Fantasy Manager

by Horologist

Uncensored Windows Linux Mac
Versionv0.9.6
EngineRen'Py
Released2026-09-02
Updated2026-09-02
LanguageEnglish

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.​

v0.9.6 --- Added a complete Lanista storyline, with male/female variants, gifts, wagers, debt/favor progression, Arena unlocks and three endings --- Added post-arc conversations and events for the Lanista, plus new Dominion follow-up events for Yvara --- Added Gay and Lesbian traits, with Off / On / Force settings and matching story and image rules --- Added 45 Gay/Lesbian daily-story variants --- Added three unlockable Arena professions: Pin-up Barbarians, Oil & Chains and The Spectacle --- Added bulk inventory selling: sell a stack, all filtered items, or duplicate copies --- Added Repeat Last Interaction and profession previews with skills, building bonuses and estimated success chance --- Added Backspace screen closing and Ctrl+Left/Right worker and report navigation --- Added Smart Advance options to process 3 or 7 days at once, pausing for events and automatically resuming afterward --- Added a combined summary and complete Daily Report history for every day processed through Smart Advance --- Added Batch Worker Management, allowing filtered groups of workers to be assigned, moved, rested or unassigned together --- Added saved assignment presets that can be applied, replaced or deleted --- Added building Auto-fill, assigning the strongest available workers to matching empty jobs --- Added building-specific Skill Policies, with services configurable separately for male workers, female workers or both --- Added specialization bonuses for buildings that restrict services, granting extra focus to the corresponding workers --- Added Missed Service Requests: customers may reserve a worker for an unavailable service, consuming one of that worker's daily stories without generating income --- Added a Worker History journal to profiles, preserving up to 100 days of work, stat and skill progress, level-ups, trait changes and significant event decisions --- Added worker favorites and roster sorting by favorites, energy, health, joy or rebelliousness --- Added optional potion confirmation --- Added complete three-stage personal story arcs for 18 unique workers and the four named monsters: Amanita, Moss, Lotus and Nuphar --- Added character-event progression gates, delayed follow-ups, cooldowns and global pacing to prevent personal stories from crowding daily events --- Added themed names and individual stat, skill and trait variation for procedurally captured monsters --- Improved the Workers and Daily Report screens with portraits, clearer status bars, filters and progression badges --- Improved Batch Worker Management and preset screens with clearer Building/Job columns, proper checkboxes and safer controls --- Improved BGM playback and recovery, and added UI, day-transition and event outcome sounds --- Improved generic worker descriptions, recruitment text and several event outcomes --- Improved high-libido daily stories by lowering their requirement from 20 to 15 and making the high-libido work penalty visible --- Improved Manager event reduction so it is calculated per building and displays the current chance; stories, quests and character events are unaffected --- Improved shop progression with separate price tiers: Basic up to $200, Adventurer's Market from $201 to $500, and Elite Emporium above $500 --- Improved Daily Report history so building names, worker context and selected images remain accurate even after later changes --- Improved profession previews so estimated success reflects worker gender, building policies and the same rules used by actual daily work --- Improved SFW filtering across buildings, events and Daily Reports --- Improved Monster Taming so named monsters can be captured once, while Goblins, Orcs, Demons and Slimes remain repeatable procedural captures --- Fixed long-term navigation and save issues caused by leaked Ren'Py call-stack frames --- Fixed event selection, cooldown, one-shot and probability issues that could block, repeat or double-roll events --- Fixed temporary worker effects, Governor sabotage recovery, recruitment filters, unique-worker traits and health/energy caps --- Fixed button backgrounds that could crash interactions on Android --- Fixed archived Daily Report images changing whenever reports were reopened --- Fixed authored personal events losing their original worker when recorded in report history --- Fixed generic Recruitment recycling named stock workers; authored recruits now appear once before fresh procedural candidates take over --- Fixed the Binding Gem (Objective 12) being potentially unobtainable, and added a Journal fallback to acquire it --- Improved Academy training with per-course Focused or Flexible curricula, allowing a directed 7/3 skill split without increasing total daily training --- Improved large Daily Reports and Smart Advance performance with 50-entry pages and lightweight report archiving --- Fixed Auto-rest staffing reservations so resting workers keep their former role slot, full roles cannot overfill on return, and moving or unassigning clears stale reservations --- Improved Arena and Laboratory worker selection with remembered choices, skill-based sorting, search and pagination --- Added Franchise Holdings: remote Hospitality, Workshop, Arena School and Pleasure House businesses with aggregate income, rotating skill practice, staff management and save-safe progression (Should help with games with too many workers) --- Improved Arena and Laboratory worker selection with remembered choices, skill-based sorting, search and pagination --- Added Franchise Holdings: remote Hospitality, Workshop, Arena School and SFW-gated Pleasure House businesses with aggregate income, rotating skill practice, staff management and save-safe progression. These are buildings which take les load but Will help increment your emporium. --- Added relationship daily stories: ~300 new stories across every profession, unlocked by high Romance, Friendship or Rebelliousness and by the level-5 bond outcomes (Loves you, Best Friends, Harem Member, House Servant), with the Daily Report showing what unlocked each one --- Added Kar and Kara: the Lanista's sibling counterparts, unique gladiator workers recruitable through special events once the Arena's debt financing is unlocked --- Added success-chance ranking to event worker selection, listing candidates best-first with their real odds --- Added the Master's Elixir: a one-time special brew in the Academy laboratory (requires the alchemist pass and the library quest) that grants +1 Manager Level through the usual hint-based crafting, with a victory panel; failed attempts can be retried after the cooldown --- Added a one-time +1 Manager Level award, with a victory panel, the first time one of your gladiators earns the Arena Champion crown (5 special-match victories) --- Reinforced Save Safety --- Added info on Daily report skill up widget (ex: +1 agi vs +1 skill) --- Improved Force Gay / Les function, workers not created for gay / les oriented image folders will prioritize homo images. --- Added Save deletion button --- Improved repeat interaction functionality (Saves last interaction per worker) --- Improved Yvara's dialogue use of space --- Improved Varro, Varra and Yvara's post-arc dialogues --- Adventurer’s Guild loot: Some relationship stories can now award items or captures --- Rest images: Fixed fallback chain --- Corrected some images for Florian and Violet --- Fixed nº of potions crafted at the Alchemy Laboratory --- Event choices: Fixed locked choices and their requirement text appearing off-center. --- Stock Potions: Fixed potion quantities cycling in the wrong order, now it's: Off → x1 → x2 → x3 → x4 → x5. --- Event timing: Fixed Manage Building navigation allowing an unintended Next Day activation --- Fixed Reforming trait assigned randomly, and a couple missing descriptions --- Fixed weird keyboard navigation interactions which removed the UI --- Corrected a desync with Yvara's dialogue v0.9.5.6 --- Fixed an issue that counted Academy / Arena as buildings owned by the player --- Fixed an issue with crafted laboratory potions --- Fixed random additions to placeholder skills in the Academy --- Added widgets for daily report, indicating different events --- Fixed an event calling the wrong skill --- Fixed image search around "gay" tagged images --- Added new worker: Sage (Human Male Bard) --- Added new monster worker: Nuphar (Female Slime) --- Added new worker: Chestnut (Female Centauride) --- Refactored the Devkit, for those who had issues, or were worried about viruses, I hope this solution is both better and more accessible. --- Fixed: the Binding Gem can no longer be permanently missed — it's now guaranteed, with a Journal fallback if you get stuck on Chapter 12. --- Fixed an issue where homo skill did not read homo images (only les / gay) it will now read the homo convention too --- Fixed a couple of events where probability wasn't correctly calculated v0.9.5.5b --- Corrected a crash in the shop v0.9.5.5 --- Now workers keep their correct portrait/folder after loading saves (no more goblins shown as humans) --- Equipment mini-panel added for clarity on equipment. It also has functionality to equip --- Added clear Category definitions in item descriptions --- Double click will now buy, sell, transfer right or transfer left --- Fixed mods needing a new game to add the workers --- Fixed recruitment outcome screen ignoring the event's success_image/failure_image --- Fixed media resolver inside the recruitment outcome screen failing to see its valid extensions list --- Fixed a bug with the date that would crash the game after a full year --- Added an expression of the actual chance to succeed in events --- Finished Yvara's romance story (sort of) --- Added Yvara as worker, and Oak (Male Elf) --- Tuned down HP damage on every story / event --- Added a lesson for craft in the academy --- Improved save screen UI Technical --- Added specific_worker_images OR-filter support (by worker folder) to events and interactions for mod pack compatibility, plus consolidated duplicated worker_name parsing. --- Consolidated naming for romance_male and romance_female into lord and lady for consistency (maintained romance_male and female as aliases for mod compatibility). --- Reworked the image pattern matcher to match by whole tokens instead of substring v0.9.5.4b --- Rewrote the source of truth to avoid "lost track" of professions or Buildings --- Added clickable menus in Worker details so players can do "all from one menu" --- Moved most smaller fonts from 14 - 16 to 20 - 22 --- Increased various other fonts across multiple screens --- Fixed the size of an expression from Yvara --- Harmonized image naming for modders --- Story and Easy mode are now easier in case you found the current balance tedious v0.9.5.4 --- 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
Adamsomebody 2026-08-04
I love this game a lot. I think my feelings are the same as many others here, but I think the dev deserves more ratings. There’s a lot to like about Fantasy Manager, especially if you’re already into management games. The basic loop is pretty simple: recruit workers, assign them to different jobs, earn money, and slowly expand everything. It can be a bit slow at first, but once you understand how the systems work, it becomes surprisingly easy to get stuck in the “just one more day” cycle. The game also gives you quite a bit of freedom. You can choose which businesses to focus on, decide who you want to recruit, and build things around whatever strategy works for you. The moddability is probably one of its biggest strengths too. Adding custom characters and content seems much more accessible than it is in most games like this. That said, it definitely still has some rough edges. Once you have a lot of workers, managing their jobs and equipment can become tedious, and there’s more menu clicking than there probably needs to be. Some of the traits, stats, and relationship systems also feel like they should matter more than they currently do. The characters look good, but after a while some of them can start to feel a little interchangeable. Overall, I think the game has a solid foundation. It isn’t perfect, and it still needs more depth and quality-of-life improvements, but the main gameplay is enjoyable and there’s clearly a lot of room for it to grow. I’d recommend it to people who enjoy management games, especially those who like experimenting with different setups or adding custom content.
Velrix 2026-07-25
Pretty nice management game. I was waiting for something like this to appear since the AI art uprising, and I'm really happy. The game is perfect for modding, and I hope it will expand in complexity. But this isn't a slave trainer... You recruit girls and put them instantly in brothels. No complaints, no drama. This feels wrong and bland. You can put them to work everywhere else and it works, but prostitution feels like it should be harder to convince them to sell themselves like pieces of meat. There's no psychology nor morals. You can't personally train their stats, even when the game is literally made for this. Moods aren't implemented, and the Love/Libido/Relationship don't seem to have any impact. Traits are useless except as general cash income %. (What the point of a trait who give +3 something when the girl as only 10/100 in the stat and one without trait start with 65/100). The game looks great, with even more potential, but the gameplay is bland and shallow.
Kalimbaba 2026-07-18
Nice game, with a lot of hot visuals. Story is good if you take time to read, sometime a bit difficult to navigate between characters and upgrade their love/friendship, but this game still has a nice system and a good plot. I can't support financially, but I hope this review can help the dev, good luck for the next chapters
AWood 2026-07-12
This game is the very impersonation of a 3-star rating. The images are okay, but nothing really interesting. The storyline is average, and doesn't really offer anything new to the managment-genre. And the gameplay mainly consists of chosing girl and 1 stat to grind. 3 actions on that girl a day, and then click 'next day' to gain some money to advance the plot. I've played it for 2-3 hours, so it's not an obvious and immediate failure. Just very meh.
sendmorenewds 2026-06-25
Solid mechanics and easily moddable. Great community support and responsive dev. The game is simple but excellent. Not sure what else to say to get over the required character limit. Game is a basic management sim, but you can build relationships with your individual workers. There are a number of different building options, so you can pick the one that suits your taste / management style. Additionally, you get to pick who you hire (or sell/fire), so you're not forced into anything. Dev has provided a DevKit, but even without that, you can easily dive into the files, see what's there, and tweak things to your liking. Creating new workers isn't difficult (although generating enough images to make them interesting is a different story). You can also generate your own quests, events, buildings, traits, items....pretty much anything. This game is a solid platform to build out in the way you want. Highly recommend if you've ever given even passing thought to management sims. It's a little hard right at the start, but you can just turn down the difficulty until you're established.
netorare_enthusiast 2026-06-12
More managing than fapping type of game, overall experience could be improved with some QoL like making the hotkeys or shortcuts work better for more one-handed play and just reduce the amount of menu clicking. Batch settings/global rules would be great, more convenient way to do interactions would be nice; basically if the amount of clicking to do something gets cut by 1/3 gameplay experience and jerking experience would be improved so much since it does get repetitive. 3.8 which really gets rounded to a 4 anyway, lots of potential.
Spondie 2026-05-06
I'd like to preface this review by saying I spent significantly more time than I expected I would, with a solid "Ok, one more day" mentality that has historically led people to wonder why the lights are turning on only to realise the sun has risen. The game is a solid "Okay". For every mechanic I got drawn into and loved trying to max out, there was an element that was much clunkier than it needed to be, becoming a slog of manually assigning or unassigning in trial and error until you got it right or gave up. Things like: - The art/models are cute, but they're repetitive. - The Name - Location - Job screen is laid out with all the relevant information but changing a person's job may have them appear twice, or may lock out a role until you catch the right screen. - Some stats have many events and items to boost them, others I'm still trying to figure out if they're even used or how to increase them consistently. - No matter how well you set up, the RNG can completely destroy your flow which at times feels unnecessarily harsh. I think a lot of the QoL changes would be easier to understand and harder to miss if there was more detail i.e. a hover/click over the job to show the thresholds for the roll/reward with the current character, or have a little help section that explains where you can level up a skill/or see what you need to unlock better gear/potions. I'll keep playing updates, and will celebrate and cheer when my little grievances are improved upon, but for now it's 3 stars to say "you might like it, you might not" ^_^
themanjd 2026-05-01
A must-play for any fans of the manager genre. The intro to the game is forgiving enough that new players won't get stuck but has enough complexity to keep the game engaging as you get better. Art-wise, this is some of the most technically-proficient AI generation I've seen on the site. The characters have charm, consistency, variety, and if you don't like them the game is easy to mod. As a warning, there's a certain amount of grinding and menuing which might be a turn-off for some but as that's central to management games I can't fault it.
bloodqueen420 2026-04-30
Super fun game! Had a great time vibing with fun ladies and hot men and hotter ladies ~ Great art and clean gameplay. A bit of a slow start, but that's alright, I can grind a bit. Easy to download and start, love it when i don't have to jump through hoops. (Also love that there was a sfw option. I like fucked up games, but not the biggest fan of the art XD)
micoga13 2026-04-14
As a former Whoremaster player, I see what the developer did, and he improved on the system from that game. That objective is achieved: The UI is better, the UX is better, and the bugs are much less frequent than in WM7. When I downloaded Whoremaster, it hadd literally no images, so default packs with some degree of personality is quite nice. The management loop is just that, a game loop. I find it's sometimes hard to keep the business afloat, but with time and by managing some of the numbers and costs, it tends to self-adjust. And there is a little bump in difficulty each time a new business is acquired to "speed up" the gains from each day. There were some bugs that didn't allow us to finish the story (Hello Skyrim 2011) but they have been solved and there is now just a tiny glitch that I know of. With the packs from discord the game is a blast for me. If you liked Whoremaster, you will probably like this version of it.
yodyna 2026-04-13
2.5/5 Duh, after reading some reviews i was slightly hyped to try this. I love management games, sadly most of them are bad especially hentai ones cus it's not easy to make them interesting. There is lots of work and balancing, many game companies fail to do them well so imagine some small indie dev figuring it out with his AI generated art. Anyways this game is very meh, it can be improved a lot but will it happen? Not sure. Some things are very easy to fix, some will require time and effort. I played like an hour and it was enough for me. - music bugs out and stops playing very often so this is most of the time game with no sound - characters repeat, you see same looking ones multiplied many times which ruins immersion - equipment system is annoying and not fun to do, it's not clear what items can be equiped together - game loop seems boring, you buy servants or recruit workers that cost a little bit more daily than servants, you interact 3 times with one of them maxing out relationship/romance/discipline and thats almost all of it, rest is clicking next day and waiting for brothel to be profitable, while doing that there is a lot of unnecessary clicking - AI slop art, while it looks not the worst and pictures are cute and pretty they are very repetive and get boring pretty fast - game throws at you male workers which bring gay scenes, why is there no option to disable it? you either need to check how they look or fire them afterwards
fakehb 2026-04-12
Pretty bare bones, but nice UI, and ok UX. Biggest issue is the bugs. And since this is a 100% vibe coded game, it's very unlikely to get less buggy any time soon. In fact, I'd guess the problem becomes intractable, if it isn't already.
SogeKing? 2026-04-02
Awesome!!!..................................................................................................................................................................................................................................................
FritzHaberReal 2026-03-23
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.
brick257 2026-03-02
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.
hacksign5 2026-02-23
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.
Rex Blue 2026-02-23
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.
Logan1377 2026-02-23
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.
DrJohannFaust 2026-02-12
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!
vaalaris 2026-02-06
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.

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