The Curator
The Curator is a roguelite gallery-management simulation about managing your own traveling art gallery. Upgrade your van, re-organize artworks to unleash synergies while satisfying picky visitors. Prepare for daily events and curate a collection that pleases everyone, including the Baron Family.
THE ART WORLD IS ON WHEELS!
An art gallery on wheels. No two runs play the same. Every artwork has a placement preference. Every visitor has a logic. And every day asks a little more of you than the last.
About The Curator
The Curator is a roguelite where the puzzle is your gallery layout and the stakes are a city that never stops wanting more. You are the curator of a mobile art exhibition with dragging, arranging, and locking artworks into a grid-based van, then watching visitor browse, deliberate, and buy based on what you built for them.
Core Game Loop
Day Phase: Curate your gallery. Drag and drop artworks into your van's grid slots. Every artwork has its own preferences: some despise abstract neighbors, others bloom only in specific company. Satisfy these conditions to activate synergies that define your run. Buy new slots to expand your layout. Lock your most valuable pieces so they survive the night.
Night Phase: Open the museum. Visitors flood in, each driven by their own taste, budget, and agenda. The Collector hunts specific tags. The HODLer needs thematic consistency. The Student scrapes for something cheap. Sell enough editions before the clock runs out or the run ends.
If you hit the threshold, choose an upgrade card and push deeper. Build your strategy: stack Books and Tools into a cohesive build. Watch the synergies compound.
You Failed? Bank your Meta Coins. Visit the Unlocks Canvas to expand your artist roster, artwork pool, and upgrade selection for next time. A failed run is never wasted.
CURATE. SELL. UPGRADE.
Start with a humble van and transform it into a mobile masterpiece. Use your earnings to expand your gallery, buying more slots and powerful upgrades to manipulate the city and satisfy even the harshest critics.
Key Features
Gallery as puzzle: grid-based placement where neighbor tags and artwork preferences activate synergies.
Every visitor decision matters: Every visitor weighs tag preferences, dynamic price tiers, and personality type before buying.
5 visitor types with distinct behavior: Collector, HODLer, Tourist, Student, Common.
4 Special Visitors, each with unique mechanics: Catch the Thief, earn from the Child and Wise, react to the Celebrity's timed flash events.
16 Art Tags: Abstract, Colorful, Nature, Photography, Sculpture, Painting, and 10 more.
Upgrade system: Books and Tools with UNIQUE and STACKABLE effects. Find combinations that break the daily curve.
Meta-progression that compounds across runs: Unlock deeper pools of artists, artworks, skills, and upgrades.
Daily escalation: harder thresholds, more visitors, more demanding preferences every single day.
City Events: Mid/late-game modifiers that hit hard but reward harder.
Toon-shaded 64-color palette art, all produced in Blender by me.
Procedurally orchestrated soundtrack that listens to game events and fires in musical sync, including every UI interaction.
Alpha Demo
5 unique artists
29 artworks with unique skills
9 Ability Books
30 Tools
40+ Quests
5 visitor types + 4 Special Visitors (Thief, Child, Wise, Celebrity)
Complete 12-day run
Meta-progression system including Quests, Unlocks
Roadmap
City Events: Unique mid/late-game events: high-penalty conditions, high-value rewards
Full 30-Day Run with complete balance pass
5 More Special Visitors
More Challenges
Advanced Artwork Tag Mechanics
More Books and Tools
2-3 New Artists
15+ New Artworks with Interactable Skills