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Tiredness, Health & Inventory

Keeping a roster working is half the game. This page covers what wears your girls down, how they recover, what you can automate, and how the inventory feeds it all.

Every shift a girl works adds tiredness, and how much depends on the job. Whoring is the heaviest at about +10 a shift; physical floor work (barmaid, stripper, bar cook) runs around +6; lighter roles (escort, singer, masseuse, peep show, piano) are +4 to +5. Even a girl who refuses her shift still tires a little from being on the clock.

You can’t switch tiredness off, but you can slow the rate — the lever is Constitution. A job’s fatigue is reduced by the girl’s Constitution ÷ 10, so a girl with Constitution 80 takes only about +2 from a shift that would cost a frail girl +10. Train Constitution (or use traits and items that raise it) on anyone you mean to work hard, and they’ll last far longer between rests.

Don’t let tiredness sit at the 100 cap: a maxed-out girl loses 1 Health and 1 Happiness every shift she stays there. The Whore job has a built-in safety valve and will cut a shift short once tiredness passes 80 (or Health drops under 20), so she won’t run herself into the ground — but most other jobs won’t, so watch the numbers.

There is no automatic per-turn tiredness recovery — tiredness only comes down by resting:

  • House Rest — the big one: −25 tiredness, and it also restores Health (+15), Happiness (+10) and Mana (+10). This is your express lane for an exhausted girl.
  • Free Time — a softer option: −20 tiredness, plus Health (+10), Happiness (+15), Mana (+10) and a little Libido.

Health is more forgiving than tiredness: every girl passively recovers about +2% Health per shift on her own, no job or item required. House Rest (+15) and Free Time (+10) speed it up.

What takes Health down:

  • The dungeon — torturing or starving a captive costs about 5 Health an action (see below).
  • A few risky assignments on a poor shift (city guard, fight training).
  • Sitting at 100 tiredness (−1 a shift, as above).

Keep an eye on it, but a girl who isn’t being tortured or overworked will generally heal herself between jobs.

This is the answer to “I keep forgetting someone’s exhausted.” Assign a girl as Matron and she babysits the whole roster automatically:

  • When a girl’s tiredness passes 80, or her Health drops under 40, or she catches an STD, the Matron pulls her off her jobs and sends her to rest — remembering her old assignments.
  • While that girl rests, the Matron nurses her: roughly −5 tiredness and +5 Health per shift (and +5 Happiness if she’s miserable).
  • Once she’s recovered — Health back to 80, tiredness down to 20, and disease cleared — the Matron puts her straight back on her original jobs.

The trade-off: the Matron’s nursing is gentle (−5 tiredness a shift), so for a fast turnaround you’ll still want to drop someone into House Rest (−25) yourself. Think of the Matron as the safety net and House Rest as the express lane. One Matron will quietly keep an over-extended roster from collapsing while you focus elsewhere.

Crossgate uses one shared inventory for everything you own — there is currently no separate per-brothel or per-building stock. Anything in it is available to your whole roster. It holds two kinds of thing:

  • Equipment — items you equip on a girl for ongoing stat bonuses (and which you take back off when you want them elsewhere).
  • Consumables — one-shot items with a number of charges, used up when applied. Many can be used by hand from a girl’s page, and several apply automatically each turn (see below).

Auto-use supplies (the part that saves you babysitting)

Section titled “Auto-use supplies (the part that saves you babysitting)”

If you keep the right consumables in your inventory, the game spends them on the girls who need them, every turn, without being asked:

Item What it does Kicks in when
Coffee −15 tiredness (and a short Charisma lift) tiredness over 80
Incense of Serenity (Small / Medium / Large) reduces tiredness tiredness ≥ 25 / 50 / 75
Healing Salve (Small / Medium / Large) restores Health Health ≤ 75 / 50 / 25

Stocking a few of these turns roster upkeep into something that mostly runs itself: salves keep everyone patched up, and coffee or incense keep the tired ones awake through a shift. Two things to know about Coffee specifically — it’s mildly addictive (a girl who drinks enough of it eventually picks up a Caffeine Addict trait), and a girl with low Obedience (under 40) will refuse it — so it’s a great prop for a willing roster and a poor one for fresh, defiant captives.

Everything above is about girls working in the brothel. Girls held in the dungeon get none of it — no passive Health regen, no Matron care, no auto-use supplies. A dungeon captive only recovers when you feed her (feeding a slave gives about +4 Health and −10 tiredness; a free captive +1 Health and −10 tiredness), and starving her does real damage (about −5 Health an action). So the girl you stashed in the dungeon and forgot about is exactly the one quietly deteriorating — feed her, or bring her back up to the brothel where the automatic systems can look after her.

  • Build Constitution on anyone you work hard — it’s the real “gets tired slower” stat.
  • Keep a Matron on staff to auto-rest the exhausted, hurt and sick.
  • Use House Rest for a fast recovery; Free Time for a gentler all-round top-up.
  • Stock Coffee / Incense and Healing Salves so upkeep runs itself.
  • Don’t forget dungeon girls — they only recover if you feed them.