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  • Breather Level: If you get a rival executive with the Explosive trait, and you have a good company reputation, then they are extremely easy to defeat. Explosive causes the enemy executive to do as much damage as they have employees, usually in the thousands to tens of thousands by the time this trait shows up, but only once, after which they are automatically defeating. Usually this means that you lose all your employees and have to build them back up. But good company reputation means that every so often, you'll have cheering crowds on your side that completely negate all combat damage you take, including the damage from Explosive; you just have to wait until the crowds show up (usually once every 24 hours). The hostile takeover lasts for exactly one round of combat and you move on without any losses.
  • Crosses the Line Twice: Very many moments, but especially prominent for characters like Vlad Nibblesome and Vicki Lestrange:
    • Vlad is doing research on the nature of love and decides the best course of action is to exhume the corpse of a heart-broken man who very recently poisoned himself in his grief. Your character can be as unquestionably gung-ho about the study as him, even though the resulting autopsy of the body gets... messy, to say the least.
    • Vicki's idea of a romantic getaway is a cabin in the woods with a "spider" room—that is, a room that is occupied by dozens of dozens of possibly intelligent spiders. They are all willing and enthusiastic audiences to your intimate moments. There is another notable incident that came with its own in-game content warning below, under Squick.
  • Do Not Do This Cool Thing: As much as the game has moments where it actively points out how unsustainable, dangerous, and damaging to society capitalism can ultimately be when a handful of individuals inevitably control everything, the game's ultimate goals are to be even filthier rich than you were at the start, violently and forcibly taking control of all the businesses in the entire city, and having numerous lovely escapades with your fellow absurdly rich capitalist executives, all fueled by your vast stores of disposable income and the power it affords you.
  • Friendly Fandoms: With Monster Prom, due to the similarities in genre and sharing the same executive producer and several voice actors. MGSB's Halloween 2021 event was even an outfit pack crossover, allowing you to dress all of the executives, plus Business Maid and Battle Butler, as Monster Prom characters.
  • LGBT Fanbase: Practically a given seeing as it shares an executive producer (Jesse Cox) and several voice actors in its Production Posse with Monster Prom. Unlike the former game there aren't many specifically LGBTQ+ story-lines (with the exception of a few of the short smut stories, especially Pip's and Antoine's); but the player character's gender is completely customisable (including wardrobe, pronouns, and genitalia in the uncensored version) and all romantic options are available to the player regardless of gender presentation. The fantasy of a completely sex-positive and LGBTQ+/female friendly Victorian London setting presumably adds appeal too.
  • Scrappy Mechanic: The British Are Coming Update and the third and final playthrough, Playthings of the Gods adds many new mechanics intended to up the difficulty, but a good majority of the fans consider them unnecessary time wasters or Rage Quit inducing twists to the gameplay.
    • Rival Traits, especially Conversationalist (Damage scales of Moustache than Fisticuffs), Competitive (only Executives of the same Industry will be able to fight at full strength), and especially if they have Enduring (high Employee count, low Fisticuffs). The first is a matter of chance if you happened to train a dedicated recruitment executive or and the second is if your well-trained combat executives match their industry. However, the third and especially in combination with any of them makes for an absolutely frustrating Damage Sponge of an enemy that slows down hostile takeovers and game progress to absurd degrees.
    • Ghosts. They start appearing after you defeat your Rival for the 1st time. They will randomly start haunting buildings and give your Executives a chance to fail their tasks or make it much, much longer, wasting their energy and your time. The Temple is meant to banish them but A) it saps your Executives' Fisticuffs, B) it charges quite slowly, and C) it only banishes one ghost at a time when taking over any company can spawn 3-6 at once. You can't even choose which building gets cleansed first!
    • The Demonic trait. This is an especially awful trait in hostile takeovers that you will run into at least twice with your Rival. In the middle of a hostile takeover (which is often Timed, mind you), they will suddenly summon dark forces to trap your executives in the town square and make it impossible to switch them out, and the only way to free them is to click and banish demons hiding in the crowds. Outside of their horned silhouette, they barely look different from the regular crowd, randomly spawn and despawn if you can't catch them fast enough, and it takes quite a few of them to rob your enemies of their hellish advantage.
    • Outside of the main gameplay, the Fencing minigame during Lunch Dates. It's a memory game where you have to have a phone recording or fast writing skills and paper on hand, because you need to input an increasingly long series of exact words from an ever-growing number of choices. Not helping matters is that many words are intentionally spelled similarly to confuse you, like "Flunge" and "Lunge".
  • Squick: There are some intentionally disturbing (but still hilarious) moments in the game. The most prominent example is one of Vicki Lestrange's dates, where you go through all manner of shenanigans to acquire the sweat of the Pope and the semen of a particularly rare species of mountainous snail, to be used in an occult ritual. The latter even has the game asking you if you want to read the incredibly graphic and evocative descriptions of said mountainous snail enjoying itself with a life-sized dummy used to bait it, its hermaphroditic self, and then an orgy with other snails.
  • That One Sidequest: The "Fencing" lunch date. It's a game of Simon Says, only without any musical or graphical guide at the sequence, with Battle Butler only giving you text hints of what to do and the options getting massively larger and more convoluted each round, with deliberate misdirection and challenge like "Lunge" reading a lot like "Flunge". You either need to have one fast writing hand or a phone camera recording if you want to beat this minigame and acquire your Executives' "Underwear" outfit.
    • Tea lunch dates: with all the possible lunch dates available, you may only get this once or twice per playthrough, and you have 3x3x3 options for tea (27 possibilities). If you don't get it exactly right, you get nothing at all, wasting the lunch date. Even worse, tea preferences are randomized every playthrough, and there's no guarantee that you'll get the same executive for each tea session, so these are almost entirely a matter of luck, even with the upgrade that lets you remember what worked and what didn't.

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