs found between 390 and 2560 pixels wide and at 150% interface scale. On phones the top bar hid the coins and Focus and pushed the Advance button off screen, the Day drawer covered the top bar, the Inspector drew empty chrome, the Dynasty lineage list lost its column, and several stat rows, meters, pills, and gallery tiles overflowed their boxes.
  • Fixed: a chamber audience that fails to settle no longer gets stuck. It tells you what was kept and what was lost, and you can retry or close it.
0.14.0 Alpha (2026-08-29)
Residents can now be trained, and you build your own founder instead of rolling one. The rest is repair on the interface rebuilt in 0.13.0 and fewer clicks to get things done. Image pack v2 unchanged. Saves from 0.10.0 onward load.
  • The Drill. Start one from the Drill board in the Training Grounds. Brawn, Bearing, and Guile go up a little each day. A Drill is a job: it pauses the resident’s current role and uses her whole day. Ending it gives the old role back.
  • Aptitude caps. Brawn maxes at 100, Bearing at 85, Guile at 60. Acuity is set by wits and cannot be drilled. Base gain is 0.6 a day, scaled by obedience, distance to the cap, and facilities (Training Grounds, Tournament Arena, Library, Training Hall, Estate Synergies). Brawn drops with age past 40 and slowly fades if unused. A Trainer only helps once she has Perfected obedience.
  • Aptitudes matter now. A guard’s strength is her Brawn against what the post needs. Raids use Brawn for fighting, Guile for scouting, Acuity for healing.
  • Qualification is graded. Obedience covers a shortfall of 10, 20, or 30 points depending on milestone instead of waiving every requirement. Production falls in a straight line to half at a gap of 40. The dossier shows the number.
  • Character creation in five steps. Name and Lord/Lady, body and appearance, blood, archetype, world settings.
  • The Natal Record. Take one hidden roll, or write your genes yourself. Gifts cost points, burdens give points back, and every point must be spent. Burdens: a carried defect, thin blood (fertility 0.85), a soft hand (one stat 8 lower), or rare blood (no Rare or better gifts at start). Everything you write is heritable.
  • Defect readout in the Breeding Planner. For each known defect gene: what each parent carries, the chance a child gets a copy, and the chance it shows.
  • Intimate record. Six readings on the dossier that fill in as you learn them. Seduction, Persuasion, and Barter reveal a prospect’s state at capture. Stealth, Trap, and Force leave it unknown until an audience or the physician. The broker sells the physician’s report for 25 coins. He does not sell her tastes.
  • Painted scene states. With the Studio painting the house, the portrait changes to a painted state when Ardor gets high and again at release.
  • Fewer clicks. Ctrl+K can run actions, not just open screens. Every list has its actions on the row. The Office and the Second Floor are one click from where they are named. The Estate Blueprint no longer shows 42 “Not yet” buttons to a new player.
  • Fixed. Clicking the Apothecary, Salon, Clinic, or a rival house opened a black screen. Clicking a resident, prospect, child, room, or the ruler did nothing. Building failed in the first two weeks. The Library opened empty. The Blood section was missing from the dossier. All work again.
0.13.0 Alpha (2026-08-26)
The interface was rebuilt from scratch. Sex scenes now play out step by step. Your own ComfyUI can paint the whole house with no storage cap. Image pack v2 unchanged. Two things break: saves made before 0.10.0 no longer load, and the minimum browser is now Chrome/Edge 135 or Firefox 147.
  • New layout. Six sections down the left (Mansion, Collection, Felucca, Dynasty, Operations, Records). Coins, Focus, day, gauges, and Advance across the top. Panels no longer grey out the screen behind them.
  • The Inspector. The right column shows whoever you selected, their actions with costs, and their details. A greyed-out action says why. You can pin a selection or expand it to full width.
  • Every name is a link. Clicking a resident’s name anywhere selects them. Ctrl+K finds any screen.
  • The Day drawer. One drawer at the bottom with upcoming deadlines, things that need an answer, the day’s log, and reference info. Events no longer interrupt you.
  • Nine views of the Collection. Collection, Work, Keeping, Welfare, Ties, Health, Regimens, Body, Ledger. Batch actions check every target first and only apply to the ones that pass.
  • The chamber. Touch, Sex, and Force are now step by step. Pick an act and a pace, watch Ardor and Composure change. Up to 8 exchanges, ends at release or when you stop after 3. Total effect is capped at 1.6x a single act.
  • Paintings on disk. Storage caps removed. Paintings can live in a folder as normal files, the Studio reads them back after an update, and a bundle moves the whole gallery to another machine.
  • Family name. Choose the father’s line under Lineage and later children take his name. Existing saves are unchanged.
  • More inheritance. Temperament, tastes, attachment, and kink leanings pass to children. Inheritance uses the body as born, so surgery does not pass on. The ruler is a full parent on either side.
  • Breeding Planner projects the whole child (daughter and son) and lets you stand in as parent. Adult dossiers list known parents.
  • Departures are logged. Escapes, defections, raids, confiscations, and rival claims each get a log entry with the Heat cost.
  • Bug fixes. Pregnant ruler saves load, three standing promises load, confirming an interaction no longer blanks the page, rival houses follow your gender ratio, loyalty resists poaching, a Wet Nurse stands down when her milk ends, a recovering mother shows days remaining, skills show their true cap, roster filters take multiple values.
0.12.2 Alpha (2026-08-23)
Hotfix for 0.12.1. Image pack v2 unchanged.
  • The Studio can paint everyone. New setting under Settings > Studio. “The Studio” makes your ComfyUI paint every adult prospect and resident as they appear on screen.
  • Paintings stay on this device with a size limit of 512 MB, 1 GB (default), 2 GB, or 4 GB. Old prospect paintings are dropped first; residents are protected.
  • Painting status is shown on each image and in the status bar.
  • Old all-female saves are offered the standard 80/100 gender ratio once on load. Existing residents are not changed.
  • Fixed. A day’s skill gains were lost on reload. An all-female world could never produce men.
0.12.1 Alpha (2026-08-23)
Large hotfix for 0.12. Every report from the thread and inbox was answered, and the Focus wall for big Collections is gone. Image pack v2 unchanged. Uncaptured prospects are re-rolled on old saves (their faces were wrong). Your residents are untouched.
  • Focus can go negative. Spend up to 2 past zero and the day runs late. The next morning starts short by that amount and you are Worn until it clears. End a day with 4 or more unspent and tomorrow starts with 1 extra, up to 10.
  • Hold court. Once a day for 2 Focus in the Grand Salon. Charisma 40 seats 3, 70 seats 5, 90 seats 8. A Paramour can co-host for 2 more. Under Libertine Court the court can turn intimate.
  • Two new council offices. The Chamberlain does the Rounds for free. The Marshal of the Hunt (a Guard at 70 loyalty) makes one Stealth capture attempt a day under three settings that trade odds against Heat.
  • Drill, Lecture, Night work, Second Wind. Drill and Lecture come with their doctrines. Stealth 70 pays the first Black Ledger Focus cost of the day, Shadow Enclave the first two. Second Wind buys a permanent max Focus point for 120 Legacy Points, twice.
  • Vulva removal in the Theatre. 1,200 coins, 8 days, once the womb is gone.
  • Studio improvements. Paints eyes, accepts a light and seed, names the cause of each refusal, finds GGUF models.
  • Standing Orders apply as one step, so a failed day leaves nothing half done.
  • Rival houses now appear once you pass day 30 with five residents. Rival grudges survive a load.
  • Face shape odds fixed. Square and Round were swapped (15% and 2%), and many rolls stopped one short of their max.
  • Bug fixes. Interact from every roster card, unlocked interactions respect anatomy, Operations tiles honor their locks, Black Ledger buttons say what is missing, no resident is permanently unsellable, hormone steps hold, toasts keep their timers, a failed panel can be closed, an old browser gets a message instead of a dead title screen.
0.12 Alpha (2026-08-21)
Men are in the game. Residents and rivals can be male, and you can play as a lady. Every image was repainted (9,586 of them) and men have art for the first time. Saves load and keep everything. Needs image pack v2.
  • Men in the world. Gender is rolled per prospect at world creation, at a ratio you set. Male residents have their own bodies and work in every system.
  • Lord or lady. A lady has a cycle, can get pregnant, and can carry her own heir.
  • Both parents recorded. Conception records carrier and sire, sons are born, and every resident has a sexual orientation.
  • Five hormone courses in the Apothecary reshape a body over time. The Theatre can add and remove organs, flatten a chest, and change a face.
  • No Collection cap. The 50-resident limit is gone. Upkeep is the only limit.
  • Every image repainted. All eight pools, 9,586 images, including male portrait, chest, groin, and rear.
  • Portraits age. Four age bands from 18 to 50+. A birthday moves a resident to an older version of her own face.
  • Studio upgrades. Six editable prompts, a workflow dropdown, and one pass that paints every empty frame.
  • Standing Orders can start conditioning programs or set arrangements for every resident matching a filter.
  • 21 new wiki articles, 118 in total.
  • Fixed: selling works again. In 0.11.1 no resident could be sold after day one. Refusals now say why.
0.11.1 Alpha (2026-08-17)
Hotfix for 0.11. On a browser with full local storage, “Begin” failed with “The house would not open. Try again.” forever. The game now starts even when storage is full, and Settings and Studio changes apply for the session even when the browser cannot save them. Saves and image pack unchanged.
0.11 Alpha (2026-08-17)
Rival houses have faces and play their own game. The Clinic gets surgery. Two full audits closed about 200 findings. Saves load and keep everything. Image pack unchanged.
  • Rivals with faces. Every rival house is led by a woman with a portrait, temperament, kink, fear, desire, and signature bloodline trait. She remembers what you did, and prefers to reclaim the resident you stole.
  • Prized stock. Each house keeps 1 to 3 prized residents with real genes. Intel at 25, 50, and 75 opens their file; at 75 you can plan a kidnapping. Win a war and the best one is yours.
  • The Reckoning. A beaten rival waits for your judgment: take her into the Collection, make her house a vassal for tribute and half-price residents, or exile her with half her fortune (she may return against your heir).
  • The Exhibition. Four times a year each house enters one resident before the judges. Between shows, brood contracts rent a bloodline for 15 days and stud rights sell 5 days of a resident’s time.
  • Houses fight each other. Rivals raid each other, make and break pacts, and a house driven to the floor is absorbed. Lead the field and a coalition forms against you, with a visible meter and three counters. Rivals bid at auction and sell back what they stole.
  • Courtship and the Paramour. At 50 Attitude a rival receives you: four scenes, 2 Focus a visit. At the fourth she is your Paramour: daily intel, no pact or coalition against you. When her house falls, Union brings her into the Collection willingly.
  • Faction bounties against rival houses, one at a time.
  • The Theatre. From Clinic level 3, permanent operations: twenty on residents (figure, face, skin, restoration, reproduction, mind) and six on you. Every operation shows its complication chance. Recovery displaces work, strain is permanent and lowers her price past 30.
  • Lactation runs its course. 40 days full, 30 days waning, then it ends. A birth restarts it and the Lactation Rite raises the plateau.
  • Prospects are veiled. Face visible, body views hidden until captured.
  • Capture fixes. Gear has diminishing returns, at most three assistants, a failed attempt makes the same prospect warier that day, gear wears out, one loyalty table on arrival, the worst prospect is expensive rather than impossible.
  • Economy. Work earns 25 to 40% more, production scales with empire tier, registration costs 30 coins, unrest settles 0.75 a day on its own.
  • Bug fixes for everything reported: Focus no longer spent on a cooled-down attempt, name casing, the neglect card, notices stacking, Breeding Planner ranges, and about thirteen more.
Thanks to Dexell on the tracker and LizJ here for the reports.
0.10 Alpha (2026-08-13)
The Studio arrives, plus the largest bug fix round so far (18 tracker reports and many from PMs).
  • The Studio. Run ComfyUI on your machine, enter its address in Settings, and “Paint a study” in a dossier generates a new image of that resident, using her face where your engine supports it or her description where it does not. Adults only. The game stays offline unless you connect an engine, and then only talks to that local address.
  • Dynasty tree shows each departed resident’s fate and the heir who took over. An heir’s discovered traits survive ascension.
  • Work explains itself. Every role is listed, locked ones say why, nursery actions show their age windows, and the forecast matches what you actually get.
  • Whole-number vitals. No more 59.40000000000003.
  • Bug fixes. Collapsible sections expand, ascension pays the promised endowment, a child cannot get her mother’s exact name, and many interface repairs.
0.9.2 Alpha (2026-08-12)
Hotfix. The notices panel, a clicked tooltip, and empty panel frames no longer stay on screen. Tooltip delay is now 450ms.
0.9.1 Alpha (2026-08-12)
Hotfix. The Save/Load window accepts a slot again, panels use their full height, accords stop raid threats from allied rivals, fractional work output is carried over instead of lost, the Codex counts the living after ascension, and a Notices log was added next to the day counter.
0.9.0 Alpha (2026-08-11)
Residents form friendships, rivalries, and romances on their own, and each one costs you attention. Minimum browser moved to Chrome/Edge 125 or Firefox 132. Safari no longer supported.
  • Household Ties. Up to 6 ties per resident. Companions sharing a role add 5% production, confidantes and lovers 8%. Rivals cost 5%, bitter rivals 10%, and rival pairs forced together add Unrest and fight.
  • Romances. A secret romance risks discovery daily. Once discovered you permit, forbid, or wait. Forbidden lovers may keep meeting, disease travels between lovers, and losing a lover leaves the survivor heartbroken for 7 days at 70% output.
  • Arrangements. Set each resident to Free, Companionship only, or Kept apart. Arrange or separate pairs, or fan a rivalry for 7 days of harder work. The market prices heartbreak at -8% and a recently sold companion at +6%.
  • Keeping. Every resident is Light, Steady, Needful, or Consuming. It says how fast she slips when ignored and what satisfies her. Patience is 2, 5, or 8 days by personality.
  • Five ways to lighten it. Daily rounds, an Attendant who tends up to three others, an oath after 10 days loyal and unhurt that ends the need, a content house that steadies newcomers, and the Lethe Draught.
  • Capture odds are exact. The breakdown shows every step of the real roll, barter shows its real price, a failed capture suggests a better approach, and a failed seduction target stays warmer for the day.
  • Better first days and several bug fixes (panel flashes, Estate Council layout, family tree tangles, truncated names, swallowed clicks).
0.8.0 Alpha (2026-08-09)
You can now buy and sell residents, and the Apothecary makes drugs.
  • Resident listings. Brokers post five names every 7 days. More brokers unlock with Night Market reputation and faction standing, up to eight.
  • Inspect before buying. Each line is confirmed, estimated, a seller claim, or unknown. Inspection is free. Price is asking price plus a 3% fee.
  • Three ways to sell. Direct sale (12% fee, same day), consignment (4%, 7 days, higher price), auction (3 days, shows a range).
  • Sold residents can come back on a later listing, up to twice, keeping identity, history, injuries, and regimen. Household relationships are lost.
  • Demand. Buying raises it 2, selling lowers it 2, every 3 points moves price 1% against you, and it recovers 4 a week.
  • The Apothecary. 900 coins, 6 coins per level per day, 8 levels. Fourteen formulations, four known at start, the rest researched. Each rank adds 10% yield and cuts 10% toxicity.
  • Regimens. Dose every 1, 2, 3, or 7 days, stop at a toxicity cap of 20, 40, 70, or 100. Addiction at 20; withdrawal costs up to 6 trauma and 4 obedience. Toxicity 40 triggers a warning reaction, 70 a severe one.
  • Fixed. Broken genetics records on older children are repaired on load. Developer text removed from the Transaction Log.
0.7.0 Alpha (2026-08-09)
Events calmed down and facilities got cheaper.
  • One event a day, at most. A negative event comes no sooner than 3 days after the last and no later than 6.
  • No event can bankrupt you. Coin demands cap at 40 coins; the rest becomes Heat (1 per 20 coins, max 10).
  • Events can wait. Anything with a deadline can be postponed. Five new opportunity events.
  • Facilities cost about half. Bedroom 400 coins, Kitchen 300, Clinic 650. Each level multiplies by 1.35 instead of 1.5.
  • Estate Blueprint rebuilt with costs, returns, and payback time shown, keyboard support, and a move mode.
  • Fixed. Panels update live instead of on reopen, investigations charge correctly, trait bars no longer overlap, save import works from the title screen.
0.6.1 Alpha (2026-08-08)
Several things the game claimed to do did nothing. Equipment sets now work (Ghost, Diplomat, Breaker), the Breeder, Trainer, and Healer roles actually do their jobs, the legendary record is written, Scavenge raids are scored correctly, portraits are back on the dossier, newborns no longer starve on day one, and the wiki was re-checked against the code.
0.6 Alpha (2026-08-07)
Breeding became something you plan and read.
  • Breeding Planner projects a pairing gene by gene before you commit. The old Breeding Pen is gone.
  • You have a genotype and pass it on.
  • Bloodline Assay reveals carrier and fixed states exactly.
  • Any living descendant can be heir, and fixing a trait in a third-generation descendant closes an era.
  • The Nursery has its own place. Children reach 18 in 36 days, or 31.5, 27, or 22.5 with a Nursery.
  • Bodies rebuilt from four independent axes with realistic measurements. Body shape is now heritable.
  • Menstrual cycle runs. Ovulation gives 2.5x conception chance, menstruation 0.1x.
Uncaptured prospects are re-rolled on load.
0.5.2 Alpha (2026-08-05)
The version number is shown at the bottom of the left menu. Navigation rail no longer flickers while loading. Achievement counts no longer get cut off.
0.5.1 Alpha (2026-08-05)
Wide screens are used properly: doctrines four abreast, all four archetypes in one row, shop grids.
0.5 Alpha (2026-08-05)
Newly unlocked things are marked. Eight new tutorial beats for the mid-game. All errors, tooltips, and toasts rewritten in one voice. The coup ceremony now appears at Unrest 100. Market and quest board got filters. Confirmations on war, demolition, and doctrine changes. Better contrast and reduced-motion support. The capture manual moved into the wiki.
0.4.6 Alpha (2026-08-04)
New games start on Day 1 (the first Advance used to do nothing). The day always turns even if the simulation fails. Cooldowns count game days, not real hours.
0.4.5 Alpha (2026-08-03)
Raid captives get their names back on load. Rival rosters are accurate. Finished wars are archived. Every faction storyline can be completed. Zoom button works on every image.
0.4.4 Alpha (2026-08-03)
The navigation rail names its destinations, with a “Not yet” tray and a Ctrl+K search. Old saves with damaged trait data are repaired. Raid captives keep their names. Family records fixed (children listed, no parent-child romances).
0.4.3 Alpha (2026-08-03)
Traumatized residents recover over time (the wiki lists the numbers). Raid planner fixes. Panels stay inside their boxes.
0.4.2 Alpha (2026-08-02)
Card grids stay inside their panels at every window size.
0.4.1 Alpha (2026-08-02)
Faction storylines progress. Hunting ground unlocks are permanent. Trade ledger cooldowns survive closing. Rest works. Inspections and bounty crews can fail. Children take after their mothers. Save storage reports honestly. Wars can be read and won.
0.4 Alpha (2026-08-01)
Quest progress survives reload. Quest board shows full terms. Raids take real named residents. Six raid outcomes with stated multipliers. Eighteen facilities and the Estate Blueprint. Upkeep the treasury can survive.
0.3.2 Alpha (2026-08-01)
Big estates stay responsive (closed panels stop recalculating; 95% faster in a 250-resident test).
0.3.1 Alpha (2026-08-01)
Loading rebuilds street prospects exactly. Refund and payment exploits closed. Poach and Assault raids have targets. Menus keep honest lists.
0.3 Alpha (2026-07-31)
Passive Heat caps at 60. Rested residents recover strain at work. Loyalty 70+ calms the estate. Coin production scales with empire tier up to 2.4x. Skills level about 3x faster. Espionage pays for itself. Permanent injuries stay permanent. New font and interface size setting.
0.2.1 Alpha (2026-07-30)
Interface pass: menus and modals scroll properly, small windows keep every control reachable, locked destinations show what unlocks them.
0.2 Alpha (2026-07-29)
Children grow up and join the household with a Station you choose. Real inheritance: both parents pass traits, two copies makes a trait Fixed. Inbreeding concentrates flaws as well as gifts. Breeding Planner and Bloodline Assay. Kin consent must be earned.
0.1 Alpha (2026-07-29)
First public release. Procedural characters, capture and conditioning, household economy, dynasties, Heat, unrest, disease, rivals, factions, espionage, raids, and local saves with export and import.
Developer Notes:
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On age. Every sexual character is an adult. The floor is 18, and it is enforced in the simulation on every path that carries out an action, not only in the interface. The age range you pick at world creation can narrow who is eligible but can never lower the floor. There is no option that changes this and there will not be one. Characters under 18 exist only through the pregnancy and child systems, as the next generation of a dynasty, and are excluded from all sexual content in every configuration of the game.
On the art. Every image is AI-generated, which is why the thread carries the Ai cg tag and the notice at the top. None depicts a real person. 0.12 repainted the whole set: 9,586 images through one engine, four age bands per portrait, and men painted for the first time. If my style is not yours, the Studio connects to a local ComfyUI and repaints any resident in whatever style you run at home.
You can bring your own images. The game finds them by folder and filename, so any pack that keeps the layout of the img folder drops straight in next to index.html. No patch, no rebuild. Going past the number of images a slot already holds is the one change that needs a new build, so tell me if you get that far.
On privacy. No account, no server, no telemetry, and no outbound requests of any kind, unless you connect the optional Studio to an image engine on your own machine. Nothing about your play reaches me, which also means I cannot recover a lost save, so export.
How to help, if you want to. This is an alpha with a lot of surface area, and the most useful thing anyone can do is tell me where it stops being fun:
  • Balance. Which loop stalls, which resource is too easy to get, where progress feels unearned or grindy.
  • Bugs. Export the save and attach it. Generation is deterministic, so a save plus the day number usually reproduces the problem exactly.
  • Legibility. Anywhere the game does something to you and you cannot work out why. That is a design bug, not a you problem.
I read this thread, and everything in it gets weighed. For bugs, the issue tracker is the surer path: a report there keeps its save file, console output, and follow-up in one place. The feedback in this thread has shaped every release since the first, and I am grateful for every piece of it.
Content notes, covering what is in the game and what is not, before you download: Content Notes
Player wiki: Home
Roadmap, what is planned and what is still being weighed: Roadmap
Report a bug: Issue tracker
What you spend your time doing:
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Take people. Six approaches, from stealth to force, each keyed to different stats and different targets. Force is reliable but leaves trauma that takes months to heal. Barter is cheap but leaves someone who agreed out of desperation and knows it. The approach you pick is the relationship you start with.
Learn who they are. Every resident has a dossier: background, body, genetics, an intimate profile, and a history they only tell you once they trust you. Residents form friendships, rivalries, and romances you never approved, and each one expects a share of your day.
Run a household. Thirteen work roles, facilities to place, daily needs, and contentment that moves loyalty either way. An Apothecary that researches drugs and doses them daily, hormone courses included. A Theatre that performs permanent surgery on residents, and on you. A living market with weekly contracts, where brokers post names and buy yours back. The Collection has no cap. Upkeep is the limit.
Hold the estate together. Heat and the watch. Unrest with threshold events. Disease and quarantine. Drug regimens with addiction you can use as leverage. Doctrines that reshape the whole simulation. A council with officeholders who want things, and promises made in court that people remember.
Build a bloodline. Conception records both parents. Mendelian trait passing, a nursery, education, and consorts who pair off and get jealous. The Breeding Planner shows what a pairing is likely to produce, the Bloodline Assay shows exactly what a line carries, and a brood contract rents another house’s prized line for 15 days. Children come of age and take a Station. Portraits age with the years. Eventually you name an heir, hand over everything, and keep playing.
Fight for the city. Rival houses hold territory, raid each other, make and break pacts, bid against you at auction, and enter the seasonal Exhibition. Lead the field and they form a coalition. Court one and she may become your Paramour. Beat one and you decide her fate: taken into the Collection, made a vassal, or exiled. Factions take your agents, post bounties, and offer questlines with permanent rewards.
Paint it yourself. ComfyUI support is built in. Give Settings the address of your local instance and the Studio repaints any resident in your own art style, from their actual body and age. Six editable prompts, your own workflows, and one pass that paints every empty frame in the Collection.
Around all of it: a 118-article in-game wiki, a codex, achievements, Standing Orders to automate the boring parts, and daily and weekly reports on what the estate did while you were looking elsewhere.
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Collector is a management sim first and a gallery second. There is no written cast to run out of, so it does not end when you have seen all the art. The interesting part is watching forty attributes turn into behavior you did not expect.
  • Determinism. Characters are regenerated from stored seeds. Nothing rerolls behind your back, and a save plus a day number reproduces any outcome.
  • Visible odds. Every capture and interaction shows the full breakdown before and after. No hidden fudge, no pity timer.
  • Consequences compound. Heat, Unrest, grudges, disease, and rival attention feed each other. The failure state is a household that quietly stops working, not a game-over screen.
It is an alpha. The systems are in and connected, and the balance is not finished. That is the stage where informed feedback changes the shape of the game, which is why this thread exists.
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*update from 0.12 or later, keep your img folder*

Collector [v0.19.0 Alpha] [SneakyShadyLurker]