Guide
Getting Started
Your first week, one day at a time.
Quick facts
- Your apartment
- Home base. Sleep, change, plan the day.
- A day
- Several time slots, then sleep
- Energy
- Spent on actions, refilled by sleep
- First worry
- Rent
New here? Welcome. This page is the short version of how a day works and what to chase first. You do not need to memorize any of it. Play a day, sleep, repeat, and the game teaches you the rest.
The core loop
Everything runs on one simple rhythm:
Day -> time slots -> energy -> actions -> sleep -> next day.
- A day is divided into a handful of time slots (morning, afternoon, evening, night). The clock only moves when you do something that takes time, so you are never on a timer that ticks against you.
- Most actions cost Energy. Quick things cost a little; bigger scenes cost more, and some also advance the time of day.
- When you run low, you sleep. Sleeping snaps the clock back to morning, advances the day, and refills your Energy to full. Mornings are also when overnight events, messages, and story beats fire.
- Then you do it again. That repetition is the whole game: small daily choices that slowly reshape who your character is.
A few things worth knowing up front:
- You can click empty time slots to pass time and recover a bit of Energy if you want to skip ahead to a later part of the day.
- If you push into the night without sleeping, the day will eventually put you to bed on its own.
- Run Energy all the way to zero and you black out, waking up the next morning. It is not a game-over, just a rough night. Try not to make a habit of it.
Your apartment is home base. It is where you sleep, change clothes, and decide what to do next. From there you head outside into the city to work, shop, and run into people.
Stats to watch early
Open the stats panel for the full picture, but in your first days only a few numbers really matter:
- Energy is your action budget for the day. Watch it, and sleep before it bottoms out.
- Money is rent and everything you buy. See Money.
- Femininity is the long arc of the game. It climbs slowly through choices, clothes, and events, and most content opens up as it rises. There is no rush; a comfortable early target is around the halfway mark by your third week.
- Submissiveness and Arousal rise through specific scenes and shape which paths and reactions you see.
You do not need to grind these. Just play the days, lean into the choices that fit the character you want to become, and the stats follow.
Making money and paying rent
Money is your one recurring pressure. Rent comes due when you sleep, so the early game is mostly about earning enough to stay ahead of it.
The reliable way to earn is a job. Head outside and look for work: the bar is an easy first gig, and an office route is available too. Working a shift pays you and costs Energy and time, and you can pull a couple of paid shifts per day before you are tapped out. Stack a few work days, keep a small cushion, and rent stops being scary.
The full breakdown of income, costs, and where to spend lives in Money.
Your first goals
You do not have to plan a route, but here is a gentle to-do list for week one:
- Land a job. Get one steady income source going so rent is handled. This frees you up to explore.
- Pay rent on time. Sleep with enough money set aside. A blown rent payment is a setback, not the end.
- Let the early story find you. Two arcs anchor the opening of the game and unlock over your first days: - Sarah, who notices the changes in you. See her arc. - The Master, the dominant figure whose relationship deepens over time. The Master Rank explains how that bond grows. Many of these beats are day-gated, meaning they appear once enough days have passed, so simply living through the week surfaces them.
- Start dressing the part. Picking up your first feminine pieces both nudges your stats and opens new reactions. See Outfits.
Where to go from here
- Character Creator if you are still setting up a new run and want to understand your starting choices.
- Stats for what every number does and how to move it.
- Money for income, rent, and shopping.
- Outfits for clothing, looks, and how appearance shifts the story.
- Master Rank for the Master relationship and how it climbs.
- Endings when you start thinking about where your run is headed.
Take it one day at a time. Sleep, wake up, see what changed.
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