Fantasy Manager
by Horologist
2DCG
Ahegao
AI CG
BDSM
Fantasy
Female Protagonist
Gay
Group Sex
Lesbian
Male Protagonist
Management
Monster
Monster Girl
Multiple Protagonist
Oral Sex
Prostitution
RPG
Simulator
Slave
Trainer
Vaginal Sex
Fantasy Manager is a management sim where you run businesses, recruit colorful characters, and build your empire through charm, coin, and questionable decisions. Inspired by Whoremaster and SlaveMaker, expanded with male fanservice and a SFW option for those who just want the management aspect. Highly moddable. Add your own characters, events, items, and more.
Screenshots
Update 0.9.5.4
--- Fixed a bug where Take a walk would not accurately filter available interactions, filtered only sfw interactions for the function
--- Fixed potion detection from manage workers menu (it used to require a visit to storage/shops/buying to detect them)
--- Added an option to toggle off, on, or reset the screen tutorials, a new game no longer reset those tutorials
--- Interactions now depend on the Manager, and you can only do 2 + Manager level per day
--- Fixed test items
--- Fixed some events not awarding money
--- Fixed double skill thresholds for events
--- Fixed image display in events when modded images are above 1920x1080
--- Added a function to add daily stories to buildings and merge them in the main building, thanks Luca for part of the code
--- Removed Arena and Academy from green buildings
--- Fixed manage perks not being applied to workers in some instances
--- Made Building events and daily stories a bit harder to account for the power creep of additional traits / perks
--- Rebalance: Money will scale slower, and the free drinks offered to "failed" patrons will be a bit cheaper
--- Failure is now equal to Roll - Effective skill (So highly skilled workers will pay less, or 0 when they fail)
--- Rebalance: Building level will affect gains & losses to a greater extent
--- Added a folder with documents to help modding, and templates to create your own
--- Rebalance: Energy costs are higher to limit the stories a worker can do per day per level
--- Rebalance: Daily stories limited to 1 + Building Level or Reputation/200
--- Split Mediocre result consequences to be more difficult
--- Added Synergy professions, they modify other professions in the building
--- Added Essential and bonus professions, they apply an bonus or penalties to the building's daily earnings
--- Modding support for events targetting only one profession, or a list of workers
--- Modding support for events targetting only buildings with workers with a skill > X
--- Modding support for events removing traits
--- Modding support for daily stories adding/removing traits with a chance
--- Modding support added for multiple choice event (with multiple images as a result)
--- Equipable items now stack
--- Small story added to the academy
--- A Personal Training system through interactions has been added
Unlock through the Academy story, or skip the story buying an item
--- Added a toggle for Auto-rest with customizable thresholds, it now also works for HP
--- Added an option to set your own default behavior for Auto-stock, Auto-equip & Auto-rest
--- Improvements made to performance through handling cache and reduced internal logging
--- Fixed saving & loading with different steps of the academy and arena
--- Added Modding support for rest and academy stories
--- Reviewed texts and added some variety to events
--- Changed recruited workers desired comfort to 4
--- Changed base recruitment comfort assigned to 4 / 3 depending on choices in recruitment
--- Comfort -1 added to daily energy regeneration
--- Comfort bonus is doubled when resting
--- Trait earnings impact has been mitigated
--- Change in calculation order, energy regen will happen after the daily report, so players can properly anticipate their workers remaining energy
--- Only Friendship Interactions will appear in Take a walk, this will work as a re-balance for the friendship branch and helps with issues where people were romancing characters they did not want to be attracted to.
--- Removed the libido bonus from the skill calculation in worker details
--- Added daily stories to all professions, some of which remove libido and have a "spicier" narrative
--- Extended Yvara Story
Update 0.9.5.3
Please find the devkit both in Itch.io and Github if you want to see its contents and the script functionalities.
--- Reviewed Interactions UI and clarified Interaction categories & progress
--- Decreased interaction count requisite to progress to 1 (from 3)
--- Reviewed Worker details UI
--- Increased the font of Daily Report details by 6 points
--- Increased the Daily report font by 2 points
--- Increased the font for many elements in Worker details
--- Reviewed Storage & Shop UI (Multiple changes)
--- Moved Storage button to Tavern
--- New panels with info upon first landing on a screen (can be turned off)
--- Added thousand separator format to Money
--- Removed the Aa button, instead, some smaller fonts have been increased in size
--- Reviewed all events text & writing (WIP)
--- Reviewed some of the recruitment events
--- Reviewed trait attributions
--- Improved governor's main quest "revenge" cutscene and mechanic
--- Added new filters for events based on workers, traits, and player gender
--- Added new story filter using traits prerequisites
--- Traits will no longer generate tips, they will help or hinder workers on certain tasks ¡lookout for the messages!
--- Added trait-specific interactions
--- Balanced Violet's special interaction
--- Added a penalty to non-sex skills with max libido
--- Events, and recruitment events show character specific images
--- Improved the main quest flow, and balanced events frequence
--- Reworked Rebelliousness-related traits
--- Fixed a bug where a trait would apply itself multiple times
--- Fixed a bug where negative money could be solved with an interaction
--- Removed some event recruitment options that stated using a skill when no skills were available
--- Added an option to scroll in worker details skills for future proofing (in case people add skills)
--- Added a viewport to scroll within report details, to fit descriptions, rolls, and loot in one smaller screen
--- Added images for some items
--- Reviewed the balance for some gift items, and added a couple others
--- Added some items and reviewed prices including Wakeful Powder
--- Added more content to the VN style side-adventure with Yvara
--- Added 3 workers: Moss (Male monster worker for capture), Holly (Female Unique + Template) & Aelis (Unique)
Aelis was done by a Discord community member, but the style is so similar I included it in the release with their permission. (Thank you!)
Worker files are kept separate in case any users want to "opt out" just search for Aelis and delete (but do give it a go! she looks great).
Update 0.9.5
--- Fixed some interactions that were not available through the normal menu appearing in "Take a Walk"
--- Fixed an image for the dealer stories in Casino
--- Added a gender filter for "Buy Servants"
--- Improved the Buy Servants UI
--- Changed the map
--- Added guy, the default male character with basic pictures to act as fallback and non-unique worker
--- Added the Academy, a new building you do not own, but can send your workers to
--- Added a Crafting "mini-game" within the Academy
--- Added the Arena, another building you do not own, but can send your workers to
--- Added a Special combat "mini-game" within the arena
--- Added a Character sheet for the manager with skills and progression through the game
--- Added an option to filter workers by gender, choose to get only male, only female, or both
--- Added a 5 difficulty options, Story, Easy, Normal, Hard and Nightmare. Normal is a bit harder that the previous version.
--- Added an option for workers to automatically re-stock energy & health potions
--- Added an option for workers to auto-optimize their gear based on their job
--- Added a display of worker's current job in their inventory
--- Added current job information in worker details - more details
--- Reviewed the inventory menu so that you can buy, sell or transfer with just one click
--- Decreased loot chance from Adventurer's jobs
--- Decreased the bonus success chance for daily events in normal and above difficulties
--- Fixed (hopefully) an issue with saving in Mac version
Update v0.9.4.9b
--- Added an auto-consumption system:
Some items will be consumed when entering a worker's inventory
On a new day, workers with energy or health potions in their inventory will drink them if they are further than 5 from max or under 5
--- Re-designed interaction system. All 3 categories will have 3 different endings with a special trait for the worker with different benefits
--- Amongst the interaction options, a system has been implemented to sell slaves for profit after training them with Discipline interactions
--- Roughly 15 - 20 images per worker were created for this system
--- Added a filter in the storage, and a widget to see the worker's stats and skills in their inventory.
--- Improved the background for the governor events
--- New worker added: Lotus, this is a monster worker depicting a futanari succubus. Capture it through monster capture job (Thanks to my partner for the work while I was swamped with interaction system)
Update 0.9.4.2
--- Improved system's level up calculation and skill use count
--- Improved Trait stats application
--- Simplified the skills code for faster training / loadint times
--- Added order to worker details skills list
--- Added limit to workers health / energy potion button if they are already at max
--- Fixed Elves scarcity in the market
--- Added a new worker, intended to be the only non-unique worker at first, but...
(....most people want non-unique variety, so it just joins the roster, and will replace aspen images showing when no images are found for female workers)
Update v0.9.4.1
--- Rebalanced and decreased the effects of rebelliousness positive and negative traits.
--- Solved an issue where the first time after loading a save, workers would not be found in "Manage Buildings" screen
--- Solved Interaction flag saving and restoration on loading a save
--- Decreased the maximum damage dealt to adventurers in normal missions
--- Improved the filters from Manage Workers and Daily report
--- Improved the visualization of workers by ordering them by Building > Profession > Skill rank
--- Improved Items display by adding toggle to Alphabetical Order.
--- Added a condition to cut item names when they are too long and present them in the center box
--- Added a search bar to shops and inventory screens
--- Added trait effects to their descriptions
--- Fixed a couple of Rose Images & added new ones for monster taming
--- Servants now all demand comfort 1 and base Uniques demand comfort 5
v0.9.4.0.1
--- Fixed procedural workers taking traits from random races (could cause human pictures with goblin race)
--- Fixed a bug where manage buildings screen would forget max worker limits
v0.9.4
Requires a new save. If you need to skip content, you can use test items from the shop to cheat and catch up.
For an absolute Clean slate you can erase Brothel Manager from AppData\Roaming\RenPy\
New AppData folder is AppData\Roaming\RenPy\FantasyManager
THE SAVES:
--- Fixed them for days. I hope I managed... details below.
--- Fixed / Improved: Custom building names and other instances where info was missed
--- Fixed / Improved:Interactions mid-day are now stored on a save
--- Fixed / Improved: Number of Interactions / day persist after save / load
--- Fixed / Improved: Issue where saving on a different slot and clicking "no" on overwrite would overwrite a different slot
--- Fixed / Improved: Number of uses of skills and progression persists between saves and profession changes
--- Fixed / Improved: loading a save will no longer cause black screen or frozen screen
--- Fixed / Improved: Snapshots are now file‑based per slot (snapshot_<slot>.json) with automatic .bak backups
--- Fixed / Improved: Atomic save + verification prevents partial/corrupt snapshot files
--- Fixed / Improved: Slot + GUID binding blocks snapshots from applying to the wrong slot
--- Fixed / Improved: Legacy snapshots are auto‑upgraded without deleting old files
--- Fixed / Improved: Post‑load consistency fixes re‑link workers, jobs, inventories, and building assignments
--- Fixed / Improved: Clear user warnings when a snapshot is missing, invalid, or recovery is used
--- Fixed / Improved: Autosaves disabled to avoid unsupported auto‑slot overwrites
--- Impact: Much lower risk of cross‑slot corruption
--- Impact: Better recovery from partial/corrupt snapshot files
--- Impact: Fewer missing workers/items/building assignments after load
--- Known Limitations: If the Ren’Py .save file itself is corrupted, the snapshot cannot be applied
--- Known Limitations: When a warning appears, players should avoid saving on that slot and use a new one
--- Known Limitations: If you do encounter issues close and re-open the game
THE REST:
--- Assign traits from items with arrays to allow for items to add multiple traits
--- Names of the workers who die will be displayed by the notification
--- Small rebalancing of items
--- Details of the results of an interaction at the end of the dialogue
--- Improvements to tooltip positioning & safeguard for it transferring to a different screen
--- Toggled off tooltips by default in most menus click the info button for tips
--- Added a new layer of tension to the Questline, the Governor will come for your workers through events
--- I will polish this, but I wanted to release the safe save feature
--- Clarified manager job description
--- Added a multiplier to buy/sell/transfer items
--- Added special items to the loot tables of adventurer and boss battle
--- Added special traits obtained only through events from different building types (casino, brothel, tavern traits...)
--- Shrinked back Manage workers fonts to help visualization
--- Corrected skills used and displayed in brothel and restaurant service profession
--- Added a profession using Agility & Combat in Adventurer's guild with no HP penalties
--- Increased Boss Hunting difficulty
--- Corrected Bartender profession to Charm & Service
--- Fixed Quit button
--- Fixed naming for the APPDATA folder of Renpy
--- Capped stats like Joy, Rebelliousness (...) at 100
--- Removed energy cost from interactions
--- Moved all default nº stories per day to 1 (increase with reputation)
--- Added a button to cycle workers, and create new ones early
--- Market should always refilled when empty (I will review this)
[...]
v0.9.3.1
--- Further reviewed saves: My testing has managed to solved all instances of weirdness restarting the game to load.
---> Minimized saves weirdness too (hopefully)
--- Fixed max worker calculation on building upgrade (save compatible)
--- Clarified Storage UI: You can pivot between different workers
--- Fixed quest text typos
--- Fixed misgendering in some interactions
--- Fixed instances where traits could be applied twice to one worker
--- Added a button to automatically feed a potion on the manage workers and manage buildings menu
--- If necessary, it will also prompt you to buy the potion
--- Added a tip to the questline to clarify your first energy potion does need to come from the shop
--- Tweaked starting money to 6000 based on feedback
--- Added a "safe" agility based profession to the Adventurer's guild
--- Clarified item descriptions on "wait" skill which should be Service
--- Added a feature to limit the amount of daily stories per worker in a building
---> This should help with automated management of energy / health too.
--- Fixed the "Rest" image selection
--- Added a grand total counting gains / losses in daily report (Works with the filters)
--- Added a check for the issue of getting stuck in quest objectives after objective 6
v0.9.3
--- Increased the amount of save slots
--- Increased save robustness (hopefully)
--- Improved the behavior to ensure transitions can be skipped
--- Fixed a bug that blocked quest progression by "locking" the Obsidian blade.
--- Added a higher chance for the Obsidian blade on Boss battle.
--- Added a display of your name / gender in the money & date menu
--- Fixed a bug where managers would neutralize important / quest events
--- Changed skill progression to be faster
--- Changed starting money to 8000
--- Edited Prostitute job to use "Extreme" in some instances
--- Reworked Monster Tamer job to use both Combat and Extreme
--- Increased general font size for smaller fonts
--- Added a toggle to increase Font Size (it is not perfect, sorry)
--- Fixed interactions with no cost not working with negative money
--- Fixed players unable to open shops from the map after they were unlocked
--- Modified the UI to display more information in Manage workers
--- Added a filter for jobs in Manage workers
--- Modified the UI to display level, average & best skill in Manage Buildings
--- Added a filter for jobs in daily report
--- Added data on the skill value of the worker in daily report & report details
--- Corrected the maximum amount of Bartenders from 99 to 8 in line with other jobs
v0.9.2.3
--- Fixed an issue where save/load could crash the game or required a restart
--- Fixed an issue where save/load w/ file export could duplicate workers
--- Improved the success chance of all events
--- Decreased the frequency of random events happening from 50% to 30%
--- Having a manager will further decrease the odds of events happening (Not for important, scripted, quest, or recruitment events)
--- Added multiple traits including "Furry" on request
--- Improved the conversion system from Whoremaster
v0.9.2.2
--- Improved the Whoremaster to Fantasy Manager worker / girlsx conversion script. The devkit seems to only work on Windows.
For earlier versions, you can check the Devlogs at
Itch.io
Awesome!!!..................................................................................................................................................................................................................................................
I am Fritz Haber and I want to approve this game but cannot. Note that I am personally against AI but I will be ignoring it for a few reasons. Mostly because we are all here touch our gas canisters. If you don't like AI, you can see the tag and then just... Not download it. Find what you like to unleash chlorine to, right? So what do I not like about this game besides that? Well, simply put, it is slow, verdammt! It takes eons to unlock characters like the goblin (to the point where I just opened up the character folder and synthesized ammonia that way) and every day takes a solid minute to spam through. Its a game with porn and not a porn game in a sense, so the fact it is relatively inconvenient to quickly skip days, equip people with stuff, etc made me not like it. Buying, selling, etc, it all takes so much time. Honestly the inventory is around half my issue. As well I dislike how much cluttered your inventory will get even after only an hour or so of gameplay. You get items by sending out adventurers which is nice but quickly the amount of items you get goes from "just spawned into the minecraft world" to "oh mein gott how far do I need to scroll to find a certain thing?". You WILL eventually just spam through a few days and if you have adventurers, that skipping means you will not read what you get most likely. So congrats now your inventory has five times the items and you need to either sell (which also takes way too long) or just deal with it. TLDR; kinda unintuitive and annoying to do things that should be basic. The game would be WAY better with some tuning. Official Fritz Haber Hentai Review Ranking™: 971 out of 1914. Needs polish and an oiling. Otherwise not the worst. I want to see this game become less annoying. The game gets an extra 100 (871 to 971) for having a goblin girl with okay anatomy with said goblin girl. I like my goblin girls.
This game rules. I can't tell what might have been made by A.I. and what was crafted wholesale, which is good enough for me! There's a lot of moving parts and several 'strategies' that can work to build out your holdings in the city. You may find yourself liking certain characters who are just lucky or reliable or maybe your first hires/purchases. I've played about 8 hours, i'd guess, and have basically beaten the game, but with some additional rules and events to syphon off your wealth or your staff, I think this game could have some serious legs. It needs about 9 more female characters, 3 more androgenous characters, 3-5 more male characters, and for all of the characters to get their various art assets - it can be confusing having a brothel with 14 of the exact same character - feels very sci-fi and weird. But my god at the undertaking that would be - hundreds if not thousands of art assets. So i completely understand why it's kept as sparce as it is. If you like Number Go Up gameplay and any kind of city manager stuff, try this out! I'd really love it to be a full blown sim-city style game in the future. Kudos.
Really strong potential here with the only downside seeming to be a lack of characters at the moment. While yes it is AI, it does seem to enable determined and ambitious artists like horologist to emphasize more mechanics into a game without worrying about creative overhead; a focus which, on management games, is absolutely essential to their success. The systems are currently redundant, and I can't consider this game to currently be so close numerically to a 1.0 release. There's a lot of potential here, but also a lot of mechanical work needing to be done to make this worthwhile. There is little incentive to diversify the type of buildings you own other than more CG's, which, lets be honest, brothel wins on; - the item system is tedious to manage for more than a small handful of girls, and there is no filtering or sorting of equipment to help quickly build desired effects on employees. - I'm not sure why anyone would rent employees rather than buying the slaves outright, so some differentiation between why and when to do this would be meaningful. (i'm assuming the rented temp workers have higher obedience and decent base stats but are bad long term investments, it's just not that strongly noticeable) some stuff that would be nice to see: - at least like, 15-20 entirely new CG models to work with - potentially rare traits being linked to unique workers - breeding slaves to potentially get better trait combinations/races - a reason to do other buildings - more scene/story breakdowns based on traits? E.G. Brothel king does this kind of game very very well- I would recommend checking that out, because I think the complexity of BK's whoring system and scene breakdown is just about perfect here.
Fantasy Manager is a management game in which you recruit workers, set them at their jobs and hit end day to make money. Maybe they fuck if you want. I'm obviously being a little facetious. That's the core loop of every management game, and I don't have a problem with it. Fantasy Manager is a decent enough scaffold. It runs on a d100 system and girls stats hang out around 40-60 so you've got a little better than a 50/50 to make money from what I can tell. Girls apparently lose money if you fail, but it's a lot less than you gain from different flavors of success. Basically, progress is mostly inevitable as long as you play the numbers right. The problem is, progress is the only thing this game has going for it. "Highly modable" apparently means little to no actual content. Sure, there's around a dozen AI girls with adequate art, but they're all the same outside of randomized stats. They have no story and there's basically no way to train or really interact with them constructively. The game really lacks the trainer element that girl managers really pin their success on. Basically, there's a lot of other games that do this exact game loop but with story content or relationship building with the girls. Fantasy Manager might include things like that someday, but currently it's just empty AI girls hanging out where the content is supposed to be. It's the common story of all dressing no meat. On the bright side, this seems more like a labor of love than a cash grab. The game appears fully free with no patreon begging. It seems a little jank to me to develop a scaffold and expect a community to spring up around it, but what do I know? It'd be cool if it works out. I hope Fantasy Manager becomes a real game someday. The scaffold has promise. Right now though? There's very little to attract the mod community that the dev seems to hope will develop content for the game. I think it would greatly aid development if there were at least a couple storylines or unique characters for players to interact with to start out.
This is a very solid start for a new game. On a technical level its made well, the characters are attractive, the sex scene images are hot, and it all flows well. There just isn't a lot to it yet, and though the dev has improved the UI and made it more user friendly, the start of the game still takes a little while to understand. I do think that its off to a good start though and look forward to seeing more.
I was pleasantly surprised by this game. I really like the art style as well. Really hoping some more image packs become available for female workers. Halfway through the game it becomes a bit tedious to micromanage everyone's gear when switching workers into different jobs. A feature where you could assign gear to a job which then auto transfers and equips would be greatly appreciated. Really looking forward to any updates, great stuff!
Enjoing the constant updates and feedback integration! There is still some work to be done but it makes sense as current version is still under v1.0 . Solid mechanics and ongoing story makes it a recommendation for me. I appreciate there is room for a new features and it is easy to add custom content like images and characters, and actually quite a lot of ways to play it out.
Very poor management game. UI is a bit broken, gameplay loop is uninteresting, character interaction is bland and inconsequential and artstyle is random aicg. Tried the game because the reviews said the management aspect of the game was good.. really isn't. There is 0 challenge, you could assign a few workers and just click next day forever. There are a few interaction options with the workers ( aicg that repeats a lot) that doesn't addup to anything, it just feels empty and soulless. Could be worst, so not 1 star at least.
I like management games or any games that will make your brain come up with some strategic ideas for it. Quite decent on its first day. The fact that the game is just starting, and it already has a solid idea and a lot of content on its first debut, makes me think that this has the potential to be one of the good games that you can revisit and enjoy years later. The game is still a sprout and will wait and see until it becomes a big ass beautiful tree.
Fir a first game and only doing as a hobby this is really good. Daily updates in the discord is actually wild considering most devs wont fix issues but instead try and milk out patron money every month. Community pacs are not only encouraged but the dev will help. Great potential outta this one
For a first release, this is a fairly solid game. There's not an overwhelming amount of content, but it's simple, easy to get some solid CGs, and it's extremely easy to avoid parts of the game you don't like. If you enjoy management, I'd recommend this game, it's definitely pretty fun for now.
A friend recommended this game since it's not something I'd usually play and falls far from my preferred tastes. And yet I've found it quite interesting. First of all, I must commend a dev that does this as a passion project and shares it freely with anyone who wants to play it. It is rare, and it is great. From reading the dev's comments, to some extent as I understand them (haven't played WhoreMaster) this one seems to be mostly focused on the mechanical aspect of it, so people can add content, mods and so on freely and share them with others. And I love community-based gaming like this. It also is no empty excuse, the game has solid mechanics (simple enough for someone like me to get the hang of them quickly) and a good base on which to build on. Has a basic but nice story, some interesting AI generated art and content, and even some nice music (though, as with every game, I turned it off quite soon). So, all in all, a very good starting point and a solid foundation for wherever the dev and the community want to take it from here on.
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