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Version-matched official guide

The Rose & Thorn — Complete Brothel Guide

Activities & BusinessesSimplified Chinese availableV0.9.6.0
Guide noticeThis page contains gameplay and story spoilers and may describe mature systems.

Overview

The Rose & Thorn is the player's upscale medieval establishment, located in the King's Demesne district of the Medieval era. It was appointed to the player by the King, with Elara — a court-trained scribe — assigned as its manager. What began as a political exile for Elara becomes the player's central hub for management, recruitment, relationships, and income.

The brothel operates as a full management sim embedded inside the larger game: workers are recruited, rooms are built and upgraded, a team of elemental maids keeps the place clean, monster girls inhabit the cell corridor beneath the dungeon, and daily operations produce income, reputation, and random events.

Hotel Operation Mode (Alternative)

The "Establishing Operations" plot (which fires automatically in Elara's Office once you own the brothel) gives you a one-time choice: run the Rose & Thorn as a brothel or as a hotel. This is a permanent decision that affects narrative framing throughout the game.

What changes:

  • The Daily Report title displays "Hotel Business Report" instead of "Brothel Business Report"
  • The Daily Events library filters differently — you'll see hotel-themed events instead of brothel-themed ones. Both event pools are roughly the same size and roughly the same mechanically, but the flavor text is different (hostesses and entertainment nights instead of clients and companionship sessions)
  • A few events are operation-type exclusive and only fire in one mode
  • General and reputation-tier events fire either way

What doesn't change:

  • Workers still earn income the same way, with the same formulas
  • All specialty rooms, apprenticeship effects, cleanliness, reputation levels, and systems work identically
  • Worker names, plots, and character arcs are the same regardless of operation type

Hotel mode is essentially a cosmetic/flavor toggle — same mechanics, different public framing. This guide uses "brothel" language throughout for clarity, but all the mechanical info applies to Hotel operations too.


Locations Inside the Rose & Thorn

The Rose & Thorn contains a network of distinct locations, some of which are level-based and visually change as they're upgraded.

Location Notes
Rose & Thorn (exterior) The demesne entrance — your hub point for entering the brothel
Elara's Office Management hub. Elara runs operations from here
Master Bedroom The player's private quarters (always Level 1)
Worker Rooms (hallway) Access corridor to all worker bedrooms
Bar Run by Sherry. Brandy works shifts here
Maids' Quarters Level-based background. Home of the five elemental maids
Nurse's Room Willow's domain. Level-based background
Security Office Valkyra's domain. Level-based background
Dungeon Raven's domain. 5 level-based backgrounds
Secret Room Azariel's residence — hidden, password-gated
West Hallway Connector; home to Poppy's kitchen setup
Arcane Room Blinky's teleported-in residence
Upper Floor Connector to upstairs areas
VIP Lounge Unlocked when Vixen is recruited
Kitchen Poppy's domain
Courtyard Gardens/open-air social space
Garden Audrey's home after recruitment
Pool Sashimi's home
Menagerie Level-based exotic-creatures area
Training Room Elite personal-training facility, built by Gastoff off the West Hallway
Cell Corridor Access point to monster-girl cells
Cells 1–8 Individual monster-girl cells, each built separately by Gastoff

Several locations have day/night backgrounds (courtyard, garden, master bedroom, pool, menagerie, Elara's office).


Getting around the brothel is a series of small hub-and-spoke trips. The main entrance is your central node — most rooms connect back there. Some areas are two or three hops away.

Entering the Brothel

From the world map, travel to the Kings Demesne district in the Medieval era. The Rose & Thorn entrance appears once you own the brothel.

The Main Entrance — Your Hub

From the entrance, you can reach:

  • Elara's Office (always available)
  • Master Bedroom (always available)
  • Worker Rooms (hallway) — the worker quarters (always available)
  • Bar — appears once Brandy is recruited
  • Nurse's Room — appears once Willow is recruited
  • Security Office — appears once Valkyra is recruited
  • Maids Quarters — appears once you acquire your first maid
  • Dungeon — appears once Raven is recruited
  • West Hallway — always available; leads to most "back of house" areas
  • Upper Floor — appears once Vixen is recruited

Where Actions Live

Each room has its own set of actions. Here's the quick map of what you do where:

Location Actions
Elara's Office Get Business Report, View Schedule
Master Bedroom Rest (90 min), Room Service (if Kitchen + Rep 4+)
Worker Rooms (hallway) Manage Workers, Manage Rooms, Visit Worker
Bar Bard performance action
Nurse's Room Purchase Ambrosia ($300, 1 epic ingredient, 9 AM–4 PM), Willow Special Massage (Friend, 9 AM–4 PM, one-time)
Security Office — (currently no actions; Valkyra's +8% event bonus is passive)
Maids Quarters Manage Maids (levels, equipment)
Dungeon Raven's six image-action sessions (Known → Romantic, 18:00–03:00), access to Cell Corridor
Secret Room — (currently no actions beyond return)
West Hallway Clean Establishment (120 min, −25 energy, −10 calm → +20 cleanliness), plus travel to Arcane Room, Kitchen, Courtyard, Garden, Secret Room, Training Room (once built)
Arcane Room Listen to Blinky's Journeys (90 min, one-time)
Kitchen — (currently no actions beyond return)
Training Room Four elite trainer sessions — Strength, Stamina, Ability, and Mystic ($80,000 each, 120 min, −50 energy/−50 calm, +2–5 to the chosen stat, repeatable)
Upper Floor Travel to VIP Lounge
VIP Lounge Travel back to Upper Floor or Master Bedroom
Courtyard Travel to Pool, Menagerie, Garden
Garden Audrey's actions once she's recruited
Pool Sashimi's actions once built
Menagerie — (travel back to Courtyard)
Cell Corridor Manage Monsters, Tame Monsters, access each built cell
Cells 1–8 Individual monster girl interactions

Hidden Paths

Some areas need discovery before you can enter:

  • Secret Room — appears in the West Hallway as "Investigate Strange Door" until you enter the correct code (hints available on the official Discord). After unlocking, the door becomes "Enter Secret Room."
  • Arcane Room — only appears in the West Hallway after Blinky's acquisition plot.
  • Courtyard, Pool, Garden, Menagerie, Cell Corridor, Cells 1–8 — each has its own "built" flag set by a Gastoff (blacksmith) plot or story event.

Getting Back

Every interior room has a "Return to Entrance" (or equivalent — "To West Hallway," "Go Downstairs," etc.) action that puts you back at the main hub in zero time. You never need to retrace a hallway manually.


The Workers

Workers are the revenue engine of the brothel. Each has their own stats, wages, working hours, starting skill, clothing level, assigned room, and loyalty profile. Workers earn income based on their stats, fame, clothing, skills, and the brothel's cleanliness + reputation.

There are currently 20 workers recruitable in the game.

Recruitable Workers (20)

# Name How She Joins
1 Elara Appointed by the King — starting manager
2 Sophie Rescue her from the alley behind the brothel
3 Honey Recruitment plot after her family discussion
4 Sandra Heart-to-heart performance appreciation conversation
5 Grace Heart-to-heart conversation after her questline
7 Raven Defeat her in the dungeon (Ravenous miniboss)
8 Shadow Vixen's Shadow Guild scheme
9 Foxy Brothel recruitment plot
11 Valkyra Defeat her in the dungeon (Valkyra miniboss)
12 Lindia Defeat her in the dungeon (Lindia miniboss)
15 Jade Heart-to-heart conversation during her questline
17 Brandy Heart-to-heart "Joining" conversation
18 Willow Heart-to-heart brothel proposal
19 Vixen Vixen brothel recruitment plot (unlocks VIP Lounge)
20 Kasumi Oracle choice plot
23 Audrey Defeat her in the dungeon (Floor 35 miniboss)
24 Whiskers Defeat her in the dungeon (Whiskers miniboss)
26 Momosagi Rescue plot in the dungeon depths
28 Maize Fighters Guild bounty encounter
29 Pepper Easter event reward

Not Yet Recruitable

Other characters exist in the worker data but are not yet acquirable in the current version — they are placeholders for future content.

  • #27 Sashimi — lives in the brothel pool as a resident, not a worker (see Non-Worker Residents below)

Worker Data Structure

Every worker has:

  • Core identity — name, age, description, measurements, origin, height
  • Categorization — personality (Sweet, Confident, Mysterious, Playful, Fiery, Shy, Elegant, Kind, Immature, Analytical, Guileless), age category (Young / Adult / Mature), size category (Petite / Small / Average / Full)
  • Primary stats (0–100): stamina, intelligence, dexterity, ability, appearance, charisma
  • Dynamic stats: experience, loyalty, stress, sick days, dead flag, health
  • Economic data: base wage, current wage, working hours (start / end), fame, lifetime income
  • Equipment: clothing level (1–5), starting skill, skills known, special item
  • Loyalty stats: decay chance, cascade chance, refuse chance, bonus chance

What Each Primary Stat Actually Does

The six primary stats each pull weight in different parts of the daily calculation. Some are core income drivers; others gate specific event types or feed into stress and health.

Stamina

The endurance stat. Each day, a roll of 1–100 ≤ Stamina cuts 2 stress off the daily stress gain. Stamina also defines max health: max_health = max(100, Stamina × 10) — boosted to ×1.5 if she has the Iron Constitution skill. Higher Stamina means fewer rest days and a much higher health pool.

Stamina also gates many "physical/endurance" daily events:

  • Festival Celebration, Severe Storm, Plumbing Disaster, Kitchen Fire, Mudslide, All-Night Gala, Double Booking, Endurance Challenge, Insatiable Merchant — all use Stamina checks for success
  • Heat Wave and several disasters demand high Stamina to survive without health loss

Intelligence

The EXP doubler. Each day, after base EXP is calculated (= clients served), a roll of 1–100 ≤ Intelligence doubles the day's EXP gain. Higher Intelligence = faster leveling.

Intelligence also drives many "puzzle/problem-solving" daily events:

  • Merchant Request, Rat Infestation, Building Collapse, Wealthy Collector, Counterfeit Scheme, Riddle Challenge, Blackmail Letter, Exotic Request, Demanding Duchess, Secret Affair, Discreet Meeting, Rough Customer — all use Intelligence checks
  • Intelligence also boosts Ballroom training EXP gain when refining a worker

Dexterity

Despite seeming "passive," Dexterity is actively rolled by 10+ daily events. Workers with high Dexterity dominate the establishment's "performance/agility" event slate:

  • Rooftop Chase (general) — chases a thief across rooftops; success gives gold + fame
  • Acrobatic Show (brothel) — exotic performance; success gives fame + reputation boost
  • Dance Competition (brothel) — challenge vs rival establishment; success gives reputation × 2.0
  • Oil Wrestling (brothel) — wrestling exhibition; success gives gold + fame
  • Twin Coordination (brothel) — synchronized service for twins; uses dex + stamina
  • Voyeur's Gallery (brothel) — private show; uses appearance + dex
  • Bachelorette Party (brothel) — entertainment for noble ladies; uses charisma + dex
  • Private Performance / Twin Coordination / Wedding Party (hotel-mode equivalents)

Dexterity also feeds into the daily fame roll — every day, 1–100 ≤ stat_average (average of all 6 stats) grants +1 fame, so Dex is 1/6 of that roll. Don't dismiss it.

The Acrobatics skill grants +20 to dexterity for all checks, and Special 1 training raises Dexterity by +1 per session. The Time consumable gift also gives +1 Dexterity.

Ability

The income engine. Ability drives client count AND bonus pay:

  1. Daily client count: clients = random(max(1, Ability÷10 − 2), Ability÷10 + 2). Higher Ability = wider client range and a higher max.
  2. Bonus pay chance: bonus_chance = (Ability ÷ 2) + clients_today (rolled vs 1–100). On success, daily pay is doubled. This is the single largest income lever in the game.

Ability also gates "skill-test" daily events:

  • Connoisseur's Test (brothel) — base 20% chance; success gives +100% income, +50% rep, +1 fame
  • Impossible Request (brothel) — base 15% chance; success gives +80% income
  • Demanding Duchess (brothel) — uses ability + intelligence
  • Insatiable Merchant (brothel) — uses ability + stamina
  • Wedding Night Tutorial, Comparison Shopper, Anniversary Surprise — all use Ability

Appearance

Half of the income range formula. Workers earn random(min(Appearance, Charisma)÷2, max(Appearance, Charisma)×2) per client. Appearance is one of the two stats that defines this range — and stacking only one of Appearance/Charisma without the other keeps your income range narrow.

Appearance gates "beauty/visual" daily events:

  • Portrait Commission (general) — base 25%; success gives +30% income, +2 fame
  • Beauty Pageant (general) — base 20%; success gives +50% income, ×2.0 reputation, +1 fame
  • Foreign Dignitary (general) — base 25%; success gives +125% income
  • Voyeur's Gallery (brothel) — appearance + dex
  • Exotic Foreigner (brothel) — appearance + charisma
  • Obsessed Regular (brothel) — appearance + ability

Charisma

The other half of the income range formula (paired with Appearance). Charisma is also the direct driver of the Praise relationship gain in worker visits (gain = 2 + round(Charisma ÷ 5)).

Charisma gates "social/personality" daily events:

  • Royal Delegation (general, highest_stat:charisma) — needs rep 10+; success gives ×2.5 income, ×2.0 reputation
  • Traveling Bard, Food Critic, Wealthy Collector, Merchant Celebration, Angry Mob (general) — all use Charisma
  • Noble Client, Jealous Client, Grieving Noble, Exotic Foreigner, Priest's Confession, Shy Noble's First, Rival Poacher (brothel) — all use Charisma checks

Fame (not directly trainable)

Fame isn't really raised by training — it grows passively through the daily stat-average roll. Each day, 1–100 ≤ average of all 6 primary stats → +1 fame. Fame contributes directly to total daily reputation gain (total_reputation_gain += worker.fame each day), so a high-fame worker generates more reputation passively just by existing.

Fame is also rewarded as a one-time bonus by many high-tier events (Connoisseur's Test, Beauty Pageant, Acrobatic Show, Royal Delegation, etc.).

Stat Strategy Summary

The biggest income levers are Ability (clients + bonus pay chance), Appearance, and Charisma (income range). Stack those for raw daily revenue.

Stamina prevents burnout (rest days = no income), and Intelligence doubles EXP for faster stat training overall.

Dexterity isn't a daily income driver, but ignoring it means you fail every Acrobatic Show, Dance Competition, Oil Wrestling, Rooftop Chase, and Voyeur Gallery event the game throws at you — events worth +25% to +90% income or up to ×2.0 reputation on success. Train at least one or two workers in Dex if you want to reliably catch those events.

Specialty-Room Workers

Four workers automatically create and staff a specialty room when recruited:

Worker Specialty Room
#7 Raven Dungeon
#11 Valkyra Security
#17 Brandy Bar
#18 Willow Nurse's Room

Vixen (#19) unlocks the VIP Lounge via her recruitment plot. Elara (#1) holds the Office from the start.


Non-Worker Residents

Not everyone who lives at the Rose & Thorn is a worker. Several NPCs reside in the brothel and have functional roles without being part of the worker system.

Resident Role Location
Poppy Halfling cook — runs the kitchen Kitchen (set up in the west hallway)
Sherry Bar manager — childhood friend of Elara Bar
Sashimi Runaway mermaid princess, daughter of King Coralus Pool
Azariel Half-angel/half-demon observer Secret Room
Blinky Wizard girl who teleports in and out Arcane Room

Sherry is particularly notable for the brothel's operation — she runs the bar itself, managing ledgers, inventory, and patron relations. Elara brought her in specifically because she needed "someone she could trust absolutely."


Elara's Office — The Management Hub

Elara's Office is where the player runs the brothel's day-to-day business. Elara's role extends well beyond being Worker #1 — she's the manager, the daily-report clerk, and the reason you can never lose money on a bad day.

Available Actions in the Office

Action Purpose
Get Business Report Opens the Daily Report screen — full breakdown of income, tax, upkeep, net profit, reputation gained, bonuses, and the day's triggered Daily Event. Earnings must be collected here.
View Schedule Opens the Work Schedule screen — every active worker and acquired maid, with their working hours, average daily client count, and whether they're currently on shift.

The office itself is a reading room. Room upgrades, apprentice assignment, and worker visits are handled from the Worker Quarters hallway instead (Manage Rooms / Manage Workers / Visit Worker).

Elara's Passive Roles

  1. "Elara saved you" — the net-profit floor. If the daily net profit would have gone negative (expenses > income), Elara zeroes it out. You'll never lose money on a bad day, but you won't gain anything either, and the report will show the save.
  2. Unlocks the Ballroom. Completing Elara's refinement plot with Esperanza adds the Ballroom as a specialty room (refinement training, under Esperanza).
  3. Office apprentice bonus. Each apprentice assigned to the Office grants +5% daily income AND +5% daily reputation (stackable up to 3 apprentices = +15% / +15%).

Elara as an Apprentice Master

Elara runs the Office as its master, so she can't be apprenticed elsewhere. Starting skill: Assistant.


The Maids (Cleaning System)

A separate team of five elemental maids handles cleaning. Maids are not workers — they have their own leveling system, equipment, and cleanliness mechanics.

# Name Working Hours
1 Violet 06:00 – 10:00
2 Mandarin 10:00 – 14:00
3 Lychee 14:00 – 18:00
4 Lime 18:00 – 22:00
5 Rain 22:00 – 02:00

The five maids together cover the whole 24-hour cycle. Maids' Quarters level = the number of maids currently acquired (capped at 5).

How to Acquire Each Maid

Each of the five maids has her own recruitment path — none of them are automatic. Once acquired, each maid starts at relationship stage "stranger" with 50 bonus starting points and begins showing up at her scheduled shift.

Maid Acquisition
Violet "The Standing Ovation" plot at the Bards Guild. Requires Bards Guild faction reputation 50+. She's a struggling performer you impress with support, and she joins the brothel afterward.
Mandarin Dungeon scenario — encounter her cleaning mid-battle against a Greater Demon. Defeat the demon to save her; she offers to join the brothel as a maid.
Lychee Relationship-based. Lychee is an NPC you meet around town and build a relationship with through regular visits. Once you reach Crush stage with her, a dialogue option to invite her to the brothel appears — accept, and she joins as Maid #3.
Lime Reward from the Wizard Initiation Test at the Arcane Shop. Lime joins upon completing (or passing) the test.
Rain Search encounter in the Back Alleys. She's an analytical researcher documenting the city's underbelly — engage with her using the Researching skill choice, and she accepts a brothel position to continue her fieldwork.

The order you acquire them doesn't matter — Maids' Quarters level tracks the total count. You can also get any single maid first; there's no prerequisite chain.

Maid Levels

Maids level up with experience, from Level 1 to Level 6 ("MAX"):

Level Experience Needed Base Cleaning Equipment Slots
1 0 10 1
2 200 15 1
3 600 20 1
4 1,200 25 2
5 3,500 30 2
6 (MAX) 7,000 40 2

Maid Items

Maids can equip items that boost their cleaning power, reduce brothel mess, grant brothel-wide income and reputation bonuses, and speed up maid EXP. Each maid has 1 item slot at levels 1–3 and 2 slots from level 4 onward.

Item effects stack — items with team-wide effects help the whole team regardless of which maid is wearing the item. Maid-specific signature items only fit their named maid.

Where Each Item Comes From

Common tier (all buyable, brothel ownership required):

Item Effect Source
Sturdy Broom +3 Cleaning General Goods Store, $300
Personal Polish Cloth +4 Cleaning General Goods Store, $350
Welcome Mat −3 Mess/day Crafts & Jewelry Stall, $250
Cleaning Manual Vol. 1 +10% Maid EXP Present Era City Library, $400
Training Journal +15% Maid EXP Monastery Manuscript Room, $500
Scented Candles +2% Brothel Reputation Exotic Goods Merchant, $400
Advertising Flyers +1 Client/day Village Market, $200

Uncommon tier (mix of shop + gameplay rewards):

Item Effect Source
Enchanted Mop +5 Cleaning, +5% Cleaning Arcane Shop (Aziza), $2,000
Bonded Brush +15% Cleaning Village Market, $1,200
Dust Repellent Spray +2 Cleaning (all maids) Kupie Love Training achievement reward
Cleaning Manual Vol. 2 +20% Maid EXP Monastery Manuscript Room, $2,000
Mentorship Manual +25% Apprentice EXP Fighters Guild quest reward — defeat Vex the Shadow (floors 22–24)
Lucky Coin Pouch +15% Cleaning Variance Fighters Guild quest reward — defeat Grimfang (floors 12–14)
Presentable Uniform +3% Brothel Reputation Tailor Shop, $1,200
Aromatic Incense +5% Brothel Reputation Exotic Goods Merchant, $1,800
Word of Mouth Network +2 Clients/day Crafts & Jewelry Stall, $1,500

Rare tier (mostly crystal/reward gated):

Item Effect Source
Master Mop +8 Cleaning, +10% Cleaning Maid Mentor tutorial quest reward (train any maid to level 3)
Dirt Trap Carpet −5 Mess/day Bards Guild quest reward
Enchanted Sealant −10% Mess Arcane Shop (Aziza), $4,500
Mastery Guidebook +35% Maid EXP Sylwithe's Hollow, 5 crystals
Consistency Charm +25% Cleaning Variance Crafts & Jewelry Stall, $4,000
Noble Referral Letter +3 Clients/day, +5% Brothel Wealth Vespa one-time plot reward (Close Friend stage, Castle Garden, 3 crystals, brothel owner). Also permanently increases Promotion Level by +1 when the letter is acquired.
Manager's Badge +5% Brothel Wealth, +3% Brothel Reputation Sylwithe's Hollow, 5 crystals

Epic tier — Maid-specific signature items (all from Kupie Love Training achievements):

Item Maid Effect
Violet's Stage Presence Violet only +25% Cleaning, +8% Reputation, +15% EXP
Mandarin's Iron Will Mandarin only +15 Cleaning, −8 Mess/day, +10% Cleaning
Lychee's Frost Crystal Lychee only +30% Cleaning, +3 Cleaning (all maids), +20% Variance
Lime's Burning Passion Lime only +20% EXP (all maids), +10% Cleaning (all maids), +25% EXP
Rain's Analytical Lens Rain only +20% Cleaning, −15% Mess, +30% Apprentice EXP
Perfection Pendant Any maid +35% Cleaning Variance, +10% Cleaning

Legendary tier:

Item Effect Source
Silken Moth Cloth +10 Cleaning, −10% Mess Moth Lady plot reward (complete the Silk Blessing questline)

Effect Types

Maid items can grant any combination of these bonuses:

  • Flat or percentage cleaning boost (to one maid or to all maids)
  • Flat or percentage mess reduction (less daily cleaning to do)
  • Maid EXP bonus (to one maid or to all maids)
  • Cleaning variance reduction (more predictable daily output)
  • Brothel-wide reputation or income bonus
  • Extra clients per day
  • Apprentice EXP bonus

For a master item reference including Worker Items and Monster Items, see the Items guide.


Brothel Systems

Cleanliness

Cleanliness runs on a 0–100 scale with 8 descriptive tiers:

Value Tier
0–4 Revolting
5–14 Filthy
15–29 Dirty
30–44 Messy
45–59 Acceptable
60–74 Clean
75–89 Very Clean
90–100 Spotless

Cleanliness affects two major daily outcomes:

Income bounds (min/max of what workers can earn):

  • Revolting: 0 (workers can earn nothing)
  • Filthy: 25% floor
  • Dirty: 50% floor
  • Messy: 75% floor
  • Acceptable: 100% baseline
  • Clean: 120% ceiling
  • Very Clean: 140% ceiling
  • Spotless: 160% ceiling

Reputation gain (multiplier applied to daily reputation gained):

  • Revolting: 0% (no reputation gained at all)
  • Filthy: 25%
  • Dirty: 50%
  • Messy: 75%
  • Acceptable: 100%
  • Clean: 120%
  • Very Clean: 140%
  • Spotless: 160%

Keeping the brothel clean is one of the highest-leverage things the player can do — it caps income AND determines whether reputation grows at all.

Reputation (20 levels)

Reputation is a long-term progression track. Each level has a name and a point threshold:

Level Name Threshold
1 Disgusting 0
2 Revolting 500
3 Filthy 1,500
4 Dirty 4,000
5 Shabby 7,500
6 Poor 12,000
7 Mediocre 18,000
8 Acceptable 26,000
9 Decent 36,000
10 Good 50,000
11 Fine 70,000
12 Quality 95,000
13 Excellent 125,000
14 Superior 160,000
15 Premium 200,000
16 Luxurious 250,000
17 Exquisite 310,000
18 Royal 380,000
19 Kingly 460,000
20 Godlike 550,000

Higher reputation attracts more and better clients, unlocks reputation-gated events, and feeds into daily income scaling.

Brothel Upgrade Levels

Beyond room levels, the brothel itself has three "house-wide" upgrade tracks:

Promotion Level (starts at 1)

  • Adds random(0 to level) extra clients daily, distributed among workers
  • Adds random(0 to level × 10)% bonus to daily reputation gain
  • Displayed in orange on the Room Management screen

Decor Level (starts at 0)

  • Adds random(0 to level × 5)% bonus to daily income (before tax)
  • Adds random(0 to level × 5)% bonus to daily reputation gain
  • Displayed in orchid purple on the Room Management screen
  • Rolled independently per day

Connections Level (starts at 0)

  • Defined in the system but its mechanical effect is not yet implemented

Rooms & Upgrades

The Room Management Screen

The Room Management screen is accessed from Worker Quarters → "Manage Rooms". The top strip shows brothel status (cleanliness, reputation, active workers, daily upkeep) plus your available resources. Below that, a horizontally scrolling row of specialty-room tiles and a grid of worker bedroom tiles. Clicking a specialty tile's gear (⚙) opens the Apprentice Management popup; clicking the + button on a worker bedroom upgrades it.

Resources Required for Upgrades

Upgrades cost four resources:

  • Wealth (gold, the primary cost)
  • Materials — Common / Rare / Epic
  • Fabrics — Common / Rare / Epic
  • Ingredients — Common / Rare / Epic

The six-slot resource display shows C/R/E counts for each type. All three tiers are used at different room levels.

Worker Bedroom Upgrade Costs

Every worker bedroom uses the same cost table (identical for rooms 1–28):

Level Wealth Materials Fabrics Ingredients
1 → 2 $1,000 20 Common, 5 Rare 10 Common 5 Common
2 → 3 $5,000 40 Common, 10 Rare 20 Common, 5 Rare 15 Common, 3 Rare
3 → 4 $25,000 25 Rare, 5 Epic 15 Rare, 3 Epic 10 Rare, 2 Epic
4 → 5 $100,000 15 Epic 10 Epic 8 Epic

What Bedroom Levels Actually Do

Upgrading a worker's bedroom gives her three stacking daily bonuses:

Room Level Max Income Reputation per Worker Extra Clients
1 baseline +0 +0
2 ×1.10 +1 +0
3 ×1.25 +3 +1
4 ×1.40 +5 +2
5 ×1.60 +7 +3

The income multiplier applies to the max end of her daily pay range (min pay is untouched). The reputation bonus is added straight to the day's fame gain. The extra clients stack with her base ability-based roll — and because the bonus-pay chance is Ability ÷ 2 + clients_today, extra clients also indirectly raise the chance of her pay doubling that day.

Net effect at Level 5: a worker pulls in significantly more money, pulls more clients, and produces more reputation per day — at the cost of more mess (she serves more clients) and $100 daily upkeep ($20 × 5 levels).

Specialty Room Upgrade Costs

Five specialty rooms have manual upgrade paths. Each follows its own cost curve:

Master Bedroom

Level Wealth Materials Fabrics Ingredients
1 → 2 $2,000 25 C, 8 R 15 C, 3 R 10 C
2 → 3 $8,000 50 C, 15 R 30 C, 8 R 20 C, 5 R
3 → 4 $30,000 30 R, 8 E 20 R, 5 E 15 R, 3 E
4 → 5 $120,000 20 E 15 E 12 E

Bar

Level Wealth Materials Fabrics Ingredients
1 → 2 $3,000 30 C 10 C 20 C
2 → 3 $10,000 20 R 15 C, 5 R 35 C, 5 R
3 → 4 $40,000 10 E 25 R 15 R
4 → 5 $150,000 25 E 20 E 15 E

Nurse's Room (Infirmary)

Level Wealth Materials Fabrics Ingredients
1 → 2 $4,000 20 C 10 C 35 C
2 → 3 $12,000 30 C, 5 R 20 C 20 R
3 → 4 $45,000 20 R 15 R 35 R
4 → 5 $180,000 15 E 20 E 25 E

Security

Level Wealth Materials Fabrics Ingredients
1 → 2 $5,000 50 C 5 C 15 C
2 → 3 $15,000 25 R 10 C 20 C
3 → 4 $60,000 50 R 20 R 25 R
4 → 5 $250,000 30 E 15 E 20 E

Dungeon

Level Wealth Materials Fabrics Ingredients
1 → 2 $8,000 60 C 25 C 30 C
2 → 3 $25,000 35 R 20 R 15 R
3 → 4 $80,000 60 R 40 R 30 R
4 → 5 $300,000 35 E 30 E 25 E

Plot-Locked Rooms (Cannot Be Manually Upgraded)

The rest of the brothel's specialty rooms are unlocked through story events and stay at Level 1 — or, in Maids' Quarters' case, scale with acquired maids:

Room How It Appears
Elara's Office Unlocked when you accept the brothel (with Master Bedroom). Fixed Level 1.
Kitchen Unlocked by Poppy's arrival plot (note: consumes all your ingredients as start-up stock). Fixed Level 1.
Arcane Room Unlocked by Blinky's acquisition plot. Fixed Level 1.
Secret Room Unlocked by solving the Crystal Code puzzle. Fixed Level 1.
VIP Lounge Unlocked by Vixen's recruitment plot. Fixed Level 1.
Ballroom Unlocked by Elara's refinement plot with Esperanza. Fixed Level 1.
Maids' Quarters Level = number of acquired maids (1–5), grows automatically.
Menagerie Built by Gastoff (requires brothel reputation 9+ and courtyard). Also grants +1 Decor Level.
Courtyard, Pool, Cell Corridor, Cells 1–8 All built individually by Gastoff via the blacksmith's shop plots.

Daily Upkeep

Daily upkeep is deducted automatically during the daily report:

upkeep = $60 base
       + $20 × Master Bedroom level
       + $20 × (sum of all worker bedroom levels)
       + $20 × (sum of Bar, Maids' Quarters, Nurse's Room,
                Security, Exterior grounds, and Dungeon levels)

Rooms that do NOT add upkeep: Elara's Office, Kitchen, Arcane Room, Secret Room, VIP Lounge, Menagerie, Ballroom.

Specialty Rooms

Each specialty room has a Master (the NPC who runs it) and supports up to 3 apprentices — except the Ballroom, which has only 1 slot for an active trainee. Each apprentice adds +1 to the room's effective level and triggers that room's specific per-apprentice effect. Masters can never be apprentices (not even in their own room).

Room Master How Unlocked
Elara's Office Elara (#1) Starting room
Master Bedroom The player Starting room
Bar Sherry (Brandy works shifts as a worker) Recruit Brandy
Nurse's Room Willow (#18) Recruit Willow
Security Valkyra (#11) Recruit Valkyra
Dungeon Raven (#7) Recruit Raven
VIP Lounge Vixen (#19) Recruit Vixen (plot-gated)
Kitchen Poppy Meet Poppy + set up the kitchen
Arcane Room Blinky Recruit/acquire Blinky
Secret Room Azariel Unlock the secret door
Maids' Quarters The maids (special) Story-locked, 1 per maid acquired
Menagerie (TBD) Build the menagerie
Ballroom Esperanza Complete Elara's refinement plot with Esperanza

Service Room Apprenticeship Effects

Workers assigned as apprentices grant per-room bonuses during the daily calculation. All effects stack up to the slot maximum.

Room Ownership Effect Per-Apprentice Effect
Master Bedroom Apprentice gains +50% EXP daily; takes 0 stress (daily + from events)
Elara's Office +5% daily income AND +5% daily reputation each (max +15% / +15%)
Bar +5% income, +5% reputation, +10 mess/day Each apprentice: +1% income, +1% reputation, +1 mess; the apprentice herself gets +2 clients
Nurse's Room (Infirmary) Willow active → base worker daily stress drops from 10 → 7 −1 daily stress for ALL workers per apprentice (max −3)
Security +8% daily event success chance +5% daily event success chance each (max +23% total)
Dungeon Effect coming in a future update
Kitchen Unlocks the Room Service action Each apprentice: −10 min on Room Service; +10 to each stat it restores; +1 random client distributed among working workers
Arcane Room Effect coming in a future update
Secret Room +1 daily EXP for ALL workers per apprentice (max +3)
VIP Lounge Vixen is a permanent "VIP worker" Each VIP worker (Vixen + apprentices) gets: 2× daily pay, +1 client, 2× mess
Maids' Quarters Maids handle cleaning (see Maids section) +10 cleaning per apprentice added to maid total
Ballroom Esperanza provides refinement training 1 slot only. The trainee is removed from the client roster for the day, gains 60–100+ EXP, and the brothel gets +10% daily reputation. Esperanza takes a 15% fee on net profit.

How assignment works: Each apprentice adds +1 to the room's effective level, shown as a green "(+N)" on the Room Management screen. The Apprentice Management popup (click a room tile) lets you assign/remove workers. Workers can only be assigned to one room at a time.

Apprenticeship Strategy

With only so many active workers and 3 slots per room, you have to pick. Here's the rough priority order:

Early-game (2–6 active workers):

  • Elara's Office — priority #1 if you have any apprentices to spare. +5% income AND +5% reputation per apprentice stacks quickly, and it's by far the cleanest bonus (no downsides).
  • Infirmary (Nurse's Room) — excellent with more than 4 workers. −1 stress per worker per day means everyone rests less, so you lose fewer active days to exhaustion.
  • Secret Room — quietly powerful. +1 EXP per worker per day across ALL workers grows low-stat newbies quickly.

Mid-game (7–12 workers, multiple specialty rooms):

  • Security — if you're seeing daily events fail, +5% event success chance per apprentice (capped +23% with 3) makes most mid-tier events reliable.
  • Bar — solid bonus per apprentice (+1% income, +1% rep) but produces +1 mess per apprentice too. Balance against cleaning capacity.
  • Master Bedroom — each apprentice gets +50% EXP and ignores all stress. Perfect slot for workers you want to push through a lot of training sessions.

Late-game (13+ workers, everything built):

  • VIP Lounge — high-risk, high-reward. 2× pay + extra clients + 2× mess. Only put workers here if your maid corps can handle the extra cleaning.
  • Ballroom — 1-slot trainee setup. The worker is pulled from client rotation for the day but gains 60-100 EXP; Esperanza takes 15% of net profit. Worth it for a high-stat worker you're trying to skill up fast.
  • Kitchen — every apprentice adds +1 random client and buffs your Room Service action. Low direct income impact, good support.

Rooms to skip for now:

  • Dungeon and Arcane Room — both have placeholder effects only. Assign workers here only if you don't need them anywhere else.

Common 3-apprentice combos:

  • Office ×3 → +15% income / +15% reputation every day
  • Infirmary ×3 → −3 stress per worker per day (effectively prevents exhaustion)
  • Secret Room ×3 → +3 EXP per worker per day (massive long-term experience farm)

Remember: masters can't apprentice. Elara, Willow, Valkyra, Raven, Brandy, and Vixen are all locked to their own rooms.


Daily Operations

The Daily Cycle

When time passes at the brothel, each active worker contributes income based on their stats, fame, skills, clothing, and hours worked. Income is then passed through:

  1. Base worker income calculated
  2. Cleanliness multiplier applied (income bounds)
  3. Reputation multiplier applied
  4. Bar bonus (service room)
  5. Decor bonus (random 0 to level × 5%)
  6. Christmas Wreath bonus (5% if owned; the Christmas toggle does not need to be active)
  7. Patreon Master bonus (5% if active)
  8. Office apprentice bonus (+5% per apprentice)
  9. 15% tax deducted
  10. Daily upkeep subtracted
  11. Net profit calculated (minimum 0 — Elara protects you from going negative)

Reputation gain passes through a similar pipeline: base → cleanliness multiplier → promotion bonus → decor bonus → seasonal/Patreon bonuses → office apprentice bonus → added to total reputation points.

Daily Events

Each day, the brothel triggers a random Daily Event — a narrative happening that can swing the day's income and reputation either up or down depending on whether your workers rise to the challenge. The system runs off a JSON library of 85 events spread across 6 categories, and every event has a full success and failure storyline with mechanical consequences.

Event Categories

Events are organized into 6 categories, each with equal weight when a category is chosen randomly:

Category Description Events
General Generic events that work for any operation type 28
Brothel Brothel-specific scenarios (client encounters, sensual events) 28
Hotel Hotel-operation scenarios (for hotel-mode establishments) 13
Reputation Reputation-tier-specific flavor events 5
Worker-Brothel Worker-focused narrative events 7
Worker-Hotel Worker-focused hotel events 4

The Brothel and Worker-Brothel categories only fire when running the establishment as a brothel. Hotel and Worker-Hotel categories are filtered out entirely for brothel operations.

Selection Process

Each day:

  1. A category is picked (weighted random)
  2. An event is randomly picked from that category
  3. Events whose IDs are in the recent history (last 5 events that fired) are skipped — same event can't repeat within 5 days
  4. If no valid event exists in the picked category, other categories are tried as fallback
  5. Gate conditions are checked: if the event fails its gates, it's skipped

Gating Conditions

Every event can specify requirements that must be met before it's eligible to fire:

  • Minimum or maximum active worker count
  • Minimum or maximum reputation level
  • Minimum cleanliness (percentage floor)
  • Requires a specific specialty room to be built
  • Requires a specific room to NOT be built (e.g. Rowdy Troublemakers only fires if you have no Security)
  • Requires a specific worker to be active
  • Operation type gate — brothel, hotel, or either

Success Calculation

Events use one of four success-condition types:

Condition Type How Success Chance is Calculated
Average stat Average of one stat across all active workers, plus a small per-worker bonus
Average of two stats Average of two stats combined, plus a small per-worker bonus
Highest stat Each worker's single best stat, averaged, plus a small per-worker bonus
Specific worker Selected worker's stat value + a flat base chance

Modifiers added to success chance:

  • Security room ownership: +8% base, +5% per apprentice (max +23% with 3 apprentices)
  • Worker items with event-success bonuses: summed across all active workers

The final chance is clamped to 5%–95% (no event is auto-win or auto-fail). A roll is then made against that chance to decide the outcome.

Worker Selection Methods

When an event needs a specific worker for its narrative, it uses one of:

  • None — no worker picked, generic narrative
  • Random — any active worker
  • Highest stat — picks the worker with the highest value in a named stat
  • Specific — a specific worker, falls back to random if she's not active

Where the narrative text mentions a worker by name, the selected worker's name appears there.

Outcomes

Both success and failure blocks can include any of:

Income effects:

  • A gold multiplier (typical range 0.3×–2.5×), applied to total income, a specific worker's income, or a random worker's income

Reputation effects:

  • A reputation multiplier (applied to the day's reputation gain)
  • An override that blocks reputation gain entirely for the day (common failure penalty)

Brothel effects:

  • A flat change to cleanliness (applied immediately, separate from normal daily cleaning)

Per-worker effects (applied to all active workers, the selected worker, or a specific worker):

  • Stress, health, experience, fame, and loyalty changes — all flat additive

Example Event Spreads

  • Traveling Bard (general, 3+ workers): Success = +50% income, −10 stress everyone. Failure = −25% income, +5 stress.
  • Rowdy Troublemakers (brothel, no security, 2+ workers): Success = +5 XP. Failure = −5% income, +5 stress, −5 health everyone. (Get a Security room!)
  • Royal Delegation (general, Rep 10+, Cleanliness 75+, 3+ workers): Success = +150% income, +100% reputation, +20 XP everyone. Failure = +20% income only, +10 stress.
  • Rat Infestation (general, 2+ workers): Success = −20 cleanliness, −15% income, +10 XP to savior. Failure = −50 cleanliness, −50% income, no reputation gain, −2 loyalty, +15 stress everyone.
  • Kitchen Fire (general, 2+ workers): Success = −20 cleanliness, −25% income. Failure = −45 cleanliness, −60% income, blocked reputation, −10 health, +18 stress everyone.
  • Connoisseur's Test (brothel, Rep 8+): Success = +100% income, +50% reputation, +1 fame. Failure = −10% income, +10 stress.
  • Sickly Patron (brothel, 2+ workers): Success = +30% income, +8 XP to selected. Failure = −8 health, +12 stress, −5 loyalty to the unlucky worker.
  • Rival Poacher (brothel, Rep 5+): Success = +3 loyalty to targeted worker. Failure = −5 loyalty, +8 stress — they don't leave, but they start resenting the pay.

Events with multiple possible outcomes show up in the Daily Report with the full narrative text (success or failure version) plus all applied effects listed. A high-leverage event like Royal Delegation or Counterfeit Scheme can swing an entire week's profits in a single day.

The Daily Report

After each day, a Daily Report screen summarizes everything: worker income, rest reasons (exhausted/sick), total income, tax, expenses, net profit, reputation gained, the triggered Daily Event, and any bonuses applied. Earnings must be collected from this screen.

The Two Optional Income Bonuses

Two special +5% income / +5% reputation bonuses appear in the daily calculation pipeline — they're both cumulative with each other and with everything else.

Patreon Master

Patreon Master is a proficiency upgrade purchased at any crystal vendor (Lillian's Lair, Seraph's Sanctuary, Sylwithe's Hollow) for 10 crystals. Requires Patreon Adventurer Tier or higher.

What it grants:

  • +5% daily brothel income
  • +5% daily brothel reputation
  • Bedroom upgraded to a special enhanced version
  • Proficiency changes to "Patreon Master" (replacing whatever you started with)
  • Higher caps on Christmas Claw Machine prize limits (2 clothing wins per worker instead of 1, better wreath drop odds, etc.)
  • Access to certain advanced training and work opportunities unlocked only for Patreon Master tier

Once purchased, these bonuses are always active — no further setup.

Christmas Wreath

A key item won from the Christmas Claw Machine (CWM) in Christmas Village. One-time acquisition — once you have won it, it remains in your key items permanently.

What it grants whenever owned:

  • +5% daily brothel income
  • +5% daily brothel reputation

The current income and reputation calculations check Wreath ownership only; they do not check the Christmas toggle or the real-world date. Stack it with Patreon Master for a combined +10% / +10% daily boost.


Worker Interaction

Visiting a worker is the primary way to build relationships and train them. It's accessed from the Worker Quarters hallway → "Visit Worker" action, which opens a selection list of all workers currently available (the player picks — it's not random despite the action's description).

Visitable Workers

Not every recruited worker is visitable — training images only exist for some. Currently these workers can be visited:

Sophie (2), Honey (3), Sandra (4), Grace (5), Shadow (8), Valkyra (11), Jade (15), Brandy (17), Willow (18), Vixen (19), Kasumi (20), Audrey (23), Momosagi (26), Maize (28), Pepper (29).

Elara (1) unlocks for visits after completing her late-night office intimate plot.

Active workers not in the visit menu: Raven (7), Foxy (9), Lindia (12), Whiskers (24). They're fully recruited, live in the brothel, and generate daily income like any other worker — they just don't have visit/training content yet. Raven has her own separate session actions available in the Dungeon instead.

Availability Rules

For a worker to appear in the list she must:

  • Be active (found + not laid off)
  • Not be currently resting (exhausted or sick)
  • Not already have been visited today (1 visit per worker per day)
  • Have the current in-game hour fall within her working-hours window (overnight-aware)

Visit Costs

Starting a session costs:

  • −60 energy
  • −40 calm
  • +60 minutes of in-game time

Session Menu

Each option is usable once per session. After selecting Exit, the session's total relationship points convert into loyalty.

Talk

  • +3 relationship (or +10 with the Intimate Communication skill)
  • 5% chance — Special talk outcome: +8 loyalty, +5 extra relationship, +1 NPC relationship, special dialogue line
  • 25% chance — Normal +1 loyalty (separate from the special above)

Praise

  • Relationship gain = 2 + round(worker Charisma ÷ 5) (so 50 Cha = +12, 100 Cha = +22)
  • 5% chance — Special praise: +8 loyalty, +5 extra relationship, +1 NPC relationship, special dialogue
  • 25% chance — Normal +1 loyalty

Gift

Gift effect depends on the item and the worker's preferences.

Regular gifts (10 types):

Reaction Relationship Loyalty NPC Points
Favorite +15 +4 to +8 +8
Normal +8 +2 to +6 +5
Least favorite +3 +1 to +3 +3

Per-worker favorite / least-favorite gifts:

Worker Favorite Least Favorite
Elara (1) Book Teddy
Sophie (2) Teddy Wine
Honey (3) Flowers Jewelry
Sandra (4) Wine Book
Grace (5) Book Lingerie
Shadow (8) Jewelry Flowers
Valkyra (11) Wine Chocolate
Jade (15) Jewelry Toy
Brandy (17) Wine Book
Willow (18) Flowers Jewelry
Vixen (19) Jewelry Teddy
Kasumi (20) Flowers Wine
Audrey (23) Perfume Teddy
Momosagi (26) Lingerie Book
Maize (28) Chocolate Book
Pepper (29) Chocolate Book

Consumable gifts (don't use the preference system — apply stat buffs directly):

Consumable Effect
Time +1 Dexterity
Antidote Full heal + clear stress
Power +1 Stamina
Shield +1 Loyalty
Focus +1 Intelligence
Desire +1 Ability
Cologne +1 Appearance
Luck +1 to a random primary stat

Training

Training advances the worker one step along an 8-level ladder. Each session unlocks a specific position and raises a specific stat.

Level Training Stat Gained
1 Kissing +1 Charisma
2 Oral +1 Intelligence
3 Missionary +1 Appearance
4 Cowgirl +1 Stamina
5 Doggie +1 Ability
6 Special 1 +1 Dexterity
7 Special 2 +1 to two random primary stats
8 Special 3 +1 to two random primary stats

Additional per-session rewards:

  • Player gains +50 Erotic Experience (flat, every session)
  • Worker gains experience and relationship points scaled by the player's current Erotic Experience (EE) level
  • Worker takes +20 stress (or +10 with the Tantric Arts skill). Overflow above 100 stress converts to health damage at 2× the overflow.

Player Erotic Experience Levels:

EE Level Experience Range
1 0 – 99
2 100 – 249
3 250 – 499
4 500 – 999
5 1,000 – 1,749
6 1,750 – 2,999
7 3,000 – 4,999
8 5,000 – 7,499
9 7,500 – 9,999
10 10,000+

Training rewards by EE level:

EE Worker EXP (after 0.8 scaling) Relationship Points
1 1 10
2 10 26
3 19 42
4 28 57
5 36 73
6 45 89
7 54 104
8 63 120
9 72 135
10 80 150

Exit — Loyalty Conversion

When the player exits the session, the total relationship points earned that session convert into loyalty:

Total Session Relationship Points Loyalty Gain
18 – 96 +1
97 – 175 +2
176 – 255 +3

The Trust Building skill adds +1 to whichever tier you land in.

Player Skills That Affect Worker Visits

Skill Effect
Intimate Communication Talk → +10 relationship (instead of +3)
Tantric Arts Training stress cost: 20 → 10
Sensual Mastery Training worker EXP × 1.5
Emotional Bonding Training relationship points × 1.5
Pleasure Arts Training also awards +1 to a random primary stat
Trust Building +1 to loyalty gained on Exit

Worker Loyalty

Every worker has four loyalty-driven chances:

  • Decay chance — loyalty drops over time
  • Cascade chance — a decay tick can trigger a second tick
  • Refuse chance — when loyalty is below 30, she may refuse to work (you'll see a flavor message in the daily report and earn 0 that day from her)
  • Bonus chance — when loyalty is above 80, she may grant a random daily bonus (extra clients, +25% income, or +2 reputation)

High-loyalty workers (Pepper at 100, Momosagi at 90, Sophie at 80) are far more stable than low-loyalty workers.


Worker Status — Rest, Sickness, and Strikes

Workers aren't always available. Stress, health, and loyalty can each force a worker out of commission, sometimes for days.

Exhausted Rest (Stress)

Base daily stress accumulation is 10 per day (or 7 if Willow is active in the Nurse's Room). Stress also climbs when she serves more than 2 clients (+1 per client above 2). A stamina roll each day (random 1–100 ≤ Stamina) lets her burn off 2 stress. Worker items and Infirmary apprentices also reduce it.

When a worker's stress climbs above 75 at end of day:

  • She completes her workday normally
  • She is flagged as resting with reason "exhausted"
  • She rests for the next 2 days — zero income, zero clients, zero EXP
  • On completion: stress resets to 0, health resets to max

Sick Rest (Health)

A worker's max health is Stamina × 10 (minimum 100), boosted to ×1.5 if she knows the Iron Constitution skill. Health can be damaged by training overflow (stress above 100 deducts 2× the overflow from health).

When health drops to 0 or below:

  • She is flagged as resting with reason "sick"
  • She rests for 4 days — or 3 days if Willow is active in the Nurse's Room
  • On completion: stress resets to 0, health resets to max

Refuse-to-Work (Low Loyalty Strike)

Each day, workers with loyalty below 30 roll against their personal refuse chance. If the roll passes, she goes on strike for the day — earns nothing and generates no clients or mess. A random flavor line appears in the daily report, things like "{name} put up a 'Closed for Renovation' sign on her door" or "{name} greeted every client with a death stare until they left."

The refuse system only applies to visitable workers (the same 16 who appear in the Visit Worker menu, including Elara after her unlock plot). Recruited-but-non-visitable workers (Raven, Foxy, Lindia, Whiskers) never strike.

The fix is always the same: get her loyalty back above 30. Gifts, praise, training sessions, and especially the 5% special-outcome rolls on Talk/Praise all raise loyalty.

High-Loyalty Bonus

On the flip side, workers with loyalty above 80 roll against their personal bonus chance each day. On success, one of three random bonuses fires for that day:

Bonus Effect
Extra Clients +1 or +2 extra clients (each also generates their own pay roll)
Income Boost That worker's daily pay × 1.25
Reputation Boost +2 reputation from that worker today

Like refuse, this only applies to visitable workers.

Stress/Health at a Glance

Condition Threshold Outcome
Stress > 75 End of workday 2 days exhausted rest
Health ≤ 0 End of workday 4 days sick (3 with Willow)
Loyalty < 30 Daily roll Chance to refuse work (skip day, earn 0)
Loyalty > 80 Daily roll Chance of clients/income/reputation bonus

Keeping workers between 20 and 75 stress, at full health, and above 30 loyalty is the steady state. High-loyalty workers pay for themselves in bonus procs; low-loyalty workers can cost you entire days of income.


Kitchen & Room Service

The kitchen is the Rose & Thorn's food hub, run by Poppy, a cheerful halfling cook who essentially invites herself into the job.

Unlocking the Kitchen

Poppy shows up at the brothel's main entrance as part of her arrival plot. Elara — never one to waste an opportunity — hires her on the spot and decides your entire ingredient inventory (Common, Rare, and Epic) is "starting supply." Accepting the plot hands all your ingredients over to Poppy and unlocks the kitchen at Level 1.

The kitchen itself is tucked into a nook in the West Hallway. Access is through the hallway's "To Brothel Kitchen" action (requires brothel reputation level 4+).

Actions at the Kitchen

Poppy is in the kitchen 24/7 (all hours, all days). She offers two actions:

Action Time Cost Requirements Effect
Talk 15 min Stranger+ Relationship progression (daily limit 8)
Master Chef 200 min −70 energy, −40 calm Friend stage + Cooking ≥ 50 Teaches the Master Chef skill (one-time; action disappears after learning)

Room Service — Poppy's Signature Offering

Room Service is a Master Bedroom action that represents Poppy delivering a premium meal and refreshments. It's gated on the kitchen existing and the player reaching brothel reputation level 4.

Base stats:

  • 120 min
  • +50 energy
  • +50 calm
  • +40 health
  • +20 satiation

With Kitchen apprentices (assign workers to the Kitchen via the Room Management screen):

Apprentices Time Cost Stat Recovery (each stat) Random Client Distribution
0 120 min +50 / +50 / +40 / +20 0
1 110 min +60 / +60 / +50 / +30 +1 random client (to a working worker)
2 100 min +70 / +70 / +60 / +40 +2 random clients
3 90 min +80 / +80 / +70 / +50 +3 random clients

The minimum time is clamped at 30 minutes. Each apprentice also distributes one extra random client across your working workers that day — so the kitchen indirectly boosts brothel income by pushing more clients through existing rooms.

Apprenticeship Strategy

The kitchen is one of the better rooms to fill with apprentices because the benefit is two-sided: you get a personal recovery boost (and cheaper time cost on Room Service) AND the brothel's daily client output grows. There's no downside — unlike VIP Lounge apprentices who take on 2× mess, kitchen apprentices just quietly push more clients to whoever happens to be working that day.


Monster Girls (Cell Corridor)

Beneath the dungeon, behind a stone archway sealed with containment wards, is the Cell Corridor — an entirely separate management layer from the worker system. Monster girls have their own stats, their own economy, their own clients, their own daily report, and their own interaction loop. Think of it as a second business running parallel to the main brothel.

Building the Cell Corridor (and the Cells)

The infrastructure is built by Gastoff the blacksmith, piece by piece. Each commission is a permanent upgrade paid in wealth + rare or epic materials, and each has reputation and flag requirements.

Commission Time Wealth Materials / Fabrics / Ingredients Requirements
Courtyard 3h $30,000 10 Epic each Brothel Rep 5
Pool 3h $200,000 25 Epic each Rep 6, Courtyard built
Menagerie 3h 20m $2,000,000 50 Epic each Rep 9, Courtyard built
Cell Corridor 3h $1,000,000 35 Rare each Rep 8, Raven recruited
Cell 2 3h $1,500,000 50 Rare each Cell Corridor built
Cell 3 3h $2,000,000 25 Epic each Cell 2 built
Cell 4 3h $2,500,000 30 Epic each Cell 3 built
Training Room 4h $10,000,000 500 Common / 200 Rare / 75 Epic each Rep 9, Gastoff relationship built up (+20 Gastoff on completion)

Cells 5–8 are placeholder structures — the locations exist in code but Gastoff doesn't currently offer commissions for them. That's future content.

Cell 1 isn't a Gastoff commission — it's unlocked as part of Bobo's dungeon rescue plot (her dedicated slot).

Completing the Menagerie also grants +1 Decor Level to the brothel.

Capturing Monster Girls

Monster girls are captured by defeating their dungeon-mob form repeatedly. Each capturable monster has an encounter counter — you need to defeat her at least 5 times before capture rolls even begin. Starting with the 6th defeat:

capture_chance = 10% + ((defeats_past_threshold) × 10%) + player Taming stat

Capped at 100%. So if your Taming is 20 and you've beaten her 8 times (3 past threshold), your chance is 10 + 30 + 20 = 60%.

On a successful roll, the game checks whether a built-but-unoccupied cell is available (cells 2–8):

  • No cell available → she surrenders, but wanders off. You can still try again; the defeats counter keeps climbing.
  • Cell available → a recruitment plot triggers, giving you the choice to bring her home or release her.

Currently Capturable Monster Girls

Enemy Becomes Reside in
Dark Elf Warrior (dungeon mob) Myriss First available cell 2–8
Jelly (dungeon mob) Jelly First available cell 2–8
Melanthe (dungeon mob) Melanthe First available cell 2–8

Bobo is acquired differently — as part of a scripted dungeon scenario questline, not via defeat rolls. She always lives in Cell 1.

The Four Monster Girls

Name Type Age Height Personality Starting Tamed Feed Cost Tamed Decay/day
Bobo Goblin 24 3'9" Mischievous 50 3 food 5%
Myriss Dark Elf 27 5'7" Hostile 30 5 food 6%
Jelly Slime 19 5'4" Cheerful 70 2 food 3%
Melanthe Lamia High Priestess 32 5'8" Cold Seductress 20 7 food 7%

Jelly is the easiest to manage — cheap feed, slow decay, high starting tamed. Melanthe is the hardest — expensive feed, fast decay, very low starting tamed.

Monster Stats (0–100, but starting values are single digits)

Monster girls use six different stats than workers:

Stat Analogous Worker Stat Role
Vitality Stamina Daily stress reduction (on successful roll, −2 stress)
Cunning Intelligence Training EXP bonus
Agility Dexterity
Ability Ability Daily client count (random(1, ability/10 + 1))
Allure Appearance Min income per client (allure / 2)
Aura Charisma Max income per client (aura × 2)
Ferocity Fame Attracts higher-tier demonic/monster clients

Stats start very low (single digits) and grow through training and stat upgrades. Stat upgrade cost in EXP = next stat value (so raising a 7 → 8 costs 8 EXP). Capped at 100.

The Tamed Meter — The Core Mechanic

Every monster girl has a Tamed value (0–100) that represents how willing she is to work. It governs everything:

  • Below 30 tamed → she refuses to service clients. Earns $0 that day. A random flavor message plays in the Daily Report ("{name} spent the day hissing at anyone who walked past," etc.)
  • At or above 30 tamed → she works normally, earning income and gaining EXP
  • Decays daily by her personal decay rate (3–7% per day) unless you visit her
  • Keeping her tamed is the primary ongoing cost of running monsters

Daily Work Mechanics (Tamed ≥ 30)

Each working day, a monster girl rolls:

  • Clients: random(1, Ability ÷ 10 + 1) — up to 11 at capped Ability
  • Income per client: random(Allure ÷ 2, Aura × 2) — varies wildly based on her allure/aura build
  • Stress: +10 base; −2 if random(1–100) ≤ Vitality
  • EXP: +1 per client served
  • Ferocity: stat_avg / 100 chance to gain +1 that day

Rest trigger: If stress exceeds 75, she enters 3-day exhausted rest (workers get 2 days; monsters get 3). She earns $0 during rest. On completion: stress → 0, rest cleared.

Managing Monster Girls

There are two interfaces, both accessed from the Cell Corridor location:

Manage Monsters — Opens a management screen showing each monster's stats, tamed, health, stress, equipped tool, and a stat-upgrade interface (spend EXP to raise stats).

Tame Monsters — Opens the taming session selection. Shows all active monsters with icons. Monsters currently resting or already tamed today are greyed out.

Taming Session Actions

Each session allows one of each action, used in any order:

Action Requires Effect
Feed Food items (amount varies by monster) +10 tamed. Main way to raise the tamed meter.
Discipline A tool (see below) Varies by tool: +10 to +15 tamed, stress/EXP changes, small chance to raise player Taming
Teach Tamed ≥ 30 Flavor dialogue only — 10 random topics (manners, trade, clothing, laws, friendship, food, music, kindness, home, trust). No stat changes, but progresses relationship-style content.
Training Tamed ≥ 30 The 8-step intimacy ladder (same as workers). Awards +1 to the matching stat, EXP scaled by Taming + Cunning roll
Exit Always Ends the session

Tools for Discipline:

Tool Tamed Bonus Stress Change EXP Change Player Taming Chance
Whip +15 0 0 3%
Rope +10 −20 0 2%
Shackles +10 +10 +25 2%

Whip is the heaviest tame boost. Rope is the stress-release tool (useful if a monster is close to the 75 stress rest threshold). Shackles push EXP hard at the cost of more stress.

Monster Training Stat Map

Training follows the same 8-step ladder as workers but maps to different stats:

Level Training Stat Gained
1 Kissing +1 Aura
2 Oral +1 Cunning
3 Missionary +1 Allure
4 Cowgirl +1 Vitality
5 Doggie +1 Ability
6 Special 1 +1 Agility
7 Special 2 +1 to 2 random stats
8 Special 3 +1 to 2 random stats

Training EXP gained: random(1, player Taming) + random(1, monster Cunning).

Consumables for Monster Management

Two special consumables simplify monster management:

Consumable Effect
Monster Tonic Wakes all monsters — clears all rest states and resets the daily taming-tracker so you can tame every monster again in one turn. Single-use.
Smelling Salts Reduces all active monsters' stress by 10. Useful to keep the whole stable away from the 75 rest threshold. Single-use.

Both consumables appear as icons on the Tame Monsters selection screen when available.

Daily Report Integration

Monster girl output appears in the standard Daily Report. Each monster shows one of four statuses:

  • Working — normal income/clients/stress gained
  • Untamed — tamed <30, earned $0, flavor message
  • Resting — exhausted, rest days remaining count down
  • Rest Complete — just finished her rest, back to full

Monster income adds to the brothel's net profit (after tax/upkeep are already applied — monster income is separately tacked on). Monster mess = clients × 2 and adds to the brothel's daily cleaning load.

Strategic Notes

  • Start with Jelly if you can capture her — she's the cheapest to maintain and hardest to lose to decay.
  • Never let tamed drop below 30. A single day in the untamed zone is a wasted earning day.
  • Melanthe is a late-game project — high feed cost, fast decay, but her Aura stat (starts at 9) makes her an income monster once built up.
  • Feed daily. Even if she's at 100 tamed, a missed day starts the decay slide.
  • Smelling Salts are emergency stops — use them when multiple monsters are brushing 70+ stress and you don't have time for individual visits.
  • Player Taming stat matters. It boosts capture rates AND training EXP — invest in it early if you're serious about running monsters.

Worker Items & Clothing

Worker Items

Workers can equip items with stat effects. The item system runs alongside clothing and skills to shape worker performance.

Clothing Levels (1–5)

Every worker starts at clothing level 1 and can be upgraded up to level 5. Clothing affects both daily income and reputation.

Income bounds by clothing level:

Clothing Level Min Income Max Income
1 baseline baseline
2 ×1.20
3 ×1.10 ×1.30
4 ×1.20 ×1.40
5 ×1.30 ×1.50

Reputation bonus (added to daily fame gain, per worker):

Clothing Level Reputation Bonus
1 +0
2 +1
3 +2
4 +3
5 +4

How to Upgrade Clothing

There are two ways to raise a worker's clothing level:

1. Fernando the Tailor (primary method)

Fernando offers a random worker a clothing upgrade via his per-worker plot. Key rules:

  • Once per day across the whole brothel
  • Random worker — Fernando picks; the player can't choose who gets upgraded
  • Max 2 upgrades from Fernando per worker — so Fernando alone can only take a worker from L1 to L3
  • Cost ramps up with total Fernando upgrades performed, using a 50-tier cost table — early upgrades are cheap (~$300 + 10 common fabric), late upgrades are enormous (~$500,000 + ~250/150/99 fabric)
  • Pays in Wealth + Fabrics (Common/Rare/Epic)

Each upgrade also plays that worker's unique Fernando plot (e.g. fernando_clothing_audrey.json), which varies by worker — these are narrative scenes in their own right.

2. The Christmas Claw Machine (event only)

During Christmas events, the claw machine (CWM) has a small chance of awarding a clothing upgrade as a prize:

  • Free players: max 1 clothing win per worker from the CWM (total L1 → L2 boost if already at L1, or stacks with Fernando)
  • Patreon Master: max 2 clothing wins per worker
  • Weighted random — you can't target a specific worker

Combined max reach: Fernando (2 upgrades) + CWM (1 free / 2 paid) = any worker can reach Level 5 using both systems even without manual intervention.

Eligible Workers (All 20)

Every currently-recruitable worker has a clothing system entry: Elara, Sophie, Honey, Sandra, Grace, Raven, Shadow, Foxy, Valkyra, Lindia, Jade, Brandy, Willow, Vixen, Kasumi, Audrey, Whiskers, Momosagi, Maize, Pepper.


Skills System

Note: The worker skills system is a placeholder framework slated for a major update in the next few versions. Many of the listed skill names and effects are working placeholders — they'll be refined, rebalanced, or renamed as the system is properly built out. Some effects are active in code; others are cosmetic for now. Treat the below as a snapshot of the current state, not a final design.

Each worker knows a starting skill unique to her — this is the skill she was born with, reflects her personality or backstory, and (when mechanically active) ticks away quietly in the background affecting her daily performance.

How Skills Work

  • Each worker knows exactly one skill at recruitment (her starting skill)
  • Skills apply their effects automatically during the daily brothel calculation
  • Iron Constitution boosts max health (the most common mechanical skill reference)
  • Some skills grant passive bonuses (Meditation recovery, Queen's reputation boost), others trigger on specific events (Crowd Pleaser's 25% extra-client chance, Diplomatic calming angry clients)

Starting Skills — By Worker (20 Recruitable Workers)

Worker Starting Skill Effect
1 Elara Assistant Manages chaos if player is away for days
2 Sophie Loyal Heart Loyalty never drops below 50
3 Honey Organizer +10 cleaning per day
4 Sandra Master Performer All stats count as +10 for satisfaction checks
5 Grace Meditation +10 stress and health recovery per day
7 Raven Dungeon Master Unlocks dungeon actions
8 Shadow Pickpocket 25% chance to steal an additional 25% gold each encounter
9 Foxy Fast Learner 2× experience per encounter
11 Valkyra Bodyguard Immune to unsatisfied client attacks, reduces riot damage by 50%
12 Lindia Perfect Memory +50% experience from player interactions
15 Jade Accountant +5% total daily income
17 Brandy Crowd Pleaser 25% chance an encounter counts as 2 clients
18 Willow Healer Character-exclusive skill (no mechanical effect yet)
19 Vixen Charming Personality +20% client satisfaction chance
20 Kasumi Oracle Character-exclusive skill (no mechanical effect yet)
23 Audrey Gardener Character-exclusive skill (no mechanical effect yet)
24 Whiskers Focused +5 to all primary stats for satisfaction checks
26 Momosagi Insatiable +1 maximum daily clients
28 Maize Heartbreaker Placeholder — not yet implemented
29 Pepper Bunny Hop Character-exclusive skill (no mechanical effect yet)

Italicized skills are character-exclusive — they belong only to that worker and aren't defined in the main skill library. Heartbreaker and Siren Song are defined but explicitly marked as placeholder effects.

The Full Skill Library

There are 30 skills defined in the main skill system. Not every one has a worker assigned as her starting skill, but every one can theoretically be acquired through training, plots, or special events.

Skill Effect
Fast Learner 2× experience per encounter
Perfect Immunity Cannot get sick for any reason
Iron Constitution +50% maximum health
Meditation +10 stress and health recovery per day
Charming Personality +20% client satisfaction chance
Talented Doubles client satisfaction reward
Pickpocket 25% chance to steal an additional 25% gold per encounter
Acrobatics +20 dexterity and ability for all checks
Loyal Heart Loyalty never drops below 50
Resilient Daily stress loss halved
Master Performer All stats count as +10 for satisfaction checks
Fame Magnet Fame gain doubled
Organizer +10 cleaning per day
Perfect Memory +50% experience from player interactions
Crowd Pleaser 25% chance any encounter counts as 2 clients
Natural Beauty +20 appearance and charisma for all checks
Diplomatic 50% chance to calm angry clients
Hardy Cannot drop below 1 health (prevents incapacitation)
Queen +15% total brothel daily reputation
Focused +5 to all primary stats for satisfaction checks
Bodyguard Immune to client attacks, reduces riot damage by 50%
Assistant Manages operations when the player is away
Quick Study Reduces stat training costs by 25%
Bookworm +10 intelligence for all checks
Fitness +10 stamina for all checks
Dungeon Master Unlocks dungeon services
Accountant +5% total daily income
Insatiable +1 maximum daily clients
Siren Song Placeholder — not yet implemented
Heartbreaker Placeholder — not yet implemented

The Player's Role

Most skills are locked to their worker and can't be taught or removed. However, a handful of skills affect the player's own interactions with workers rather than the workers' daily output:

  • Intimate Communication — The player's skill, changes Talk's relationship gain from +3 to +10
  • Trust Building — The player's skill, adds +1 to loyalty gained from session exit
  • Tantric Arts / Sensual Mastery / Emotional Bonding / Pleasure Arts — All player skills that modify training sessions

These are discussed in the Worker Interaction section above — they're different from the worker's own skill list but visually similar in name.


Brothel Plots

The brothel is the center of a large web of narrative plots — some trigger automatically when you walk into a room at the right time, others fire from specific actions (like commissioning Gastoff or rescuing a monster girl in the dungeon). Most are one-time scenes that unlock characters, upgrades, or new content. The full plot library for the brothel currently contains 50+ plots across several categories.

Plots either auto-trigger (walk into the right location at the right time with the right conditions met) or are manually triggered from an action elsewhere. All of them have gated requirements — common ones include reputation thresholds, relationship stages, active workers, and time-of-day windows.

Arrival & Recruitment Plots

These plots bring new characters into the brothel. Most fire automatically at the main entrance once the right reputation is hit.

Plot Location Key Requirements
Azariel introduction Secret Room After unlocking the secret door
Poppy arrival Entrance Brothel reputation 4+
Blinky arrival Entrance Brothel reputation 7+
Sherry introduction Bar Brothel owned
Violet/Mandarin/Lychee/Lime/Rain arrivals Maids' Quarters During each maid's working hours
Kasumi: A Desperate Request Entrance Reputation 6+
Kasumi: Haunted by Visions Entrance Reputation 8+
Kasumi: The Oracle's Choice Entrance Reputation 10+ (activates her as worker)
Sandra duet proposal Bards Guild After H2H "Lost Passion" + Friend stage
Pepper introduction Entrance Triggered during the Easter event
Momosagi dungeon rescue Dungeon Manual trigger from a dungeon scenario

Management & Setup Plots

Plot Location Purpose
Establishing Operations Elara's Office One-time choice of brothel vs hotel operation type
Sophie & Elara welcome Elara's Office Sophie's first day
Elara & Hailey food supplies General Goods Store Sets up food supply arrangement
Elara & Fernando worker clothing Tailor Shop Sets up Fernando's clothing upgrade service
Elara & Brandy tavern research Rowdy Alehouse Late-night comedy plot (Friend+ with Elara)

Maid Group Interactions

The five maids have a web of plots that chain together as you acquire and build relationships with them.

Plot Maids Involved When
Violet + Mandarin shift change Violet, Mandarin Shift transition hours
Lime + Lychee elements Lychee, Lime Acquaintance+ both
Lime + Rain analysis Lime, Rain Acquaintance+ both
Lime + Mandarin protection Mandarin, Lime Acquaintance+ both
Lime meets Blinky Lime + Blinky Arcane Room, Acquaintance+
Three Maidens First Meeting Mandarin, Lychee, Rain All three acquired
Lime + Lychee elemental sisters Lychee, Lime Friend+ both
Maids compete bedroom Mandarin, Lychee, Lime Friend+ all three, Master Bedroom
Whispers of Six All five maids Close Friend+ with all five

Three-Girl Worker Bonding

Plot Workers Location
Three Girls Bonding ("Finding Family") Sophie, Jade, Honey Worker Quarters, all at Acknowledged+
The Awkward Massage Sophie, Willow, Elara Nurse's Room, all at Acknowledged+

Sherry Integration

Plot With When
A Wizard's First Taste Blinky Sherry Acknowledged, Blinky Known
The Unbeatable Challenge Brandy Both at Friend, 21:00–24:00
A Stage Reborn Sandra Sherry Acquaintance, Sandra active

Worker Bedroom Intimate Plots

These unlock serious romantic/intimate content. Each needs 550+ relationship points (roughly late Friend stage) and fires in the Master Bedroom between 21:00 and 24:00. Once completed, they're gone — one-time scenes.

Plot Worker
A Night with Sophie Sophie
Breaking in the Stallion Honey
After Hours with the Manager Elara — this one unlocks Elara in the Visit Worker menu

Sashimi Questline

Plot Location When
The Mermaid at the Rock Dungeon (fishing) Manual trigger during fishing
A Fish Out of Water Brothel Pool Sashimi Acknowledged+, 9:00–19:00
The Beast Between Worlds Brothel Pool Sashimi Friend+, 9:00–19:00 — unlocks a Void Leviathan quest

Pepper's Integration Plots

Pepper has the most extensive integration — she meets every other named brothel resident in turn. Each plot unlocks once Pepper and the other character reach the required relationship stage.

Plot Meets Stage Required
The New Hire Elara Pepper Acknowledged
Bar Training Sherry Pepper Known
Cooking Lessons Poppy Pepper Known
Checkup Willow Both at Known
Lessons in Charm Brandy Pepper Acquaintance, Brandy Known
The Pet Bunny Sophie Both at Known
Family Resemblance Raven Pepper Acquaintance, Raven Known
Bunny Bonding Momosagi Both at Known

Raven-Specific

Plot Notes
The Art of Taming Manual trigger plot, awards +20 Raven relationship

Gastoff Construction Plots

All fire from Gastoff's blacksmith shop commission actions. Each plot delivers the narrative of the build and then sets the corresponding "built" flag so the location appears in the brothel.

  • Building the Courtyard
  • Building the Pool
  • Building the Menagerie (also +1 Decor Level)
  • Building the Cell Corridor
  • Building Cell 2
  • Building Cell 3
  • Building Cell 4
  • Building the Training Room (unlocks four repeatable elite-trainer sessions off the West Hallway)

(Cells 5-8 are commented out in the code — they're future content.)

Monster Girl Capture Plots

Each capturable monster girl has two possible plots that auto-trigger post-battle, depending on cell availability:

Monster No-Cell Plot Recruit Plot
Myriss "Dark Elf Surrender - No Cell" "Dark Elf Surrender - Recruitment"
Jelly "Slime Girl - No Cell" "Slime Girl - Recruitment"
Melanthe "Lamia Priestess - No Cell" "Lamia Priestess - Recruitment"

The recruit version offers a choice — Accept (brings her home to the next open cell) or Release (she walks away, counter resets for future attempts).

How Plots Fire

  • Auto-trigger plots check their conditions whenever you enter the specified location. If all conditions pass AND the plot hasn't already been completed, it fires.
  • Manual plots need to be initiated from an action (a Gastoff commission, a post-battle capture, etc.).
  • Every plot is one-time only — once completed, it can never fire again.
  • Plots can be chained — some later plots require earlier plots to be completed first, or specific heart-to-heart conversations.

Getting Started — Early Game Priorities

  1. Meet Elara, accept the brothel assignment — she becomes Worker #1 automatically.
  2. Rescue Sophie from the alley — your first additional worker, with high loyalty.
  3. Acquire your first maid (Violet) — cleaning tanks fast without her.
  4. Meet Poppy (the cook) — she'll set up the kitchen on her own.
  5. Build up daily income and reputation — invest in cleaning and room upgrades early, since cleanliness caps both income and reputation.
  6. Recruit Honey, Jade, and Willow through their questlines — all three unlock unique roles and bonuses.
  7. Explore the dungeon — Raven, Lindia, and later minibosses all become workers on defeat.
  8. Meet Vixen — recruiting her unlocks the VIP Lounge, a major fame boost.

This guide is a work in progress. Individual worker walkthroughs, monster-girl guides, and maid item optimization are covered in their own documents.

Community discoveries

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