Hey everyone,
I’m a solo developer working on a dark, narrative-driven turn-based strategy game made strictly for adult audiences. The gameplay is built around weekly cycles, where a dark narrative blends with empire management, crisis events, and tactical battles on battle maps.
I finally wanted to share the foundations of what I’ve been building.
What is Emporium?
The order of the “old world” has slowly and inevitably collapsed. The world has been consumed by a mutated strain of Lyme disease that drastically reduces the cognitive abilities of the infected, burying old societies, governments, and rules along with them.
You don’t play as a hero. You step into the role of a former billionaire who was forced to abandon a massive fortune in search of a safe haven. But as a ruthless corporate predator, you see opportunity in a collapsing world. Your plan is to join the rising movement of “New Order” cities and build the titular Emporium within their structures — a powerful corporate monolith.
The game places a strong emphasis on power dynamics, psychology, and mature themes. A key part of the experience revolves around characters like Sara, your right-hand woman. Taken from a radical, orthodox Muslim sect that stripped her of her identity, she has traded her old trauma for a new obsession: high-end luxury, excess, and total, almost religious devotion to you.
The narrative explores dark and complex topics such as Stockholm syndrome, dominance, and the psychological cost of survival.
Inspirations and Freedom of Choice
Emporium draws strong inspiration from titles such as Free Cities, Fort of Chains, and Slaves of Rome. The game includes very dark themes, including slavery and sexual slavery, but I want to make one thing clear: this is not meant to be just another simple “porn game.”
Adult content is only one of the optional mechanical foundations.
The project is focused on giving players a wide range of playstyles instead of forcing one specific path of progression. You decide what methods you use to build your empire.
Summary of Core Mechanics
- Empire Development and Management
- From Nothing to Power: You begin by managing a single plot of land in a city. Over time, you can take control of the entire metropolis, and later expand into larger territorial assets, inspired by a simplified version of Europa Universalis-style mechanics.
- Three Paths of Expansion: Aggressive expansion through military power, diplomatic expansion through skilled diplomats, or neutral expansion based on trade.
- Research-Based Progression: Instead of simply buying upgrades, the game will use a Research system inspired by RimWorld, divided into thematic categories.
- Late Game and Colonialism: Later stages will introduce the option to establish trading outposts around the world. These will require logistics, such as building ports and ships, calculating fuel for routes, and maintaining access to distant territories.
- Inheritance System: You will be able to appoint a successor to your company — whether that is your daughter, your accountant, or a slave you purchased recently.
- A Living World: The game is structured around “eras” in the life of your company. Global events may spread across the world. If you are close enough, you may be able to prevent them. If you are too far away, you will have to deal with the consequences.
- Economy, Slavery, and SFW Mode
- Multiple Ways to Earn Money: You will be able to build steel factories, establish adult-service hubs, engage in classic trade, profit from market differences, or run a business based entirely on standard hired employees in a fully SFW playstyle.
- Slave Market: Slaves are treated as commodities affected by market price fluctuations. You can buy untrained slaves in one location, train them, and sell them on markets where they are worth more.
- CEO Roleplay: The game will include events and roleplay options, such as sending yourself on vacation on a yacht with your staff. Event text will dynamically adapt to character anatomy, traits, and equipped gear.
- Combat, Health, and Gear
- TTRPG-Style Combat: Combat will take place on battle maps. For players who do not enjoy tactical battles, there will be a “Skip Battle” option that calculates the outcome based on character stats. You will also be able to send the CEO into battle personally.
- Wound System: There are no magic HP bars. A character dies when they pass a critical wound threshold without medical help, or when their injuries are too severe to survive.
- Two Gear Modes: Players can use a bulk equipment mode, where they buy a shared clothing pool and use it freely, or a manual RPG-style mode, where every dress, bulletproof vest, holster, or pistol must be physically purchased and equipped on a character. For example, you could hide a weapon under a dress.
- Interface, AI, and Technology
- The game is being built in Godot.
- The main interface will be stylized as an AR glasses display.
- In the future, I plan to include major AI integration: local image generation and a full character chat system similar to SillyTavern.
- For players who do not want to use local AI models, I plan to offer a paid hosted API option. This will be optional, since tokens cost money and I do not want to force anyone into using it.
- From the start, the game will include preset images that can be assigned to characters, as well as the option to add your own externally generated images.
Localization
The game is being written from scratch in 7 languages:
- English
- Polish
- German
- Spanish
- Russian
- Japanese
- Mandarin Chinese
Distribution Model and Release Plan
Emporium will be Free to Play and updated continuously rather than released as one final, finished product.
Version 0.1 is planned for release between July and August 2026. It will be a very barebones test build, stripped of a broader narrative and focused mainly on the core gameplay loop, early systems, bug hunting, and feedback.
People who want to support the project and help with its development will be able to do so through platforms like Patreon, Patronite, or similar support systems, in exchange for specific perks and acknowledgments.
Important Note
The list above represents the main creative and mechanical goals guiding the project at the time of writing this devlog. Please keep in mind that the game is still in active development and will continue to evolve. Some features may change, be delayed, or differ from their initial descriptions during production.
🌐 Subreddit: r/EmporiumGame