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.
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 Futa lady can sire one.
Your art style, not mine. The game connects directly to a ComfyUI on your own machine. Point the image generator 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.
- Starting scenarios. Character creation now starts with a Scenario step. The Empty House is the old standard start. The other six: The Unbroken Line (a blood relative lives with you), The Inheritance (trained residents from a dead collector, and a rival who wants them back), The Novices (novices of the Hearth), The Lantern Debt (you run the Velvet Lantern and owe its creditors), Spoils of the House (a beaten rival’s consort and heir as hostages) and The Brood Contract (fertile women from the Covenant and a birth quota).
- Holdings. The six hunting grounds are now holdings. Post a resident there as its Reeve to earn a daily yield. A Reeve whose kinks match the holding’s appetite earns more and grows that kink.
- Night out. Send a willing resident to one of your holdings for one night for an instant purse. One night out per holding per day.
- Keepers. Each rival holding is run by one of that house’s residents. Take the holding and you get the keeper. Rival house residents now have names instead of numbers.
- Pressure. Contests are replaced by one pressure meter per holding. Contest a rival holding to raise it, Reinforce yours to lower it. At 100 the holding changes hands.
- Holding costs. Upkeep is a flat cost per holding. A holding pays a quarter of its coin to its faction until your standing with them reaches 50. Assault raids now name the holding they target.
- Quests from clients. The Office board now has requests from patrons, rival houses, factions, holdings and the watch. Each lists what the client wants (acts, kinks, body requirements) and the risks, such as pregnancy by a stranger, the pox, an injury, or the resident being kept by a house. Rewards can include Intel, reputation, a house’s attitude or less Heat.
- Quest returns. When a resident comes back, a card says what happened to them. After a success you keep the pay or ask for the same again. After a failure you let it lie or send someone to collect part of the pay.
- Repeat clients. Each job for the same client raises their next pay. After three, the client offers a one-time standing arrangement with a unique reward.
- Deeds. Quests you complete at home, such as a conception or a kink brought to Craved. Nobody leaves the house.
- Changed: the old quest board is replaced when you load an older save. Quests already underway finish normally.
- Changed: rival leaders, household members and prized residents now stay inside the resident age range you picked. Older saves move them into it.
- Changed: costs now read the amount first, for example “110 coins (you hold 40)” instead of “110 of 40 coins”.
- Changed: weekly register cards on the Events tab in Management line up and show each option on one row.
- Changed: a founded Rite now leads the faith list with its believers, standing and Shrine.
- Fixed: the He/She control in Attributes changed a resident’s portrait for free. Only facial surgery, or a hormone course while it lasts, changes the face now. Older saves get their faces back.
- Fixed: the “this save is too old” message showed behind the Save & load panel. It now shows inside it.
- Fixed: a captured rival heir triggered the Steward’s birth announcement.
- Fixed: event cards lost the portrait of a resident the answer sent away.
- Fixed: rites appeared twice in the day summary, and Was it worth it could be closed without an answer.
- Fixed: rest plan cards broke words apart, weekly register options squeezed to one word per line, and the Capture and Collection footers floated above the bottom edge.
- Fixed: a starting scenario’s Steward introduction never showed because First steps came first.
- Fixed: the Ascension tab in Dynasty stayed hidden until you qualified, so you could not see the requirements or name an heir. It now opens with Dynasty. Begin Ascension stays locked until every requirement is met.
- Fixed: the Ascension columns overlapped on narrow screens.
- Fixed: the Conditioning tab crashed on a new game while you had no patron faith or Rite. Convert faith now shows “Not yet” and says what it needs.
- Fixed: a “child of the faith” card got stuck when the child left the house before you answered. The offer now lapses.
- Fixed: Steward announcements, such as the pregnancy card and the daily routine card, came back after reloading the game.
- Fixed: the Steward’s pregnancy card called every pregnancy the first.
- Fixed: five events that affect your other residents, including the name day, could appear while you had only one resident.
- Fixed: a resident who bore a child sired by someone else remembered giving the child to you instead of to your house.
- Changed: when a repeated act gives less, its audience line now says what shrinks: relationship, and pleasure for acts that give it. For Force it says the harm does not shrink.
- Changed: pregnancy acts past their trimester now show “Not now” instead of “Not yet”.
- Fixed: in a shared audience, the second resident’s small portrait had their name and tier badge drawn over the face.
- Fixed: on a phone, the audience portrait had a small zoom button over the face. Now the whole portrait opens the larger view.
- Fixed: the audience Confirm label spilled out of its button at larger interface scales.
- Fixed: a meter forecast that reached the top could spill past the bar.
- Fixed: “Relationship” broke mid-word on Second Floor cards.
- Fixed: Management Overview figures overflowed the panel on narrow screens.
- Fixed: the Week end badge in Reports covered the event count.
- Fixed: section header buttons ran off the edge instead of wrapping.
- Fixed: Steward actions were squeezed into two columns on narrow screens.
- Changed: a tablet at a larger interface scale now gets the phone layout in the audience, the chamber, resident records and the status bar, where Heat and Unrest move into the Ledger. Nothing gets cut off.
- Disposition. Each resident now has one of ten dispositions toward you, from Hateful to Adoring, based on relationship, obedience and mood. It shows on their card and record, with a line in their own words.
- Residents remember. Force, Sex, Punish, Praise, surgery and other acts are remembered. The Disposition section of the record shows what they remember.
- Feelings. The day summary now opens with residents’ reactions and changes of heart.
- Family. Kin in the Collection comfort and grieve each other and react when you harm a relative. The Relationships tab shows how close each relative is: Inseparable, Close, Distant or Estranged. After Force or Punish, the closest relative may offer to take the other’s place.
- Family outside the walls. A resident’s family can come looking for them. You can let them meet, take the relative in too, or turn them away. A family may also offer to buy the resident back.
- Rename residents. File a new name on a registered resident’s papers for 10 coins, under Registration Status on the Overview tab. Old names show under Formerly.
- Lineages rebuilt. Each line has one of 8 crests and a written blood record. You can found a line on yourself. The family tree highlights a line’s members, and every member is named, including Nursery children.
- Audience and Capture read as text. Each option says how the resident will likely respond. The exact numbers are under Figures.
- Plain English. Buttons, notices, tooltips, events and the wiki were rewritten to say plainly what they do. “Relief compact” is now “rest plan”, and “Reproductive information” is now “Medical information”.
- Body facts stay estimated until learned. Exact breast and penis size show after intimate contact, an examination, Medical information or surgery on that part. Fertility and virginity show after Sex or Medical information.
- Heat raises prices. Shop and service prices go up 10% at Moderate Heat, 15% at High, 20% at Very High and 30% at Critical.
- Smaller changes: deadline reminders say what is missing, the More menu is an aligned grid, Work shows estimated production, facility links are drawn as seams, and a name day comes at most once a year instead of every 21 days.
- Fixed: buttons moved slightly on hover and press, so clicks on Second Floor cards could miss or open the card.
- Fixed: closing the More menu flashed a dark box.
- Fixed: the first click on an event answer did nothing while the day was still advancing.
- Fixed: lines founded on a father, including you, never grew, so kept lines on them could not pair. Existing saves are repaired.
- Fixed: news about residents repeated, settled requests came back, and some cards named the wrong resident.
- Fixed: reputation and faction standing labels, the Noble visitor’s bonus, Underground Dealings reading the wrong reputation, and kin bought in older versions not counting as family.
- Fixed: smaller bugs in group training, Make rounds, stalled day advances, territory upkeep, tithes, milk and faction deliveries.
- Natural Futa residents. New games let you set the share of women, men and Futa among generated adults. The default is 78% women, 20% men and 2% Futa. Set Futa to 0% to turn it off. Existing saves keep it off.
- Child sex is set at conception. Base odds are 51.2% son and 48.8% daughter. The Breeding Planner shows the odds for each pairing, up to 90% for either sex.
- Son-favoring and Daughter-favoring tonics. Research them in the Pharmacy (level 3, after Potency booster) and give one to a sire through Regimens. Each dose adds 15 points toward that sex for 7 days.
- Son-favoring and Daughter-favoring mutations. Each expressed copy adds 10 points toward that sex when the resident sires. They survive ascension.
- Limb storage and transplants. An arm or leg removed in Surgery is now kept, with its donor and measurements. At Clinic level 5 you can transplant it to another resident on the same side: 2,400 coins for an arm, 3,000 for a leg. Two residents can swap limbs this way.
- Mobility. Legs of unequal length lower Mobility, which affects work, quests, raids, capture help, espionage, escape and market value. A leg transplant also changes height.
- Your penis size. A ruler with a penis now picks its length and girth in Appearance. Sons inherit a blend of 65% of the sire’s length and 35% of their own.
- Penis augmentation. New surgery for residents and for you: +3 cm (1,400 coins, Clinic level 4) or +5 cm (2,600 coins, Clinic level 5). It is never inherited.
- Rite tenets work. Fourteen tenets that only had text now do what they say. The Indulgence tenet lets you pay to absolve a recent Shunned act. Patron tooltips show what each faith gives you.
- Secrets petitions differ by kind. Sanctuary changes the resident’s trauma, Indulgence changes Unrest, Discretion changes Heat. Grant lowers that number, Refuse and Ignore raise it.
- Grant settles the secret. Its Exposure drops to 0 and it cannot be used again for petitions, favors, leverage or house hooks.
- Petition cards show the secret, the request, its severity and its Exposure, with a tooltip on every answer.
- Daily routine. Management Overview has a checklist for new players: income, assignments, care and pending decisions.
- First steps can now be dismissed permanently for the current campaign.
- “Both-natured” is now called Futa everywhere in the game and the wiki.
- Smaller changes: The Halls has its own icon, the locked Alchemy tab says how to open it, the Faith button left the status bar (Faith is still under Management), Collection filters stay in view, and faith, capture and work figures are clearer.
- Fixed: a resident who ages past your chosen age range kept sending petitions and scandals, then punished you for ignoring them. Their petitions, favors and hooks now end with no penalty.
- Fixed: Bring them over stayed enabled with a full Collection and then failed. It is now disabled with the reason shown.
- Fixed: work estimates left out the coworker bonus and Trauma.
- Fixed: a failed autosave could overwrite a newer save made in another tab.
- Fixed: repairing equipment could repair the wrong copy.
- Fixed: anatomy and portraits could be lost through rival capture, market sales, exile, ransom or loading.
- Fixed: smaller bugs in facility purchases, the Breeding Planner, generated images and prospect searches.
- Rival identities. Every rival house except the Freed is now one of four types: Dispossessed aristocrat, Ambitious connoisseur, Devoted protector or Proud conqueror. The rival record shows its ambition, its methods, its current goal and how you can respond.
- Rival plans. A house prepares for 6 days, pursues its goal for up to 14 days, then recovers for 7. War pauses the plan. Scouting shows the current stage and any holding the house wants.
- House crests. Those houses each have one of 12 permanent crests, shown next to the leader’s portrait on rival cards, records, encounters, house demands and hostage records. A new portrait from the image generator does not change it.
- Shared history. The rival record keeps the defining events between you and each house, like the first loss, betrayal, accord or war, even after recent grudges fade. A house back from exile keeps its crest and history.
- Rival leaders setting. New games let you pick Women, Men or Mixed for rival leaders. Existing saves keep their rivals and pick leaders the same way as before.
- Work role emblems. Every work role has its own emblem next to its name in the work picker, resident records, roster badges and Management Work.
- Faith summaries. Hover a faith, or move to it with the keyboard, in character creation or Choose your faith to see its Sacred and Forbidden acts, work bonus, required act and patron tithe. On a phone, Choose your faith shows the summary under the selected faith.
- Fixed: a tooltip opened with the keyboard closed when the page scrolled the control into view.
- Faith for old saves. A save made before 0.21.0 never picked a faith. Loading one now offers a personal faith and an optional house patron, once. You can pick no faith, or put it off to a later session. A confirmed choice sticks and is not asked again.
- Faith emblems. The 14 faiths and a founded Rite each have their own emblem, shown in character creation, Faith, resident records and faction identity.
- Faith and patronage are separate. Your own faith and your house’s patron are shown as two different facts in your details, in resident records and in character creation.
- Faith management is one catalogue with the same controls at every window size, and the panel has sanctuary art behind it.
- Resident records match everywhere. The Nursery, the Resident archive and Dynasty records now use the same record frame as the Second Floor. Each shows the sections it has, and a record that is not a current resident leaves out the roster commands.
- Records lead with navigation and the description, then compact attribute rows. On a phone the portrait and care fold into one scroll area.
- Territory is painted. Six holding cards replace the letter markers, with a detail panel beside them. Connected holdings are links and keyboard focus follows them.
- The Office fits its postings. Active quests are compact rows, pending recruits share one notice with a count per quest, and the posting grid uses the full width.
- Exhibition standings are labelled records, and Intelligence separates its briefing from its reports.
- Character creation summary no longer overflows when you pick a faith.
- Image generator seed editor is now inside a closed Image settings section.
- Fixed: pressing a tab in a resident record flashed a shadow across the whole tab row. Only the pressed tab changes now, and the underline still slides.
- Fixed: a family tree record now opens directly, and closing it returns you to the member you selected.
- Faith. Your house can pick one of 14 faiths, keep a pantheon with dedicated Shrines, or found its own Rite. You can also stay godless. Faith is a new step in character creation, and the patronage you pick there applies from day 1.
- Conviction. Residents, rivals and your ruler each have a faith and a conviction. The 14 faiths take a position on 23 household acts, so what you do in the house raises or lowers conviction and sets how the churches treat you. Overdue required acts cost conviction every day.
- Found a Rite. Pick its positions and tenets, confirm the consequences, then deal with the reaction from your believers, the rival houses and the city.
- Running a faith. Appoint a Celebrant to the Estate Council, dedicate Shrines, hold weekly observances, convert residents and pay tithes. Tithes start when Faith opens, with 30 days of grace. Moving a Shrine takes its dedication and relic with it.
- Observances. You can cancel a pending one and get the reserved goods back. The Cup counts every attendee, the Offering executes the chosen resident, and the Passage releases them.
- Forbidden faiths get a 30-day deadline and a warning 7 days before it. Believers who stay can start unrest and make the institutions hostile for 60 days.
- Faith across generations. Coming of Age faith choices survive promotion and rite attendance. Ascension keeps or clears faith commitments depending on your succession terms. Vows of the Line protects Sworn oaths from trauma, and Succession of the Prophet can keep your Rite.
- Focus from mastery. Every skill you get to level 50 adds 1 to your daily Focus maximum.
- Admin costs no Focus. Council appointments, mandate changes, promise amends, provision policy, arranging companionship and fanning a rivalry are all free now.
- Focus carries over. Without debt, up to 2 unused Focus carries into the next day. Rounds now give Needful and Consuming residents 2 days of grace. A refusal on grounds of blood refunds its Focus.
- Focus guide. The in-game wiki has a Focus article covering supply, every cost, what is free, carry and late nights, and a worked example day.
- Plain English everywhere. Every button, description and outcome in the game was rewritten. Locked screens now state what they need instead of giving a hint. Scene and body text says what happens instead of implying it.
- Renamed: Apothecary is now Pharmacy, Black Ledger is now Secrets, Household Welfare is now Resident welfare, and Household Ties is now Resident relationships.
- Trait numbers. Every trait description now states the number the game applies. Keen Senses works against rival schemes (0.5 extra secrecy a day per Guard carrier, traits capped at 1.5 a day). Natural Leader stops residents in its carrier’s work role from dropping below Neutral mood.
- Fixed traits: Eternal Bloom gave its milk bonus twice, Primordial Essence raised production through two channels, Steady Hands said +10% while the game applied +15%, and Feral Instinct described a capture effect it never had.
- Fixed: saves holding a rival relation out of range load again and are repaired on open. Wars end when the rival is defeated, and claiming a resident you already hold no longer replaces them. The coalition warning only fires when enough houses are left.
- Fixed: residents away on a quest, raid or espionage job, or booked at the Velvet Lantern, are no longer available for visits, care or the evening, and cannot be sent out. Work, training and Standing Orders still work.
- Fixed: raw markup in interaction and care text, relations in a shared audience, the Bloodline Assay burden list, the missing portrait in the scheme panel, the Training Grounds card grid, Collection cards on a phone, notice dismiss buttons, the anorgasmic resident line, and tooltips breaking keyboard navigation.
- Kin relations. Related residents are labelled by relation (daughter, half-brother, aunt, cousin and so on) with a rose marker on the sheet, the record, the Breeding Planner, the family tree and the day report.
- Blood bond. A related resident who accepts you forms a bond. It goes from Yielded to Willing at 4 acts and relationship 40, and to Devoted at 10 acts and relationship 70. Each stage raises acceptance and the loyalty floor. Force forms no bond and sets it back 3 acts.
- Speak of Blood. A new Talk topic for kin only. Gives 2 relationship and 1 corruption and can reveal a hidden Taboo kink, the ninth kink.
- Refusals return Focus. A refused approach gives the Focus back and names the relation. Chamber scenes with kin get a line about who they are.
- 14 new kin events. Bloodline Exposure at 50 or more triggers a rival hook: pay and it holds, refuse and it spreads by 15. Force on kin adds 5 Bloodline Exposure, and the pairing raises Unrest until a bond forms.
- Breeding Planner shows the relation, can keep a line to a single lineage, and shows Bloodline Exposure. A child of the second close-bred generation born without a burden is “pure of line”, and two such parents halve the defect rate. The Legitimation rite also covers your own pairing.
- Kin listings. A resident’s relatives can be traced to the listings, and a released descendant can come back to the gate. Five new achievements.
- Velvet Lantern management. Build a returning clientele and buy improvements, from the stage to private rooms, a gallery and the whole house. Book evenings from the patron book (dance, private, kink, group, exclusive), compare expected earnings, set prices and security, and read the nightly receipts. Heat, rival sabotage, inspections and repairs all count.
- Lantern care links. Each resident’s Work, Health, Regimens and Care open from the Lantern. A new in-game guide is linked from the Lantern, the location guide and Pregnancy. Existing Lantern assignments become dances; private work needs a new agreement.
- Marked text. Resident descriptions now mark what a line changes (desire, gain, cost, or something learned) with a coloured dotted underline. Hover it for the exact number. The dossier opens on a caption, and “The account” under a scene lists every number.
- Winter Mercy for the ruler. When you are pregnant, Take Winter Mercy appears in Compounding and beside Pregnancy in your own record. It ends every pregnancy you carry and closes conception for 30 days. Research it after Hastening Bell at Apothecary level 4 (900 coins, 12 Contraband); a batch costs 180 coins and 3 Contraband.
- Repainted rooms. All 28 room and city paintings are redone. They ship in the game file, not the image pack.
- Fixed: the character creation sidebar no longer scrolls when it fits, Studio checkbox labels no longer scroll Settings, and the ComfyUI setup guide is rewritten step by step and linked from Settings.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
All: MEGA – GOFILE
Game file only*: MEGA – GOFILE
Uploader mirrors, still on 0.22.0. All: DATANODES – PIXELDRAIN – WORKUPLOAD. Game file only: DATANODES – PIXELDRAIN – WORKUPLOAD
*update from 0.12 or later, keep your img folder*




