
Screenshots

Watch trailer on Steam ↗The Curator
dogandemir · Published by dogandemir
Last updated 28 Sept 2026
The Curator is a roguelite art gallery management game. Organize artworks, activate artwork skills, complete the challenges to get upgrades, level up and satisfying picky visitors. Unlock city events, artists, books and tools to create unique builds.
Indie, Strategy, Casual · 2026 · More free games
Curate your way through a roguelite art gallery, activating skills to outsmart visitors and level up. Uncover hidden artists and tools as you organize exhibits and manage the museum's events.
About this game


The Curator is a gallery management roguelite where every artwork placement can make or break your night. You are a traveling art curator rolling a caravan into town; arranging, curating, and surviving one crowd at a time.

Organize and Curate
Start by organizing your artists’ artworks with classic drag & drop gameplay. Evaluate the artwork's skills and create the most appropriate layout plan to boost income, help other artworks to survive, speed up your visitors and improve many more stats.
Showcase Your Curation
Present your collection to picky visitors and watch the synergies triggering, manipulating their brains, and squeeze out every last sale before the night is over.
Upgrade Your Caravan
As you progress, the visitors will offer you special upgrades and tools. Choose the best ones that suits your current needs. Upgrade your books, level up your artists, get tools to gain passive powers.
Unlock Tools, City Events, Artists and Artwork Skills
Spend your hard-earned meta coins to unlock new mechanics that speed up your progress and keep an eye on inevitable city events.
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.
City Events: Unique mid/late-game events: high-penalty conditions, high-value rewards (75% Completed)
Full 30-Day Run with complete balance pass
5 More Special Visitors
Daily Challenges
Advanced Artwork Tag Mechanics
More Books and Tools
2-3 New Artists
15+ New Artworks with Interactable Skills
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7+
- Processor: 2 GHz
- Memory: 4 GB RAM
- Graphics: 128MB, OpenGL 3+
- DirectX: Version 10
- Storage: 500 MB available space
Supported Languages
Latest news
AnnouncementsOfficial
A New Map & A New World
I want to share the new implementations about The Curator. I've been deep in for a while with a procedural map design that will make your decisions more important. I realized the game's core gameplay was too linear, and I spent a long time working on numerous concept designs to address this. Ultimately, 16 months ago, I decided to implement the branching map mechanic that was included in my first game design document..The gallery's journey is no longer a single straight line. Built a totally new branching path, several routes open up ahead of you, and which one you take is entirely your call. Biomes & AreasEach stop on that path is a biome, and I'm trying to give each one a real identity of its own (not just a different backdrop, but a different feeling). Its own atmosphere, its own kind of visitors, its own events, its own sense of risk and reward. I keep coming back to the same question while designing these: If I dropped you into an ancient Mediterranean coastline versus a steam-powered industrial area, would you feel the difference before I tell you anything? That's the bar I'm holding myself to. The art and atmosphere of each theme, not just skinning the same mechanics differently.Every biome carries its own cities. The actual stage where your curatorship plays out. Special stops that only opens once you've achive the goals, and one you only get to visit once.I want every route to feel like a real bet, not a formality.Besides all of this, I'm also working on simpler content. Artwork skill families system for your artists. Each artist now belongs to a particular art circle, and as you play a run, you can bring new families into your studio and steer it in different directions. I'm still shaping this piece, but the idea is for it to genuinely change who your artists are, not just what numbers they produce.There's more I'm still working through, and I'll share it as it comes together. For now, I just wanted you to feel what I'm feeling about this map. It's not a p...Read full article on Community Announcements (129RPM)Patch NotesOfficial
Gameplay Trailer Update (0.0.30)
First of all, a huge thank you to everyone for all your amazing support and wishlists!0.0.30 Gameplay trailer updated and published.And also new mechanics and contents:60+ City EventsUpdated Visitor UtilitiesVisitor Accesories2 New Visitor TypesNew Music and Sound Effects (Recorded by me with my precious MS-20 Mini synt. I'm still learning btw ^^)Settings Menu0.0.30 Demo will be published soonRead full article on Community Announcements (129RPM)AnnouncementsOfficial
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. 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 artists29 artworks with unique skills9 Ability Books30 Tools40+ Quests5 visitor types + 4 Special Visitors (Thief, Child, Wise, Celebrity)Complete 12-day runMeta-progression system including Quests, UnlocksKey FeaturesGallery 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.RoadmapCity Events: Unique mid/late-game events: high-penalty conditions, high-value rew...Read full article on Community Announcements (129RPM)








