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Steam News11 June 202623d ago

Alpha Demo Released

I've been developing The Curator as a solo for about 13 months and after a highly active development period the very first playable alpha demo is finally ready. The concept and prototyping phases took almost 4 months.

Full notes

Full The Curator update

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What changed

0 fixes2 additions9 changes0 removals
  • Maps
  • Gameplay
  • Balance
  • Events
  • UI and audio
changedI've been developing The Curator as a solo for about 13 months and after a highly active development period the very first playable alpha demo is finally ready. The concept and prototyping phases took almost 4 months. After many concept and mechanical prototyping stages, I finally decided on the path I wanted to follow, and The Curator, a roguelite about art gallery management, took its current form.
changedGallery as puzzle: grid-based placement where neighbor tags and artwork preferences activate synergies.
changedEvery visitor decision matters: Every visitor weighs tag preferences, dynamic price tiers, and personality type before buying.
changed4 Special Visitors, each with unique mechanics: catch the Thief, earn from the Child and Wise, react to the Celebrity's timed flash events.
changedUpgrade system: Books and Tools with UNIQUE and STACKABLE effects. Find combinations that break the daily curve.
changedCity Events: Mid/late-game modifiers that hit hard but reward harder.

The Curator changes

changedI've been developing The Curator as a solo for about 13 months and after a highly active development period the very first playable alpha demo is finally ready. The concept and prototyping phases took almost 4 months. After many concept and mechanical prototyping stages, I finally decided on the path I wanted to follow, and The Curator, a roguelite about art gallery management, took its current form.
changedGallery as puzzle: grid-based placement where neighbor tags and artwork preferences activate synergies.
changedEvery visitor decision matters: Every visitor weighs tag preferences, dynamic price tiers, and personality type before buying.
changed4 Special Visitors, each with unique mechanics: catch the Thief, earn from the Child and Wise, react to the Celebrity's timed flash events.
changedUpgrade system: Books and Tools with UNIQUE and STACKABLE effects. Find combinations that break the daily curve.

I've been developing The Curator as a solo for about 13 months and after a highly active development period the very first playable alpha demo is finally ready. The concept and prototyping phases took almost 4 months. After many concept and mechanical prototyping stages, I finally decided on the path I wanted to follow, and The Curator, a roguelite about art gallery management, took its current form.

You can search and find the early alpha demo on itch that represents the core concept and game loop. Feel free to share your feedback, happy curations 🤞

This demo includes,

  • 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

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.

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

Source

Steam News / 11 June 2026

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