Collector by SneakyShadyLurker
You inherit a house with a bad reputation and nothing else. It has been standing empty, and empty costs the same as full.So you go out into the city: the outskirts, the slums, and the towers above them. You come back with people. You put them to work. You learn what they want. You decide how much of that you are willing to give. Some of them come to prefer you. Some never stop counting the doors. Then you die, and someone you raised inherits everything you built.Nobody here is written. Everyone is generated. Every character is assembled from more than forty connected attributes: history, temperament, body, appetites, and heritable genetics that pass to their children. Two residents with the same job will not behave the same way, and the reason is always legible if you look for it.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 rivals send people to find out what you have. There is no point where you can hold down "advance day" and stop paying attention.Consequences are slow, and they are honest. The simulation is deterministic. The same seed gives the same outcome, so results stay consistent rather than arbitrary. Every attempt shows its arithmetic: base chance, your skill, her disposition, the environment, and the roll that decided it. A decision made on day twelve arrives on day sixty in a shape you did not predict but could have.Last update: 2026-07-29Released: 2026-07-29Creator (developer): SneakyShadyLurkerCensored: NoVersion: 0.1.0 Alpha 4OS: Windows, Linux, MacLanguage: EnglishGenre:Ai cg, Text based, Male protagonist, Character creation, Management, Simulator, Sandbox, Strategy, Rpg, Trainer, Dystopian setting, Corruption, Mind control, Slave, Rape, Vaginal sex, Anal sex, Oral sex, Multiple penetration, Pregnancy, Lactation, Prostitution, Drugs, Bdsm, Humiliation, Exhibitionism, Male domination, Big tits, Virgin, Milf, TeasingHow to install:1. Extract the archive anywhere. It unpacks to a single Collector folder.2. Open that folder and double-click index.html.No installer, no local server, no Python, no Node.js, no account. Fonts and code are bundled into the game file, so it makes no network requests at all and plays with the machine disconnected.Needs a current desktop browser. Chrome, Edge and Firefox are the tested combination, and the interface is built for a desktop-sized window.Saves live in browser storage tied to where the game folder sits on your disk, so moving or renaming the folder leaves them behind, and clearing browsing data erases them. There are six slots, and any of them can be exported to a .collectorsave file you keep. Export before you move anything.Changelog:0.1 Alpha (2026-07-29)First public release. Everything is new, so rather than list it all:Procedural characters. Background, personality, body, preferences and inheritable genetics, all connected rather than rolled independently.Capture and conditioning. Six approaches, and a long game of obedience, corruption and resistance afterwards.A household economy. Work assignments, facilities, production, trade, contracts, and a market that moves whether or not you are watching.Dynasties. Pregnancy, bloodlines, education, consorts, inheritance, and eventually handing everything to an heir.Pressure from every direction. Heat, unrest and disease inside the house; rival lords, factions, espionage and raids outside it.Local saves. Six slots, no account, nothing leaving your machine, plus export and import.Balance is unfinished, and saves made now may not survive future updates.Developer Notes:On age. Every sexual character is an adult. The floor is 18, it is enforced in the simulation rather than left to presentation, and it is checked on the paths that carry out an action, not only in the interface that offers it. You pick the age range for generated characters when you start a run; that setting can narrow who is eligible, but it can never lower the floor below 18. There is no option that changes this and there will not be one. Characters below that age exist solely through the pregnancy and child systems, as the next generation of a dynasty, and are permanently excluded from all sexual content in every configuration of the game until they turn 18.On the art. Character imagery is AI-generated, which is why the thread carries the Ai cg tag. Currently over 4000 photos exist, it is unlikely you will find a generated NPC that uses the same combination of visual representation even on VERY long running games.On privacy. No account, no sign-up, no server, no telemetry, no analytics, and no outbound requests of any kind. Nothing about your play reaches me, which also means I cannot recover a lost save, so exporting is worth the two clicks.How to help, if you want to. This is an alpha with a lot of surface area, and the most useful thing anyone can do is tell me where it stops being fun:Balance. Which loop stalls, which resource is trivially abundant, where progress feels unearned or grindy.Bugs. Export the save and attach it. Because generation is deterministic, 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.Post here or use the issue tracker; both get read.Content notes, covering what is in the game and what is not, before you download:Player wiki:Report a bug:What you actually spend your time doing:Take people. Six approaches: stealth, persuasion, force, seduction, barter, trap. Each is keyed to different stats and different targets. Force is reliable and leaves trauma that takes months to work off. Barter is cheap and leaves someone who agreed out of desperation and knows it. The approach you pick is the relationship you start with.Learn who they are. Every resident has a dossier: demographics, background, dynamic stats, an intimate profile, genetics, and a secret history you cannot see until they trust you enough to tell you. Preferences are discovered through play, not displayed on arrival.Run a household. Twelve work roles, facilities to build and place, specialisation that deepens with practice, daily needs, and contentment that quietly drives loyalty in either direction. A living market with real liquidity, weekly contracts, and forecasts you can buy intelligence on.Hold an estate together. Heat and legal exposure. Unrest with threshold events. Disease and quarantine. Drug regimens with addiction and withdrawal you can use as leverage. Doctrines that reshape the whole simulation. An estate council with officeholders who want things. Promises you make in court that people remember whether or not you do.Build a bloodline. Conception, pregnancy, childbirth, inheritance with real Mendelian trait passing, a nursery, education, and consorts who pair off with each other and get jealous. Eventually you elevate an heir, hand over everything, and keep playing.Fight for the city. Rival lords with their own AI, territory, diplomacy and war. Faction espionage with agents you place and can lose. Raids. Questlines with permanent entitlements.There is also an in-game wiki, a codex, achievements, standing orders to automate the boring parts, and a daily and weekly report so you can see what the estate did while you were looking elsewhere.If you have played a lot of these alreadyCollector is a management sim first and a gallery second. There is no written cast to exhaust, so it does not end when you have seen the art. The interesting part is watching forty attributes interact into behaviour you did not expect.Three things that are genuinely different:Determinism as a design commitment. Characters are regenerated from stored seeds rather than serialised wholesale. Nothing rerolls behind your back, and outcomes are reproducible.Legible odds. Every capture and interaction shows the full breakdown before and after. No hidden fudge, no invisible pity timer.Consequence that compounds. Heat, unrest, grudges, disease, and rival attention all feed each other. The failure state is a household that quietly stops working, not a game-over screen.It is an alpha. The systems are in and connected; the balance curve is not finished. That is exactly the stage where informed feedback changes the shape of the game, and it is why this thread exists.