
A typing-driven Lovecraftian colony sim. You wake inside the corpse of a dead god, adrift in space. Carve a roguelike colony from procedurally generated anatomy. Negotiate with rival alien factions, evolve occult mutations, find your ending. The carcass remembers.
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About
You wake inside a dead god. The corpse is your world: a continent of rotting organs, bone corridors, and forgotten chambers, rendered in retro terminal ASCII with authentic CRT glow. For fans of Caves of Qud, Dwarf Fortress, Cultist Simulator, and Sunless Sea.

Harvest biomass, calcium, bile, and neurons from the rotting flesh around you. Every organ is a resource. Every bone is a wall. The deeper you carve, the more the carcass yields and the more it remembers.

Build chambers, forges, and altars across living anatomy. Every citizen has traits, skills, and scars that outlive them. Leaders rise. Factions form and clash. Hold morale together or decide who eats and who is eaten.

Research splits into combat, production, diplomacy, and forbidden arts. Unlock occult mutations: bone armor, mind-link, parasite resistance, the ability to digest gods. The deeper you dig, the more the carcass understands you.

Send your warriors into the marrow. Battle parasites that learned what fear is. Defend chambers against creatures that wake when you sleep. Permadeath is real, but the carcass remembers every warrior you ever sent in.

Story-rich Lovecraftian events drawn from deep cosmic horror lore. A stranger comes asking for shelter. An organ pulses with stolen memory. The voice in the wall offers a deal. Every choice echoes through factions, futures, and endings.

Every keystroke shapes your fate. Every choice carries forward. New Game Plus carries your victories. The carcass remembers everything you ever did inside it.

Dominion. Symbiosis. Awakening. Escape. Transcendence. Five main endings, and four more hidden behind cryptic choices. Each demands a different strategy. Each rewrites how the god remembers you.

Five difficulty levels from Merciful to Extinction. Permadeath Ironman mode. Localization, accessibility, and a customizable terminal. Pure keyboard input. Authentic CRT effects. No mouse needed.

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Engagement
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Я не противник ИИ и все эти скандалы побоку. Но разработчика хватило только на интересное описание и "туда-сюда" оформление. Внутри низкосортный скам про менеджмент ресурсов. Не тратьте свое время
Круто, но слишком уж сложно, не геймплей, а враждебность интерфейса. Командная строка конечно интересная, но матрёшка из подразделов скорее напоминает гидру. Открываешь интерфейс исследований, видишь несколько разделов, в каждом разделе есть список исследований, ещё дополнительные функции, которые не совсем понятны, почему бы сразу не вывести описание исследования, а не показывать его только после дополнительного нажатия кнопки. Игра дико нуждается в упрощении интерфейса
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Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +18 more
Hours played at review time, across 80 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
不是特别好,另外机翻翻译的像是豆包
I like the gist of the game and lore. The writing prose are that of Call of Cthulhu and The Whisperer in Darkness linguistics. Functionally, it’s a working game. Nothing AI is generated while you play. Its premade (With AI writing and coding, yes.) Events are picked at random from a large, authored set, the same way Warsim does it. A text-based colony management by the numbers game with lots of lore to sift and read. (There are inconsistent story bits from the starting intro to in game history entries.) [h3] Story - then:[/h3] Earth nearly killed itself between 2026 and 2147. Resource wars, a third world war, a permafrost virus. 4 and a half billion dead, half of humanity. Then it rebuilt, reached fusion, the Moon and Mars colonisation. Humanity spent 300 years listening to an empty universe. An anomaly called Delta-7 had been found in 2567. Faster than light travel maths itself came to Dr Chen Wei in a dream in 2654, complete, every term and every index. In 2847 - 12 ‘Prometheus’ ships jumped for ‘Proxima’ with 40,000 colonists aboard. To expand humanity’s reach across the stars. The fleet came out inside (Or outside?) the corpse of something huge. The intro says ‘Galaxy’ Size, but travel in game seems more Planetary size instead. Then it swallowed them. The fleet went through in formation, and the mouth clamped shut. Dead nerves fired one last reflex. The tunnel, or throat, narrowed and destroyed the ships. 37,153 colonists died against frozen flesh, and 2,847 walked out of the wreckage. Within ten years, predators, rot and disease left 800. [h3] Story Now: [/h3] 47,000 Carcass years have passed. Humans evolved and mutated into beings adapted to life in this dead entity. Im not sure if 47,000 Carcass years or converted 47,144 Circulations × 8.33 = ≈ 392,600 Earth years 1 Pulse = 73 hours 1 Vigil = 10 Pulses = 730 hours 1 Circulation = 100 Vigils = 1,000 Pulses = 73,000 hours 73,000 ÷ 8,766 (hours in a Julian year) = 1 Circulation ≈ 8.33 Earth years Anyway! Nine root lineages became about thirty species, named for the body they live in. Marrow-Kin, Bile-Gilled, Ossifiers, Void Gazers. My visual reference was Zerg from Starcraft crossed with the Necromorphs from Dead Space. Humanity is also the eighth tenant here. Seven civilisations came before, and none of them are still around. The game's answer is that every civilisation which develops jump technology gets pulled into the Carcass. The present is Year 47,144 of the Carcass Calendar. Seventeen recorded crises sit behind you and the Eighteenth has already begun. Its first blow shattered the Central Ganglion and killed the previous Overseer. Distant settlements endure, this enclave rebuilds from wreckage. YOU ARE THE OVERSEER - What happens next ... is up to you. Read the Archives for more lore [h3]Gameplay loop[/h3] First steps are survival. Research layer 1 tech, build Nutrient Vats, get the colony stable. Four resources like an RTS: Biomass, Calcium, Bile and Neurons. Buildings cost Calcium to build and Biomass to maintenance. Bile is traded by some species. Neurons are research points. You navigate menus to give instructions. Numbers or menu names that correspond to the instructions on screen. You’re free to explore the giant body. Pick directions and investigate zones to unlock archive entries for knowledge/Neurons. Exploring will also unlock hidden lore entries and give you bonus resources. There are dig sites scattered around of the previous civilisations. Unearth Truth! Or not… Other species and colonies exist to exploit the land too, so you can ally or war with them. There's a lot of ground, from head to middle to limbs. Every turn/Pulse can trigger an event, and it's very RNG with events, weather, triggers, effects and aftereffects now and future pulses. Diplomacy runs on a relation number per species with thresholds. Each people has its own leverage, so ‘secrets’ open some and ‘trade’ opens others. Enough relation brings calcium trade or ‘symbiosis’. Each new game has some procedural generation: Minor locations, findings, dig sites, loot, species residence, weather and events. The colonies and the Carcass reacts to your choices and actions. [h3]Problems and bugs[/h3] Writing and lore inconsistencies. The intro repeats itself. The line about the formulas being transmitted rather than discovered lands the first time, then turns up twice more within a few screens. The numbers don't hold up. The last screen before you play says 47,291 souls and 47,291 years since Earth. The archives put the present at Year 47,144 instead. That intro screen also says 21 species from human stock, while Species screen names 30. Species entries cite a Departure record that names the nine root lineages. There is no Departure archive anywhere. The Bloodlines menu shows Generation 1 of the humans, all zero or dead, with no details. The jump is dated 2734 on one screen and 2847 on another. The scale never settles either, since the sensors report the thing as galactic while the head alone reads as moon-sized. The glossary is missing verbs. The Archives section is missing its navigation instructions. Menus are hidden. ‘Archive 1’ to 6 opens sub menus within Archives. Fast travel might be broken. Lymph node travel, my map locations didn't change, the direction names remain the same. Some atmosphere sound loops have audio clicks. (Circulation area?)
She the on my car til i cass
I love the feeling this game is able to deliver. Not knowing what is going on while stumbling through pluses trying to figure things out. The soundtrack is a banger too.
当务之急是把最基本的翻译做好,本来新手引导就基本等于没有,再加上糟糕的机翻,玩起来完全是地狱难度。
Güzel bir konsept, keşke ilk yerli ve milli AI Slop oyunumuza harcanmasaydı. Hani anlarım kod veya sanat konusunda yetenekli değilim, projeyi de tek kişi yapmak istediğim için AI kullandım dense de, yazı tabanlı bir oyunda yazıyı bile AI'a yazıdırıp, bi de AI'ın ingilizce yazdığı yazıyı 30 dile AI ile çevirtmek işin iyice suyunu çıkartmak olmuş.
这个翻译啊,都基于文字了,翻译啊,太痛苦了
This is indeed made by AI, and I knew it from the beginning. But I have to say that this gameplay is fantastic! I really hope the author can make it even better! Currently, the victory conditions of this game seem a bit monotonous, but the game content is indeed quite rich!
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