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Ren'Py Fantasy Manager

Fantasy Manager
Version: v0.9.5.4 Developer: Horologist · Itch.io · Discord Updated: 2026-04-12
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About this game

Fantasy Manager by Horologist 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.

Built in Ren'Py as a highly moddable simulator RPG, the game lets players add their own characters, events, items, and more. Fantasy worldbuilding anchors the cast; monster girl encounters layer kink variety.

Expect 2dcg, ahegao, BDSM, female protagonist, gay, group sex, lesbian, multiple protagonist options, oral sex and prostitution content threaded into a tycoon shell that's as much about the mod community as it is about the base game.

Changelog

Update
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 -> F95 specific - I removed the Devkit because people were downloading malware from a Vikingfile pop up and asking me about it. 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_.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
Installation
1. It's a Renpy game, Extract and run.
Developer Notes
What is it?

Fantasy Manager is a management sim where you run multiple businesses in a fantasy setting, recruit colorful characters, and build your empire through charm, coin, and questionable decisions.

You start small—a run-down building, a handful of coins, and more ambition than sense. From there, you hire workers, each with their own skills, quirks, and baggage. Some will become your stars. Others will set things on fire (sometimes literally). You'll upgrade your buildings, juggle resources, and deal with whatever chaos the day throws at you—random encounters, difficult choices, and consequences that sometimes stick around to haunt you.

But the real heart of the game is how easy it is to make it yours. Want to add your favorite character? Drop some images in a folder and edit a simple file. New items, buildings, events, storylines—it's all open. No coding required for basic mods. The game was built to be a canvas.

And because my partner rightfully pointed out that eye candy shouldn't be a one-way street, there's content for all tastes—plus a full SFW mode if you just want to manage a fantasy business without the spice.

Why?

More than 15 years ago I played Whoremaster for quite a while. Not for its polish (it had none), but for the thrill of discovering new characters. Every folder someone shared was like opening a gacha pull—"Oh, someone made Aeris! And she has 200 images!" The game itself was almost secondary to the community creating content for it. Fantasy Manager is my love letter to that experience. I wanted to build something that captured the joy of modding, the surprise of new characters, the satisfaction of building something yours—but with a proper foundation underneath. I got a bit carried away and included a small questline, and ways to expand on it.

Also, I literally just wanted to play the game... but updated. I'm posting this, and I'm sharing it because I've been lurking in the Whoremaster & F95 community for long enough, but as happy as I would be with people playing it I honestly wanted to play it myself.

Just to manage expectations, this is not a WM clone, it's hopefully a bit more in some senses, and a bit less in others. But to me, it scratches the same itch. If someone ever enjoys it, that will be great news, and if not... then I'll gladly keep playing on my own.

The AI thing

I did not know how to code. I started with deepseek building most of the script, it got too big, I learned to write my own, I hooked cursor up, and I've done a bit of both coding, and letting Cursor do it. I know to some any and all AI is "slop" but to me this has been a full year of my hobby time to give everyone something for free that I'm openly sharing... so please enjoy it, or make the merciful choice of ignoring it.

I can draw, but I do not want to spend 400+ hours doing porn CGs. There is a part of my art in sketching, image ref, and a Lora with my art in it. However, as I said, the core of this is for people to make their own packs (or re-use the ones they have from WM, they mostly work, and there is an automated converter). Hopefully it can work as motivation to buy some images from other artists! (the original game did encourage me to do so).

I tried to use some free music instead of AI but every page I visited, strictly prohibited using the pieces in nsfw content... so I created the jingle with Suno. You can of course mute it, replace it...

And I did some translations too, but I hope that part doesn't bother anyone.

Current State

I'm starting to near what I would call the 1.0 which is a version of the game that is really "Playable" and just needs more content added to be REALLY enjoyable. For context, WM received SIGNIFICANT updates until 6.0, so you can expect much more to be added (if there's a bit of community behind it) I am focusing on adding a few functionalities, compatible with modding an stories that others might want to create, and I will keep adding to it. I eventually want to "mod my own game" by adding content, more workers with less "mechanic/code-heavy" updates. The game has bugs, but it's not a lot of them right now... Hope you enjoy it!

About Virus warnings:

Unknow *.exe files often throw the Malware gen (for generic) warning. It is a false positive. I have taken out the devkit to create workers, traits, etc from the main game to try and minimize them, but the devkit will most assuredly show some flags. You can check the game files in virus total, and will see it's safe. There's a 2500+ downloads in Itch.io and no reports. Since the devkit has still caused suspicion, I uploaded the *.py script that makes it in itch.io, you can go there and read its contents with a text editor. In case you are still suspicious, and because apparently this could help, I have made public the github repository that I use for the game, please do read the license if you create a fork. Hope this helps and please reach out in discord or DM if you need further assurance.

If downloading from Vikingfile or other sites, PLEASE be careful to only download the right *.zip files. Clearly named Fantasy Manager with the version from the thread. If in doubt, go to Itch.io, the game is free.

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