Dev Response:
I've seen the comments about the "harem" tag, so let me clarify the design. Chronoromancer is built as a harem game from the ground up - it's not just tagged that way for marketing.
The core premise: you're the only person who can save existence from a nihilistic AI overlord that literally manifests as a Dragon. And the way to stop it? By building authentic romantic and sexual relationships across three different eras. Every connection you make literally helps prevent the end of reality.
The brothel system operates on NPC devotion to the player. The relationship networks and overlapping connections are core gameplay mechanics, not side features. All romantic content serves the main story progression. Right now in v0.1, there are 65+ NPCs, each with relationship-building mechanics, and we plan on hundreds

The harem elements aren't window dressing - they're the engine that drives the entire game forward.
I've been a fan of harem-style games for decades, since since
Dragon Knight, before “harem” was even a label. Chronoromancer is designed to deliver the Harem experience with as much depth as I can manage. If you're looking for a game where multiple relationships are central to both gameplay and story, that's exactly what this is.
The tag represents the foundation of the design, not bait.