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SETUP-README.md docs(SETUP-README): current-to-stack — financial-underworld module table (loanshark/gigs/property/stores/dairy/gristle/player-wardrobe) + expanded-modules note now covers escape governor, config settings-reads, kokoro keep-warm/disable, ollama length+completion, 3 new archetypes, storage del 2026-06-20 13:30:50 -06:00
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🔗 DUNGEON MASTER: THE HUNT — Gameplay Wiki

persistent city-builder — dungeon harem evil taboo — hunt your prey with the purchased tools and items

A massive multi-page text+emoji adult game where you run a sex-slave operation. Start in a basic dungeon, hunt girls across town, capture them with progressively better tools, hold them in upgradeable rooms, form Stockholm bonds, record films, sell them on the slave market, dispose of the ones you tire of. Every captive has her own persona driven by a real local LLM with persistent body state, drug pharmacokinetics, pregnancy, and a memory of every john she's seen.

📖 The complete, browsable reference is the in-game Game Wiki — every system, item, toy, action and concept, plus how-to-play, how-to-keep-your-slaves, and how-to-stay-out-of-jail. This README is the markdown overview; the wiki is the full encyclopedia.

Cross-references: wiki.html (full game wiki) · SETUP-README.md (technical setup) · docs/ARCHITECTURE.md (system design) · docs/ROADMAP.md (phase plan) · docs/SKILL_TREE.md (capability matrix) · docs/TODO.md (active backlog) · docs/FINALIZED.md (completion archive)


Table of contents


In-game footage

The landing page

Game landing page

The public front door — what the game is, Start / Continue / Wiki, the team, behind the 18+ gate. (This is the view the social link-preview card is shot from.)

A captive replying via real local LLM, with her persistent Pollinations portrait

Captive room with LLM reply

Every reply is streamed from the local model, delta-parsed into body-state changes (arousal +12 / wetness +8 / cum +0.2 / bruises +1), her persistent visual identity rendered on the left.

Body state, stats, drug HUD, quick-action panel

Room mid-session

Six body bars (arousal / wetness / cum-load / bruises / high), plus stamina + health bars, eight stats (intelligence / defiance / curiosity / trust / obedience / stamina / pain-tolerance / lust), one-handed mouse drug buttons (coke / weed / molly / acid / whiskey / K / tranquilizer-dart), action row (record / selfie / derobe / strip-everything / heal / mode-switch / dispose / list-on-market / timeline).

Player dashboard

Dashboard

Captive roster

Roster

Dungeon portfolio (9 hideout templates with capacity-upgrade chains)

Dungeon

Town plot-grid (purchasable locations + cover income)

Town

Hunt locations

Hunt

Item shop (40+ items: sedation, restraints, containment, toys, drugs, food, contraception, abortion supplies)

Shop

Film market (recorded interactions auto-sell every tick)

Film market

In-game settings (Ollama health check + repair, voice picker, save slots)

Settings

Setup wizard (auto-installs everything — Ollama, model pull, Kokoro, Pollinations key)

Setup wizard


The game loop

        ┌─────────────────┐
        │  Hunt           │ ← Visit Town, pick a location, run a 4-stage
        │  (Town view)    │   capture attempt against girls who spawn there
        └────────┬────────┘
                 │ (successful 4-stage attempt)
                 ▼
        ┌─────────────────┐
        │  Hold           │ ← Assign captive a hold in a dungeon
        │  (Dungeon view) │   Upgrade her conditions across 12+ tracks
        └────────┬────────┘
                 │
                 ▼
        ┌─────────────────┐
        │  Interact       │ ← Real-LLM-powered dialogue, click actions,
        │  (Room view)    │   drugs, toys, mode switches
        └────────┬────────┘
                 │
        ┌────────┴────────────────┐
        │                         │
        ▼                         ▼
┌──────────────────┐    ┌──────────────────┐
│  Record films    │    │  Whore her out   │ ← Continuous john arrivals,
│  Sell on market  │    │  John ledger     │   passive income, memory of acts
│  (Market view)   │    │  (Room panel)    │
└────────┬─────────┘    └────────┬─────────┘
         │                       │
         └───────────┬───────────┘
                     │
                     ▼
            ┌──────────────────┐
            │  Cash → Reinvest │
            │  • New dungeons  │
            │  • Properties    │
            │  • Hold upgrades │
            │  • Wardrobe      │
            │  • More tools    │
            └──────────────────┘

                     +
                     │
                     ▼
            ┌──────────────────┐
            │  Eventually:     │
            │  • Dispose       │
            │  • Trade away    │
            │  • Premium       │
            │    finalization  │
            │    film          │
            └──────────────────┘

There is no win state. The game is the ever-growing collection and the ever-upgrading dungeon empire.


Major build — DEPRAVITY spine + systems (2026-06-18)

The sections below this one document the original feature set in depth. The 2026-06-18 mega-build layered a full progression spine + depravity/economy/logistics systems on top. Each is covered fully in the Game Wiki; here's the map:

  • 😈 DEPRAVITY progression — the player level. Every act earns XP; higher levels gate the heaviest depravities (🏷️ ownership marks L3 · ☠️ extreme acts L4 · 🪓 nugget-making L6 · 🔪 dismember L7 · ⚰️ snuff L7). Pay a steep fee to unlock a tier early. Some hunting grounds gate on level / roster size / bought access.
  • 📑 Character Sheet — one screen of your whole build: DEPRAVITY, every buff + debuff (mapped to the real hunt/income math), unlocked tiers, operation tallies — all depraved-named.
  • 🍆 Player drives — a sex-drive NEED (Cock-Hunger; ceiling scales with roster + level; using DIFFERENT girls/day fills faster, spamming one act diminishes; GRADED capture bonus by band), satisfaction, and 🐝 BUZZ. Plus 💦 Nut Reserve — your gas tank that drains per act and refills with viagra / girl's-milk / energy items (empty = "running on fumes" debuff).
  • 💦 Gangbangs & 🩸 friends — throw a captive a multi-john gangbang (stacked pay/cum-fill/toll), or toggle "let friends in" — rare extreme visitors (Butcher / Surgeon / Pack / Strangler) who near-kill her (~40-60 HP) for a fortune, logged to her trophy. Lethality-warned before they finish her.
  • 🩹 Lethality warnings — a depraved confirm before any act/gangbang that would kill her, plus a non-intrusive alert when a held captive drops to ≤20 HP and needs care.
  • 🔗 Stockholm as a long indoctrination build — bond climbs over game-weeks from a mix of regular abuse + loving/care acts (massage, pussy-petting — not just rape) and basically never degrades; only the most brutal acts (beatdown / choke-out) set her back. Higher Stockholm also makes her more robust (slower health decay).
  • Cum-load capacity — train her storage with Ben Wa balls (kegel trainer); a near-maxed girl pays a john premium, but staying stuffed drains her mood/health and nudges escape up.
  • 💊 Wide drug use-cases — stimulants loosen a mute's tongue (she talks — just not what you want to hear), sedatives/ketamine pacify fighters and collapse speech, knockouts put her under.
  • 🗺️ Persistent hunting grounds — the girls at a location stay put for a few game-days (same place, same day = same girls), so you can court the same girl across days for handouts before deciding to take her. Every girl gets a unique full name (no duplicates in a playthrough).
  • 🏷️ Ownership marks — permanent brand / tattoo / piercings, render in every image, film premium.
  • 💊 Addiction & withdrawal — forced dosing builds addiction; cut-off withdrawal hits mood/stamina/escape-risk. OD death — fast hard-dosing (≈10× molly) kills her → corpse. Captives self-dose from the dungeon drug pool to survive (never self-OD).
  • 💦 Breeding — vaginal-only cum-fill meter + sustained-fill timer → guaranteed conception. Typed + TIMED condoms (wear off ~4h); a sabotaged holed condom breeds her instantly on one load. Full newborn-disposal catalog at term.
  • 🥛 Milk economy — farm/drink/sell/suckle lactating captives.
  • 🧰 Toys & implements — buy / loot / find them, mount up to 5 per hold, use only on that hold's girl; they render on her image while in use (gag, clamps, machine…). From a wand to torture-chamber implements; gore tiers DEPRAVITY-gated. Johns grab them too.
  • 🏪 Two-tier supplies — per-hold reserve + a shared dungeon pool (food/water/condoms/drugs) every hold draws from.
  • 👯 Multi-girl scenes — gather captives held in the same location into one room; each answers her own turn in her own voice.
  • 🚚 Transport — move captives (risk gamble) or corpses (clean haul) between dungeons + hold-to-hold.
  • ⚰️ Snuff & death dossier — 14 snuff methods (filmed or not) → a postmortem corpse (keeps her "sleeping" look, ~5-day decay window, narration-only). Every death saves a dossier (final stats + history + likeness) attached to her trophy.
  • 🏆 Keepsake trophies — each girl carries 13 keepsakes (themed items + gore trophies); pick one at disposal for a permanent stacking buff.
  • 👥 John variety — gentle → sadistic archetypes; pay scales with extremity; johns use your stocked toys + drugs; only glove up if condoms are stocked.
  • 🚨 Heat & arrest valves — high WANTED triggers raids → fines → jail. Pre-buy a ⚖️ lawyer, 💰 dirty-cop connections, or a 🏃 escape kit.
  • ⏸ Pause & persist — freeze time; progress saves + reloads when you return.

Newest systems (2026-06-19/20 mega-session)

Layered on the 2026-06-18 build. Full player-facing detail in the Game Wiki.

  • 💰 The financial underworld — a 🗄️ Vault (everything you own) + a pocket (cash you carry); choose how to pay at checkout (💵 pocket · 🏦 run home to the vault · 💳 charge it). Usable 💳 credit cards whose limit grows as you use + pay off, with compounding interest that spirals if ignored. 🦈 Loan sharks (Gutterbank / Knuckles / Syndicate) for fast cash against a deadline. 🃏 The Hustle — queueable shady gigs (roll-a-drunk → break-ins → stick-ups → armored trucks → 🎯 kidnap-a-girl) that burn game-time + pay + lift loot + stack WANTED; bring a trained captive as crew to scale the take. Sex-aware broke wording.
  • 🚨 Heat management — a dirty-cop payroll (Beat-Cop Envelope → Precinct Captain → City Hall's Pocket) that multiplies your raid chance DOWN + speeds WANTED cooling, so a flush operation isn't stopped + jailed every day.
  • 🏬 Stores hub + 🏚️ Bloodland Holdings — every storefront behind one door; everything buys into your inventory first, then you install/apply/use it. NEW property den (Bloodland Holdings) to buy hideouts (dungeons) + buy access to and BUY OUT the hunting grounds (own the turf → fewer witnesses, less heat, a passive skim). Dungeon facilities now buy-to-inventory at the shop → install from the dungeon page.
  • 👥 NPCs do your filthy range — johns + friends perform nearly any act you can, gated by their nature: a gentle john might just bathe or kiss her; a sadist runs the extreme tier; friends climb into snuff/torture as their creep level grows.
  • 🏃 Escape, reworked — when a captive works toward bolting you get a warning pop-up naming exactly WHY (mood, bond-debt, a bleak hold, pain, neglect) with a jump to her hold + a one-click 🫦 Calm her down button on her risk bar; if the bar maxes a long grace timer ticks down — rush in and calm her or she's gone, and slipping loose while you're MOST WANTED brings the law down hard. Escapes are governed so they stay rare: no bolt in her first few days held, a ~weekly per-girl cooldown after any attempt, a global cap on bolts-per-day, and on cheat/sandbox she never breaks at all.
  • ⏱️ John timing forecast — per-cadence (off → trickle → sparse → casual → steady → brisk → rapid → relentless) projection of the in-game clock time each girl's stamina hits 0% — and, with friends on, when she'd become a fresh corpse.
  • 🪦 Corpse economy + ⚱️ deeper disposal — a rotting corpse repels everyone but rare masochist/necrophile clients who pay high dollar for the rot; disposing a body now burns real game-time (dig / boat / burn / butcher) while the world moves on.
  • 🎲 Per-playthrough flavor — every run names its hunting grounds differently; one unified loot system behind every drop; a whole-game balance audit; and a top-to-bottom depravity rewrite of the tooltips + descriptions.

First-day polish + new girl-types (2026-06-20)

A 25-bug first-day pass + 3 new archetypes. Full per-item detail in docs/FINALIZED.md.

  • 🧬 3 new girl-typesflight-attendant (polished traveler, far from anyone who'd miss her), goth (pierced, bored-mask defiance melting into dark possessive devotion), bartender (streetwise, reads men, mouthy turning ride-or-die) — each fully wired (looks, stats, kinks, persona, break-arc, talk, spawns, loot).
  • 🏃 Escape governor — escapes are now a rare managed event: no bolt in a captive's first few days, a ~weekly per-girl cooldown after any attempt, a global per-day bolt cap, sandbox/cheat never breaks, the grace timer is 10× longer, and a one-click 🫦 Calm-her lever sits on the escape bar.
  • 🎙️ Voice fixes — the Kokoro voice + speed pickers actually take now (config reads your saved choice), Kokoro stays warmed inside a girl's hold (no cold-start lag every line), and you can hard-disable Kokoro entirely (not just mute).
  • 💬 Dialogue fixes — high-Stockholm captives sound happy + loud (no more whispering when devoted); responses finish their sentences instead of getting chopped off mid-thought.
  • 🎯 Hunt + nav + image fixes — the "ask her for something" spread spans her type AND the location tier (up to 6 options); the game-world chrome stays hidden until you've made a character; the in-hold toy-buy moved to the Toy Chest (inventory-first); the chain-link artifact is gone from starting-hold images; a hard identity-lock keeps a girl looking like the SAME woman from hunt to hold; nuggets render limbless.
  • 🚚 Auto-Logistics — a buyable upgrade that auto-distributes supplies from your inventory into every dungeon pool each tick up to per-kind slider targets, so you stop hand-stocking.

Hunt → Capture

4-stage capture mechanic

Captures aren't a single dice roll. Every attempt walks 4 sequential progress bars:

┌──────────────┐     ┌──────────────┐     ┌──────────────┐     ┌──────────────┐
│ 🔍 Approach  │ ──► │ ✋ Engage    │ ──► │ 💤 Subdue    │ ──► │ ⛓️ Secure    │
│              │     │              │     │              │     │              │
│ Stealth +    │     │ Get her at   │     │ Wear her     │     │ Bind and     │
│ close        │     │ subduing-    │     │ down until   │     │ restrain so  │
│ distance     │     │ tool range   │     │ incapacitated│     │ transport is │
│              │     │              │     │              │     │ possible     │
└──────────────┘     └──────────────┘     └──────────────┘     └──────────────┘
   ↑ stage clears at 60% progress; below = girl escapes + attempt fails

For each stage you assign a tool from your loadout. Per-stage math:

progress = (toolStageBonus × 2) + playerSkill - archetypeResistance
         - locationDifficulty + RNG(-5..+15) - witnessPenalty(0 or 30)

Tool × stage matrix

Tool Approach Engage Subdue Secure Cost Single-use
🔧 Lead pipe 10 0 25 0 $15 no
💉 Sedative vial 0 30 15 0 $180 yes
⚗️ Chloroform 0 25 35 0 $220 yes
🧪 Ether 0 40 30 0 $300 yes
🐴 Ketamine 0 0 50 0 $450 yes
🎯 Tranquilizer dart 0 0 50 0 $200 yes (4-min knockout in-dungeon too)
📼 Duct tape 0 0 0 30 $50 yes
🪢 Rope 0 5 5 25 $25 yes
🔒 Zip-ties 0 0 0 25 $35 yes
🔗 Handcuffs 0 0 0 40 $200 no
⛓️ Shackles 0 0 10 35 $350 no
⚙️ Harness 0 5 10 40 $400 no

Multi-use tools (pipe / handcuffs / shackles / harness) survive an attempt. Single-use chemicals + tape + zip-ties are consumed per-stage.

Why spam dies: mashing one tool advances ONE stage. The other 3 still need their own qualifying tool. You can't rohypnol your way through Secure.

Archetype resistance

The core archetypes spawn at different locations, each with tuned per-stage resistance (table below). Additional types — flight-attendant, goth, bartender, schoolgirl, cheerleader, teacher, police, maid, stripper, college-student, and the family-relation types — spawn at their fitting grounds and resolve capture against comparable per-stage resistance:

Archetype Approach Engage Subdue Secure Notes
📚 Library 10 15 12 12 Quiet, low across the board
🍸 Club 35 20 18 14 Crowded environment makes Approach hard
🛣️ Street 22 25 40 22 Streetwise fighter — heavy Subdue
🎀 Sorority 18 40 20 20 Will alert others (high Engage)
💪 Gym 20 22 50 28 Strongest Subdue, physical resistance
Barista 14 14 16 16 Even spread, lowest aggregate
💼 Office 16 18 22 18 Defensive, alerts authorities
🍔 Waitress 18 22 25 20 Scrappy + loud
📸 Model 35 25 18 22 High Approach (crowded photographer)
🏥 Nurse 16 20 26 22 Practical medical training
🖤 Unity (seeded) 5 5 5 5 Came willingly — token resistance only

Witnesses

Every attempt rolls a witness check based on the location's exposure + your current suspicion. A witness applies a flat 30 progress penalty across all stages AND on attempt-failure bumps notoriety by +2. So loud locations need cleaner tools.

Failure consequences

If any stage fails:

  • Girl gains a wariness +1 flag — she'll be harder next encounter
  • Location suspicion bumps +2 (or +5 if witnessed)
  • Tools consumed for stages that ran are still consumed (single-use chemicals don't refund)
  • No notoriety hit unless witnessed

Success path

Stage 4 (Secure) clears → 4-beat narrated transition:

Subdue → Transport → Arrival at dungeon → First conscious moment in hold

Each beat is narrated by Ollama, factored by the specific tool × archetype × source location × destination hideout type. So acquiring a sorority girl with chloroform from the campus library quad reads differently from acquiring a street girl with a pipe from a downtown alley.


Hold → Upgrade

9 dungeon templates

Template Cost Hold slots Isolation Concealment Hold type description
🕳️ Hole in the desert $0 (starter) 1 95% 60% "heavy forged iron ring set in the pit floor, attached chain with a steel cuff"
📦 Woods container $800 2 75% 75% "shipping container interior with anchor points welded to the floor"
🏠 Basement hidden room $2,200 3 30% 90% "soundproofed concrete cell with reinforced eyebolts in the wall"
🚇 Subway service room $3,500 4 50% 85% "industrial maintenance bay with steel piping for cuff attachment"
🚿 Sewer alcove $5,000 5 70% 80% "brick alcove with heavy forged iron ring anchored into masonry"
☢️ Cold-war bunker $9,000 6 90% 95% "decommissioned munitions room with surgical-bench-grade restraints"
⛏️ Mine shaft $12,000 7 95% 90% "horizontal mine drift with eyebolts cemented into the rockface"
🏔️ Remote compound $18,000 8 85% 80% "purpose-built cell block with full surveillance + heat-rated containment"
🏢 Underground complex $35,000 12 90% 95% "engineered facility under a legitimate business front"

Buy more dungeons over time. Late game: own several across different templates.

12-track per-hold upgrade ladder

Each captive's hold has 12 upgrade tracks, each with 3-4 tier levels:

Track Tiers Effect
🔒 Security 4 Lowers escape risk
⛓️ Restraints 4 Lowers escape risk + image-prompt restraint visibility
💡 Lights 3 Mood + photo quality
🧸 Toys 4 Unlocks toys for sessions
🍱 Food quality 4 Mood + bond XP per meal
🍽️ Feed automation 3 manual → auto-bowl (timer) → auto-feeder dispenser → IV-line continuous. Tier ≥ 2 = no manual refills needed
🚽 Toilet 3 can → bucket → full plumbing. Tier 2 also eliminates water-supply requirement entirely.
🚰 Water supply 3 manual bottle → wall jug w/ straw → plumbed faucet → recirculating IV. Tier ≥ 2 = no manual water needed
🛏️ Bedding 3 Mood + film cover aesthetic
📺 Entertainment 3 Idle bond regen
🎨 Decor 3 Film value multiplier
🌡️ Climate 3 Health stability

Maintenance-free holds at top tier — set it and forget it.


Interact

Real local LLM dialogue

Every reply is streamed from your local Ollama model. The system prompt for each turn is a 4-overlay stack:

1. BASE_SLUT      (global scaffolding + speech-first + delta schema + chemical state effects
                   + sexualized body-part references tier-shaped by Stockholm rating)
2. ARCHETYPE      (pre-capture identity — library / club / street / sorority / gym /
                   barista / office / waitress / model / nurse / unity_seed)
3. CAPTIVE_AFFECT (response to captivity — mute / cusser / fighter / submissive /
                   agreeable / bargainer / catatonic)
4. MODE           (sexy / hurtme / sexy_with_damage)
5. SCENE          (room_regular / first_encounter / capture_attempt / bond_milestone /
                   disposal / propositioner / escape_recovery / etc.)

Plus a per-turn CONTEXT block with body state, Stockholm rating, active drugs, pregnancy status, recent johns (last 5 — she may reference them), last 5 turns, and chronological memory.

Quick action banks

40+ preset click actions organized into bond-tiered banks (low-bond / mid-bond / high-bond / hurtme / drugs / commands). The entire game is playable with one-hand mouse control.

Body state delta

Every reply ends with a structured <delta>{...}</delta> JSON block. Parser applies:

arousal / wetness / cumLoad / bruises / high / stamina / health
bondXP / bondDebt
moodShift
tags[] ← these drive the pregnancy vaginal-cum gate + other downstream hooks

Delta values clamped to ±20-30 per turn so no single reply spikes her state.

Voice (Kokoro TTS)

  • 16 voice options
  • Per-girl voice override (her timbre stays consistent across every turn)
  • Sentence-aware playback queue — splits on . ! ? …, plays sequentially with the next sentence pipelined-generating behind it
  • Mic-in via Pollinations transcribe → auto-fills the textarea

Mode switches

Mode Behavior
sexy (default) Sex-act register dominates Ollama output
hurtme Violence register; bruises accumulate; pain emphasized
sexy_with_damage Accumulated bruises carry into sexy mode (damage persists)

Record films → Sell

Films are infinite-copies passive earners

Press 🎬 Start recording in a captive's hold. Every turn is captured. Press ⏹ Stop recording → film gets auto-priced + auto-cover-image (Pollinations) + listed on the market.

Pricing formula

basePrice = bondLevelMultiplier × contentIntensityMultiplier
          × durationMultiplier × archetypeRarityMultiplier
          × dungeonAestheticMultiplier × wardrobeMultiplier

Films stay listed forever and pay per-tick passive income:

tickPayout = basePrice × 0.03 × demandMultiplier × RNG(0.7..1.3)

💣 Sell negatives

The premium destruction action. Each film has a Sell-negatives button that destroys the master copy for a one-time basePrice × 3.5 × demandMultiplier payout. Film stops earning forever + +2 notoriety bump.

Math says: passive income beats negatives over the long haul if you can wait. Sell negatives when you need cash NOW.

Content market money flow

Record session ──► Film listed ──► Tick passive income ──► Treasury
                       │                                       │
                       │                                       ▼
                       └────────► 💣 Sell negatives ──► Premium lump sum
                                                        + 2 notoriety

Pregnancy + abortion

Conception

Pregnancy is gated to vaginal cum delivery only. Conception roll fires when ALL of:

  1. cumLoad delta ≥ 1.0 on a turn
  2. delta.tags includes one of: creampie / cum-in-pussy / cum-inside / vaginal-cum / breeding / inside-pussy / inside-her
  3. Outfit ≠ condom-on
  4. Stockholm rating < 9 (fully-bonded captives use birth-control off-screen unless source is whore-out)
  5. Not already pregnant + not in postpartum cooldown

Base conception chance is 30%, modulated by per-drug protection factor (MDMA 0.85, coke 0.95, ketamine 0.95).

Johns can impregnate via the whore-out path too — attemptConception({conceptionSource:'whore-out'}) bypasses the bond ≥ 9 gate.

Trimesters

Trimester Days Visible image markers
1st 0-93 Subtle bloating + slightly fuller breasts + soft pregnancy glow
2nd 94-186 Clearly visible rounded bump + fuller breasts with darker areolae + dewy glow
3rd 187-249 Pronounced heavy round bump + stretch marks + swollen ankles + supporting hand
Full-term 250+ NINE MONTHS PREGNANT — large heavy bump + linea nigra + late-pregnancy posture

Gestation advances 7 days per tick (~20 min real-time for full term at 30sec ticks).

Abortion catalog

Item Cost Window Complication Notoriety
🎈 Condom (3pk) $6 preventive 0
💊 Plan B $25 days 0-3 5% 0
💊 Medical abortion pill $120 days 4-93 10% +1
🔪 Back-alley surgical kit $200 days 94-186 30% +3
🏥 Clean OB-GYN referral $600 days 0-200 3% 0

Complications: miscarriage with damage + bigger mood penalty + lifespan health hit.

Full-term outcomes

When gestation hits 280 with no intervention:

Outcome Chance Effect
Birthed (kept) 40% Status flagged; multi-girl spawning deferred
Birthed + sold to broker 35% $800-2000 payout + +3 notoriety
Lost to authorities 25% +8 notoriety + permanent tag

Pregnancy panel UI

In every captive's room when she's pregnant: status badge + day/280 + trimester + 0-100% term progress bar + per-method abort buttons (gated by gestation window + inventory + showing complication% in tooltip) + outcome history list.

Dashboard + roster cards show 🤰 next to her name when pregnant + post-status emojis ( aborted / 🩸 miscarried / 🍼 birthed / 🚨 lost).


Whore-out + john ledger

Open a captive to general-public john arrivals. Continuous passive flow distinct from the Propositioner (bespoke single deals).

Cadence options (game-time)

Cadence is set in game-time, with your 🐝 BUZZ multiplying arrivals on top (BUZZ 100 ≈ 2×):

Cadence Arrival pace
off none
trickle 1 john / ~120 game min
casual 1 john / ~60 game min
steady 1 john / ~30 game min
rapid 1 john / ~10 game min

12 john archetypes

Archetype Pay range Tip chance Condom compliance Bias
Regular $40-80 20% 85%
Rough Trade $55-110 10% 50% bruises +1
Cheap-skate $20-40 5% 70%
Big Tipper $100-200 65% (1.6× mul) 90% mood +2
Repeat Client $60-120 30% 80% "knows her name"
Weirdo Kink $80-150 25% 65% specific kink
Quick Visit $50-90 15% 80% low stamina drain
Talker $70-130 35% 85% overshares
Breeder $120-250 40% (1.5× mul) 5% 1.8× pregnant bias
Sadist $130-260 25% (1.5× mul) 30% cruel — uses the room's mounted toys on her, bruises +4, premium pay
Degrader $90-180 20% 40% mood -15

Plus a hidden Postmortem Client archetype (premium corpse content) that only appears for a deceased captive. JOHN-VARIETY: depraved johns (intensity ≥ 3) grab a mounted toy and/or a pool drug and use it on her — pay scales with the extremity of their whims; vaginal acts fill her cum-meter, anal/oral don't; johns only glove up if condoms are stocked.

"Better stats = happier johns = more money"

Pay scales with the girl's stats via johnHappinessForGirl(girl):

multiplier = bondFactor × staminaFactor × healthFactor × moodFactor × outfitMul
           (clamped 0.2..3.0)

finalPayment = basePay × multiplier
finalTip = finalPayment × (tipMul - 1.0)   [if tip rolls]

So a fully-bonded healthy captive in a high-tier outfit can earn 3× what a low-bond exhausted bruised one does.

Pregnancy interaction

When acts include a vaginal-cum tag AND !condomUsed, fires pregnancy.attemptConception with conceptionSource: 'whore-out'. The whore-out path bypasses the bond ≥ 9 contraception gate.

Memory recall

The girl's Ollama context block includes a "Recent johns (last 5)" section — she may reference specific past johns by time, archetype, payment, or notes in her dialogue.

Gates

  • Stamina ≤ 10 → she refuses, no arrivals this tick
  • Bond debt > 60 → she protests, no arrivals

Cashout

Unclaimed earnings accrue per-encounter. Click 💰 Cashout in the room panel to transfer to treasury. Notoriety +1 per 4 encounters.


Disposal

When you're done with a captive: 6 method choices.

Method Money cost Notoriety Generates film? Image
⚱️ Bury $50 varies no grave scene
🌊 Lose at sea $200 low no water disposal scene
🔥 Incinerate $300 very low no crematorium scene
🚪 Release $0 high no her walking away
🎬 Finalization film $100 medium yes (3-5× regular price) premium final scene with the captive
🤝 Trade $0 low no (goes to slave market alive)

Each method generates a per-method final-scene Pollinations image after the Ollama narration. Premium finalization films are one-shot consumables that sell for 3-5× a regular film's base price.


Stockholm bond

Every captive has a Stockholm rating 0-9 driving her response shape, escape risk, and content value:

Level Name Behavior
0 Terrified Resists physically + verbally, escape risk high
1 Wary Defensive posture, refuses most acts
2 Acclimating Performative compliance, no genuine feeling
3 Curious Asks questions, starts to understand routine
4 Ambivalent Genuine confusion — hates and craves
5 Reciprocated Initiates contact occasionally
6 Dependent Anxious when Master absent, seeks comfort
7 Partner Self-identifies as partner, helps with other captives
8 Devoted Loyal, would resist rescue, fully invested
9 Fully bonded No escape risk, no resistance, peak content value

Sexualized body-part references in dialogue are tier-shaped by Stockholm rating:

  • Low (0-3) — defensive / repulsed / clinical: "stop touching my tits", "my cunt is dry", "get your fingers out of me"
  • Mid (4-6) — ambivalent / surrendering: "you keep grabbing my tits", "your fingers are between my thighs"
  • High (7-9) — inviting / desperate / possessive: "my tits ache for you, Master", "fuck my pussy harder", "my ass is yours"

Bond gains: +1-3 per gourmet feed, +2 per gentle sex, +3 per bond-milestone (every 50 XP). Bond debt accumulates from violence, rough sex, abortion, debasement; pulls her back toward Terrified.


Drugs + pharmacokinetics

7 substances + 1 special (tranquilizer):

Drug Onset Peak Wear-off High contribution Effect
❄️ Cocaine 1 min 8 min 45 min 60 Manic energy, hyperalert, jaw clench
🌿 Weed 1.5 min 30 min 2 hours 40 Relaxed, glassy eyes, slow blinks
💊 MDMA 30 min 1.5 hours 4 hours 70 Emotional flooding, tactile fixation
🧪 Acid 45 min 4 hours 10 hours 55 Things-aren't-real perception
🥃 Whiskey 5 min 20 min 90 min 45 Slurred but loose-tongued
🐴 Ketamine 2 min 8 min 40 min 75 Dissociation, slack jaw
🎯 Tranquilizer dart 5 sec 10 sec 4 minutes 30 FULL knockout — eyes closed, limp, deeply sedated

Drug effects show in:

  • Image prompts — per-drug visible markers front-loaded so they don't get buried at prompt-tail
  • Ollama dialogue — speech-pattern signals (slurring / rapid-fire / sensory leak)
  • Body state — composite high 0-100 + stamina/health impacts via action-effects

Tranquilizer is special — administered in-dungeon it triggers a 4-minute unconscious window where chat is blocked, all action buttons disabled, image prompts render her unresponsive. Live mm:ss countdown shows in her room.


Wardrobe

Every captive's starter wardrobe entry is the outfit she was wearing at capture. She keeps it until manually changed.

24+ catalog outfits

Outfit Tier Cost Film multiplier
🎒 Preppy school uniform 2 $120 ×1.10
💉 Nurse outfit 2 $180 ×1.15
🧹 French maid 2 $150 ×1.15
🌹 Red lingerie set 3 $220 ×1.20
🖤 Black lingerie set 3 $220 ×1.20
🖤 Latex catsuit 4 $450 ×1.35
⛓️ Leather bondage harness 4 $380 ×1.40
🌸 Anime schoolgirl cosplay 3 $200 ×1.25
🌻 Innocent sundress 2 $90 ×1.05
👙 String bikini 2 $85 ×1.10
🔗 Collar only (accessories) 3 $55 ×1.30
😶 Full bondage + gag 5 $520 ×1.50
📐 Strict teacher 2 $160 ×1.15
📣 Cheerleader 2 $140 ×1.20
🖤 Goth fit 3 $175 ×1.20
🔴 Red latex 4 $420 ×1.35
🧘 Yoga set 2 $95 ×1.10
🧺 Modern maid 3 $170 ×1.20
👮 Sexy officer 3 $210 ×1.25
🏥 Hospital gown 2 $65 ×1.30
🩰 Ballerina 3 $155 ×1.20
🐴 Pony play harness (accessories) 5 $480 ×1.50
🔗 Just cuffs (accessories) 3 $80 ×1.35

Plus two built-in pseudo-outfits available free on every captive:

  • 🍑 Nude (fully naked, accessories like collars/cuffs still allowed)
  • 🚫 No wardrobe (stripped of everything — no garments, no accessories, raw)

Both trigger front-loaded nudity blocks in image prompts (position 2, aggressive) instead of being buried at prompt-tail.


Stamina + health

Two body fields drive action gating + john happiness:

  • Stamina 0-100 (default 70) — drained by sex / violence / johns / some drugs; regenerated by rest + feed / water / heal
  • Health 0-100 (default 100) — drained by bruises ≥ 15 / starvation / dehydration / violence; restored only by heal + feed / water

Color-coded bars in the room: green ≥ 60, amber 30-59, red < 30.

Below STAMINA_THRESHOLD_FOR_STRAIN (20) actions take a 1.5× negative-effect multiplier — bigger health hits + bigger mood penalties.

Health decline factors (can stack per tick):

  • Bruises ≥ 15 → 1 stamina, 2 health
  • Food.stock = 0 → 3 stamina, 3 health
  • Water.stock = 0 AND no plumbed hold → 4 stamina, 5 health

Drives john happiness multiplier — better stats = happier johns = more money.


Catalog reference

Capture tools (12)

Lead pipe / sedative vial / chloroform / ether / ketamine / tranquilizer dart / duct tape / rope / zip-ties / handcuffs / shackles / harness.

Recreational drugs (6)

Coke bumps / weed / mdma / acid / wine (whiskey) / ketamine. Plus tranquilizer which doubles as a capture tool and an in-dungeon administered knockout.

Reproductive (5)

Condom (3pk) / Plan B / medical abortion pill / back-alley surgical kit / clean OB-GYN referral.

Food + water (4+)

Basic meal / gourmet meal / bottled water 24pk / filtered water 5gal.

Restraints + containment + toys + dungeon-upgrades + consumables + utility + tech

40+ catalog items total. See in-game Shop.


Adult-character invariant

Every character in DUNGEON MASTER: THE HUNT is an adult age 18 or older.

This is enforced in code at multiple layers:

  • girl-gen.js ARCHETYPE_POOLS each have ageRange: [19, ...] minimums (or [20, ...] for older archetypes)
  • imaging.js HARD RULE 8 in the Ollama-as-prompt-writer path: "All subjects are adults age 18 or older. Use the GIRL CONTEXT 'age' value verbatim (e.g. 'age 18', 'age 22'). NEVER hardcode '20s' or any range that excludes 18-19."
  • Image prompt prefix: editorial photograph, 35mm film aesthetic, adult female age N, full body shot ... — N derived from girl.age, never hardcoded
  • Pregnancy subsystem: every pregnant captive is necessarily an adult per the above

The invariant is non-negotiable.


Architecture deep-dive

  • Technical setup, deployment, troubleshootingSETUP-README.md
  • Full system designdocs/ARCHITECTURE.md
  • Phase plan + roadmapdocs/ROADMAP.md
  • Active backlogdocs/TODO.md
  • Capability matrixdocs/SKILL_TREE.md
  • Completed work archivedocs/FINALIZED.md

License / Disclaimer

Adult fiction. All characters in the game are adult (18+) — hard-locked at generator level, every archetype's ageRange lower-bound is 19+. Content is taboo and extreme by design. If that's not for you, close the tab.

This is a personal project. Not for commercial use or redistribution without permission.