All That Glitters [v0.1.5] [Neph93]
All That Glitters is a slow-paced open-world life simulation game with a fully customizable female protagonist.
You move to a big city to start your life from scratch. Every decision you make slowly shapes your appearance, skills, relationships, and the path your life takes. Time flows realistically and the world reacts to how you live.
Thread Updated: 2026-05-07
Release Date: 2026-05-07
Censored: No
Version: 0.1.5 Beta
OS: Windows, Linux, Mac
Language: English
Genre:
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Female Protagonist, Open World, Life Simulation, Sandbox, Slow Burn, Relationship Building, Stat Management, Wardrobe, Customization, Corruption
Planned Tags:
Anal Sex, BDSM, Blackmail, Cheating, Creampie, Exhibitionism, Group Sex, Handjob, Incest, Lesbian, Masturbation, Multiple Penetration, Oral Sex, Pregnancy, Prostitution, Sex Toys, Stripping, Teasing, Titfuck, Virgin, Voyeurism
Installation:
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1. Download the .rar file
2. Extract the archive
3. Open “All That Glitters.html” with a modern browser (Chrome recommended)
Changelog:
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Highlights
- The Lily route in Sunset Park has been expanded, adding a new quest flow from jogging to Iron Works Gym.
- Iron Works Gym is now discoverable. The route that starts with Lily opens the door to new faces and more personal moments that may become more important later in Maplewood.
- The work system received a major update: trust, boss decisions, promotion, and weekly payment flows are now clearer.
- Critical health and hospital flow has been strengthened; the process from collapse to recovery is now more consistent and meaningful.
- Journal, Work, and quest guidance were improved; it is now easier to track the next step.
- The Brother’s PC route has been restructured. An innocent browser-history check can slowly turn into a more personal and more dangerous curiosity.
- Post-shower mirror moments were refreshed. Sometimes a brief glance caught through the steam is enough for the character to notice their own body in a different way.
- The Arousal system is now active; some intimate, risky, and more personal scenes can now leave an emotional mark on the character.
Work System
- The work system has been comprehensively rebalanced: discipline, promotion, salary, and boss meetings now function more consistently.
- The strike system was removed; your performance at work now reflects more clearly on workplace trust.
- Warning and termination processes are now more tied to events, reducing sudden and unexplained breaks.
- Promotion and weekly payment flow were renewed; deductions and boss decisions are now easier to read.
- Work-based skill gains now progress more smoothly in early game and more controlled in later stages.
Interface and Navigation
- Settings and core UI flow were simplified.
- The mirror and makeup screens were redesigned; information density was reduced and usability was improved.
- Quest/status notifications were added to the Journal and Work tabs.
- Short guidance lines were added to Journal quest details; it is now clearer where quests are pointing.
- Ruby’s Diner internal transitions were made more consistent.
- New options were added to both phone and face-to-face dialogue flows for boss communication.
- A new location card display option was added: in “Settings > Gameplay > Navigation”, you can switch cards to horizontal or vertical layout.
- A Tips panel was added to the top bar. Important gameplay steps in the story now appear here as the next things to do: meeting Lily and exploring the mall, jogging and the Iron Works Gym route, your sibling’s computer, pre-sleep relaxation and shower moments, all gathered in one place.
- Each tip card shows required conditions for that step (friendship level, energy, corruption, character lust thresholds, etc.) with live values and green/yellow indicators, so players can see at a glance which conditions are met.
- Completed tips are moved to a separate “Completed” section, and the panel updates itself in the background as the game progresses.
- Inside The Daily Grind in Old Town, there are now two separate coffee options: drink on-site or take it to go.
- The Relations panel now shows the schedules of characters you know: where they are during weekday and weekend time ranges is summarized on one screen.
- Short videos shown in story text now start automatically when they enter the viewport, if autoplay is enabled in settings; they pause when you scroll away. Some browsers may start muted at first; in that case, tap once to enable audio.
Gameplay and Life
- While exploring Old Town, you can now sometimes discover the bookstore.
- The energy/hunger effects of eating food and drinking coffee were rebalanced.
- The sleep system was improved; the flow after waking up early now feels more natural.
- When arousal rises, you can now use a new relaxation option in bed to lower it.
- Unnecessary notifications shown while need simulation is disabled were cleaned up.
- Makeup degradation was aligned to an hourly system; face cleaning now gives clearer results.
- Practice Makeup gains and mirror-side progress feedback were adjusted.
- Jogging content with Lily in Sunset Park was expanded.
- While jogging with Lily, a short first-meeting scene with Maplewood neighbor Mia can trigger under suitable conditions. For now, it may seem like a small encounter, but this is a face worth remembering.
- Iron Works Gym was added; the new route can be discovered naturally through the Lily line.
- A “See Doctor” action was added to St. Luke’s Hospital. After this short once-per-day checkup scene, health recovers, stress decreases, and mood improves.
- A new “What He Watches” quest line was added on Brother’s PC. What starts as simple curiosity can gradually lead the character to ask more disturbing questions about both their sibling and themselves.
- After progressing in this route, you can access the same watching flow from both your room computer and the PC in your sibling’s room; the “watch porn” option becomes available on both sides.
- You can now buy a laptop and use it in your own room.
- Post-shower mirror moments were converted into short, more personal moments that can now appear organically inside the shower scene when conditions are met.
- Mirror moments now vary based on fitness, confidence, and body-development thresholds; first-notice scenes and later random variations were made more erotic and character-focused.
- The Daily Grind was added. It has entered the game in a basic form for now, with infrastructure prepared for future expansions.
- Small adjustments were made to overall gameplay flow.
Arousal System
- The Arousal system was activated and made visible in the interface.
- Some intimate, risky, or more private scenes can now increase arousal.
- Arousal is capped at 100 and naturally decreases over time.
- When the value reaches 70 or higher, a high-arousal notification appears in the top bar.
- Post-shower mirror moments, Brother’s PC content, secret peeking scenes in the shower, and some park encounters now operate in connection with this system.
- For now, this system establishes a foundation; in the future, more scenes and character routes may connect to the consequences of this feeling.
Interactions and Conversations
- Back behavior on conversation screens can now be selected in settings.
- Marcus conversations were adjusted by time of day; 15 new variations were added.
- Lily conversations were adjusted by time of day; 16 new variations were added.
- Brother’s PC content was made more gradual and character-focused; first discovery, revisiting, digging into history, and the later private watching flow are now connected more consistently.
Fainting and Collapse Improvements
- After Energy Collapse, need values are pulled to safe levels, reducing repeated collapse loops.
- Repeated fainting issues in some low-health scenes were fixed.
- Return and navigation behavior during hospital transitions was improved.
Bug Fixes
- A bug that appeared in some cases in the notification system was fixed.
- Chain effects that could break time progression flow and lock some scenes were fixed.
- Critical navigation and flow errors that could appear in some actions were fixed.
- Unused old transitions in the post-shower mirror system were cleaned up.
- Unused old intermediary passages in Brother’s PC content were removed, and quest progression was ensured to complete at scene end.
Technical and Save Compatibility
- Compatibility for old saves was updated; new work-system variables and related phone/work states are safely inherited.
- Save compatibility was added for new outcomes in the face-to-face boss meeting flow; old saves are updated automatically.
- Old-save compatibility was added for arousal time decay.
Future Tips
- Watching porn on your sibling’s computer at least once a day can lay the groundwork for hints and unlock paths that may help you progress faster in some future quests.
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- Navigation card animation toggle added (Settings → Display)
- Stat effects during eating scenes rebalanced — hunger, thirst and energy no longer affected by hourly penalties while eating
- Quest/cinematic scene navigation centralized — back navigation is now smoother and more reliable
- Simulation Settings values adjusted
- Phone modal now closes when clicking outside
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– Fully customizable female protagonist
– Open-world sandbox with multiple city areas
– Dynamic relationship system (early stage)
– Job system with schedules and progression
– Real-time clock with day/night cycle
– Deep stat and skill progression
– 600+ clothing items and wardrobe system
– Early corruption mechanics
Developer Notes:
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In the next updates…
- The story continues right where it left off. How will our father react to us?
- I’ll start diving deeper into Mia’s character and help you truly get to know her.
- Did Jake really call us just for coffee?
- Who is Vince, really?
- And what kind of world does Mia’s friend circle pull us into?
More soon. Thank you again for your support, feedback, and patience while I keep building this world step by step.
Game Guide:
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This is not a sandbox where everything is fully open from the very beginning. As the story progresses, new places, new people, new activities, and new options become available. Many of the game’s systems are interconnected, which is why players sometimes ask questions like “Why is this option missing?” or “Why is my character suddenly struggling?” This guide explains the core systems from a player’s point of view in a short but clear way.
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Your character is not just someone who makes choices. She has a schedule, a body, energy, appearance, relationships, and a daily routine. Because of that:
- Not every place is open from the start.
- Not every character is immediately familiar.
- Not every outfit can be worn at any time.
- Not every activity can be done in every condition.
- Spending time often comes with a cost.
In short, the game is built less around a “click and move on” mindset and more around “manage your situation and progress accordingly.”
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Not Every Place Is Open at the Start
Not every region, shop, or sub-location is automatically available at the beginning of the game. Many places become discovered:
- when the story progresses,
- when a character points you there,
- when a quest unlocks it,
- or when you reach it for the first time.
The purpose of this system is to make progression feel more directed, more meaningful, and more rewarding. If you cannot see a place on the map or a sub-area has not opened yet, that is usually not a bug; it simply means the location has not been discovered yet.
Practical result for players:
- If you have heard about a place but cannot see it on the map, follow the story or current quest flow first.
- Some locations unlock only after entering the parent region.
- Sometimes the issue is not energy or time; it is simply discovery progression.
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Not everyone in the game is fully accessible from the start. A character may:
- still be unknown to you,
- not be at the current location,
- be busy or asleep,
- or not yet be active in the current story stage.
Meeting people and interacting with them regularly unlocks more dialogue and sometimes new scenes. Because of that, the character system effectively works with two separate ideas:
- `known`: whether the character is someone you have properly met
- `available`: whether the character is currently in the right place and state for interaction
Those are not the same thing. Just because you know someone does not mean they will always be available.
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Very little in the game is truly free. The penalty system does not come from one single screen or one single mechanic; it comes from multiple layers working together:
- Time passes.
- Energy drops.
- Needs rise.
- Poor management can damage health or mood.
- Bad timing can lock activities or reduce options.
The main purpose of this system is to make planning matter. The game does not only ask you to choose; it asks you to manage pace and condition.
Things to keep in mind:
- If energy is too low, some actions cannot be performed.
- If energy gets too close to zero, the character may collapse.
- If health becomes critical, a separate penalty flow may trigger.
- If time moves too far forward, some places close.
So sometimes the issue is not “this option is bugged,” but “your character cannot realistically handle this right now.”
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Time is one of the most important systems in the game. Conversations, activities, events, resting, eating, working, and traveling all consume time.
That means:
- Character locations can change as time passes.
- Some events only trigger at certain hours.
- Some places close at night.
- When the day changes, daily systems reset or update.
Simple examples:
- A short conversation may take 15 minutes.
- Exercise may take 30 to 45 minutes.
- A long activity can change the entire rhythm of your day.
The best way to understand the game’s pacing is to keep an eye on the time box. Deciding to do “just one more thing” can easily reshape the rest of the day.
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Your character does not live on energy alone. Depending on your simulation settings, the game can track:
- Hunger
- Thirst
- Bladder
- Hygiene
When these systems are enabled:
- they rise or fall as time passes,
- they begin affecting other stats at critical thresholds,
- they can reduce your efficiency in daily activities,
- and they can put you in difficult situations at the wrong time.
When they are disabled, the related effects are also disabled. These settings are no longer just visual toggles; they now function as real gameplay switches.
Important note:
- `Hygiene Impact` currently affects `Looks` more than anything else.
- Hygiene may grow into a more independent system later, but in the current version its main impact is tied to appearance.
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Many visible values in the game are actually derived from other values. For example:
- `Fitness` comes from the average of physical sub-stats.
- `Looks` does not come only from clothing; it is built from appearance, hygiene, clothing, and makeup together.
- `Confidence` is influenced by things like charisma and looks.
Because of this, players may sometimes feel:
“I only did one thing, but several stats changed.”
That is normal. The game calculates not only direct effects, but also the derived consequences of those effects.
In short:
- Gains do not live in isolation.
- Some stats create chain reactions.
- Hidden calculations shape visible outcomes.
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The wardrobe system is one of the most detailed layers in the game. It is not simply “pick clothes and move on.”
Clothing can have:
- style tags,
- looks value,
- exposure and sexiness levels,
- confidence, corruption, exhibitionism, or heels skill requirements,
- and wear, dirt, or durability loss over time.
What this means for players:
- Not every outfit can be used at every stage of character growth.
- More daring clothing may require confidence or corruption.
- Some outfits act as gameplay gates, not just cosmetic choices.
- Your outfit can open or close certain activities.
Important wardrobe details:
- The game distinguishes between nude, underwear-only, and commando states.
- Outfit style can affect your overall presentation and feedback.
- Clothes can get dirty and be sent to laundry.
- Clothing durability can drop with long-term use.
- Wearing heels can feed into a related skill system.
So wardrobe is not just a visual menu; it is an active gameplay system.
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Being able to buy an outfit or put it on does not automatically mean the character can carry it confidently. The system may check:
- Confidence
- Exhibitionism
- Corruption
- Heels skill
This keeps outfit choice tied to character progression. The design logic is simple: the game does not hand out a bold look for free if your character is not ready for it yet.
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The game is not only about building stats. Neglect can also have consequences.
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If this setting is enabled, skills that go unused for too long may begin to weaken. The system looks at:
- the skill’s category,
- its current level,
- and when it was last used.
That means not every skill decays at the same speed. Some areas fade faster, others more slowly.
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If this setting is enabled, bonds with familiar characters can cool down if you ignore them for too long. The current logic is simple:
- known characters are tracked,
- not seeing them for a long time can weaken the relationship,
- and regular contact helps keep that bond stable.
The message behind this system is straightforward: relationships are not meant to be unlocked once and then frozen forever.
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Your character’s physical state is not represented by a single number. The game tracks things like:
- weight,
- fat and muscle distribution,
- body type,
- hair growth,
- hair messiness,
- body hair,
- makeup wear,
- hair care, face care, and dental care.
These layers do not always create big dramatic changes all at once. Instead, they slowly build the long-term feel of your character’s appearance. They mainly affect:
- looks calculation,
- daily routine identity,
- and the sense of self-maintenance and care.
The intended feeling here is that your character is not a static doll, but a body that changes over time.
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A lot of the game’s shared logic lives inside the widget layer. Players do not directly see it, but they feel its effects constantly.
These shared systems:
- move time forward,
- update needs,
- recalculate stats,
- trigger daily decay or resets,
- update character locations,
- and refresh notifications and icons.
That is why a single choice can affect multiple parts of the game. The logic is not “one event equals one result,” but rather “one event triggers several connected systems.”

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