
Your gallery is your build.
The Curator is a roguelite gallery-management game where artworks do more than decorate the walls. Arrange them into powerful combinations, open your doors to picky visitors, and turn your earnings into a stronger traveling gallery.
Plan by day. Put your collection to the test by night. See how far your gallery can go.
Turn Art into Powerful Combos
Space is limited. Make every placement count.
Each artwork has a unique skill that can change how your gallery works. Some strengthen their neighbors. Others thrive with empty space beside them or gain bonuses when nearby works sell out. Arrange your collection to boost sales, support other artworks, and keep visitors moving.
A valuable piece is useful. A collection that works together is better.
Put Your Gallery to the Test
When night falls, your visitors arrive and not everyone likes what they see.
Different tastes, budgets, and demands mean one successful sale won't please the whole crowd. Watch your combinations pay off, keep an eye on your remaining editions, and satisfy enough visitors to meet the city's goals before the exhibition ends.
Stay alert: catch thieves before they escape, prioritize the demanding visitors, and meet special visitors who can offer new opportunities.
Shape Your Strategy
Use your earnings to expand your exhibition space and strengthen your collection.
Level up your artists, choose books, and collect tools with effects that complement your artworks. Improve production, boost the value of particular art styles, or build around the visitors you want to attract.
Find combinations that turn a modest collection into a thriving exhibition.
Take Your Gallery on the Road
Choose your route across a branching map of biomes and cities. Each stop brings new goals, while city events can change visitor numbers, artwork prices, and production giving you reasons to rethink your approach.
When a run ends, spend the meta coins you've earned to unlock artists, artwork skills, books, tools, and more. Return with new possibilities and try a different strategy.
Key Features
Gallery as puzzle: grid-based placement where neighbor tags and artwork skills activate synergies.
Branching Map: Roguelite progression across biomes and cities.
Every visitor decision matters: Every visitor weighs tag preferences, dynamic price tiers, and personality type before buying.
5+ visitor types with distinct behavior: Collector, Speculators, Tourist, Student, Common.
4 Special Visitors, each with unique mechanics: Catch the Thief, get upgrades from the Child and Wise, prioritize the demanding visitors.
16 Stackable Inspirations: 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 city.
City Events: Mid/late-game modifiers that hit hard but reward harder.
Toon-shaded 64-color palette art, all produced in Blender by me.
Roadmap
City Events: More challenging city events: high-penalty conditions, high-value rewards (75% Completed)
5 More Special Visitors
Daily Challenges
Advanced Inspirations and Artwork Skills
More Books and Tools
2-3 New Artists
15+ New Artworks with Interactable Skills