Fantasy Manager [Ongoing] - Version: 0.9.5.4
Developer:
Horologist
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Release Date: 22 February, 2026
Game Size: 667.0 MB
Censorship: Uncensored
Game Engine: Ren'Py
Current Game Version: 0.9.5.4 (Ongoing)
Total Views: 93
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Game Informations
Fantasy Manager is a management sim where you run businesses, recruit colorful characters, and build your empire through charm, coin, and questionable decisions. Inspired by Whoremaster and SlaveMaker, expanded with male fanservice and a SFW option for those who just want the management aspect.
Highly moddable. Add your own characters, events, items, and more.​
How to install?
- It's a Renpy game, Extract and run.
System Requirements:
- Dual Core Pentium or equivalent Processor.
- Intel HD 2000 or equivalent Graphics.
- 667.0 MB of free disk space (Recommended to have twice as much free disk space than this).
Fantasy Manager - Ongoing - Version 0.9.5.4 Download Links
Confused about how the downloading works? Here is a handy guide
Mac OS Google Mediafire Vikingfile Datanodes Pixeldrain
Linux Google Mediafire Vikingfile Datanodes Pixeldrain
Report only if Mega link or all links except Mega are unavailable. More details about it
What's New in Fantasy Manager Version - 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 1920×1080
— 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
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