
Run a business with adorable monster girls using power of desire! Employ girls, build your workplace and grow your business in the magical world. Unleash the charm of your team and watch your business thrive!
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Ugh... I like the artist and I like the idea for the game, but this one's pretty unplayable. -The UI and menus are absolutely awful- the employee list being a side scroll list instead of just... like a normal list is particularly a head scratcher, no way to check the stats of rooms if they need to be cleaned as a couple of examples). For a management game, that's pretty unforgivable. -All of the characters have a habit of bunching up, especially at the front desk so it becomes near impossible to select the one you want to try and un-♥♥♥♥♥♥♥♥♥♥♥ them, which only gets exponentially worse as you get even a modest number of rooms. -Characters very often get stuck for no reason and become unable to interact with anything. As a recent frustrating example, I reached the end of a night but couldn't complete it since the front desk room broke so the customers couldn't leave leading to a softlock. -The 'automation' is bad. A manager can only manage 1 worker at a time, and only a 'worker', if they're say, a 'janitor', sorry that's all manual. There's some potential here, but it needs some serious bugfixes and a UI overhaul to make it even playable. Very unfortunate :(
I first off want to say that I love this artist's style, and that if you like what you see in this game, please save your money and get Hidden Realm of the Enchantress instead because that game is an absolute baller and made by the same artist/developer. The art in this game is also very good, but my main issue is that the UI is absolutely atrocious. In order to run a proper bordello you're going need a large staff, but the menu to set each individual concubine bulky side-scrolling one which is extremely hard to properly sort through. On top of that sometimes your ability to select characters mid-game sometimes breaks and you need to reload the entire save to fix it, and the needs of workers is very weird and non-specific, such as requiring "cleanliness" but you can clean a room to being spotless and they will still lose happiness due to dirtiness with no measurable way of seeing how clean a room is, thus making their cleanliness goal neigh unreachable. And on top of all that, the game requires so much constant attention you can't properly relax and wack the ol' rhubarb, which kinda counters the whole point. Again, artist is poggers, check out their other work or even pick this one up if you just wanna support them, but I'd be lying if I said this one wasn't kind of a wreck. That said I'm really looking forward to their next game and hoping they learned a lot from this one!
Came to goon, stayed to build a multi-million dollar prostitution ring in a medieval setting.
玩法挺有趣的但因為遊戲沒有Chinese (Traditional)、Chinese (Simplified),用手機翻譯,玩起來有點吃力,希望能更新中文 評價⭐️⭐️⭐️⭐️
It has really a lot of bugs and it's literally impossible to manage all the cleaning stuff in the endgame, but the idea of managing all the prostitutes is just wonderful, and the extra sex scenes are simply gorgeous... Definitely a must have work of art!
This game could be soooooooooooo good if it actually worked :( The controls are confusing and never explained and clicking just randomly stops working sometimes.
Played a bit and, while fun with the management, it tends to break quite a bit where it says that rooms are in use and thus customers can't come in or the room can't be cleaned and you end up having to delete the room and rebuild it to get rid of that issue. Fortunately, you can hire a bunch of workers to gather resources and compensate, but it is a bit rough.
텍스트 어드벤처 + 창관 경영 물자를 얻는 맛이 있고 그림이 쫀득해서 좋지만 난이도가 좀 있어서 언어장벽에 가로막힌다...
有卡 有成就 没中文
Charm Commerce is one of those games that constantly screams “this has potential,” but almost never reaches it. The core idea is actually pretty fun: You run a brothel, hire girls/monster girls with different stats and requirements, manage rooms, morale, hygiene, salaries, customer satisfaction, etc. Customers also have preferences for races and stats, which sounds interesting on paper, but has issues on its own which make it a pointless system, I'll shortly go through that later. But overall, I weirdly enjoyed parts of it. The character art is amateurish, but it has charm. It’s simple and rough, yet still visually appealing in its own weird indie way. Sadly, the background art and menus are extremely bland by comparison and feel underdeveloped. The navigation could also be improved a lot by replacing the nested text boxes with an actual illustrated cute little map and clickable nodes! :) The biggest issue by far is the gameplay and UI design. The UI is a complete mess and the game explains almost nothing properly. I played for over 3 hours before discovering that workers can be assigned special roles like janitor, guard, manager, etc. The button for it looked like a rename button, so I ignored it the entire time. That mechanic is incredibly important, yet the game basically hides it from the player. There is a small hint about assigning guards to remove bad customers, but no real explanation where to go to find that. For the longest time, I thought it was a specific NPC that I needed to talk to in order to hire guards, but that's so far from the truth, which just caused my first 3 hours to be way more manual than they needed to be, and also made me get a bunch of negative debuffs thrown at me constantly simply because I didn't find that button sooner. From reading other reviews and comments, this seems to be a pretty common issue, so fixing that would be a top priority. There are tons of little UX issues like this: - Important information is buried in awkward menus, - Workers stack on top of each other constantly, - Misclicks happen nonstop due to constant movement or stacking, - Customers patience runs out fairly quickly, combined with having a lot of customers coming in consistently, it makes micromanagement frustrating, - Checking customer preferences against worker stats becomes impossible later on due to the amount of customers that arrive, - Rooms can only be cleaned manually unless you change a setting, which is an extremely weird thing to implement overall, - And some systems have almost no visual feedback whatsoever, like rooms getting dirty (they look the same no matter what). The hygiene system in particular is awful. Rooms become dirty over time, lowering morale and comfort, but the game barely communicates how to deal with it. Once you figure it out, manual cleaning becomes insanely tedious in the late game, especially while handling a constant stream of customers. Switching Hygiene to ‘Auto’ and hiring janitors essentially removes the system entirely, which makes me question why the mechanic exists in the first place. Either you suffer through extremely tedious manual management whilst constantly under time pressure, or you don't see the system whatsoever throughout the entire time playing... Leveling is also disappointing. Characters gain only 1 stat point per level, while naturally higher-level recruits start with massively better stats anyway. Since leveling is extremely slow for some reason (honestly this just feels bugged), there’s almost no reason to invest in weaker workers long-term. It is way better to just find a high level worker and pay the higher salary than trying to use low-level workers, unless you want to use potions to raise their stats that way, which in the end will probably cost you more in total than the salary for the worker ever will. The game also suffers from a lot of repetitive clicking and strange design choices: - Buying resources one piece at a time, - Traveling through nested text menus instead of an actual map, - Time management systems that encourage one obvious “optimal” setup, whilst neglecting any other way to play, - And automation systems that feel half-finished. What frustrates me most is that almost every bad system feels fixable. With better UI/UX design and more thoughtful balancing, this could genuinely become a really enjoyable management game. This is one of those games that easily make me think "how could I do this better?", and give me my own ideas for what I would've done instead (I understand however that it is always easier to say than do, but I digress). Right now though, it feels like an early prototype with good ideas but poor execution. I don’t regret trying it, and I can respect the developer’s effort and artwork, but I can’t really recommend it in its current state unless it’s extremely cheap (a buck). 2/10 currently, but honestly has the potential to become a 7/10 or even 8/10 with major improvements. TL;DR Either buy it when it is dirt cheap, or don't buy it at all.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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