
Manage your resources, find food and water, contend with your desires, and avoid falling victim to others. Collect items to help you survive, explore and launch expeditions to gather resources, but be careful. Unlock all the Photos by playing the game and experiencing different possibilities.
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About
"A little over 2 months ago society collapsed, a viral infection is causing the dead to rise and eat the living.
We have found refuge in a small cottage inside a shallow gorge, along a river bed. We don't know how long we will be able to survive here, or how the rest of the world is fairing.
All we can do is our best to survive, while searching for signs of civilization."
This is a point and click adventure/resource management game with lewd themes. You control a group of girls during the collapse of society at the hands of an apocalyptic zombie virus.
Manage their food and water, send them out to explore and gather resources. Build the relationships between survivors, and become friends or something more.
Exploring the world and experiencing different possibilities can open up opportunities, and unlock Photos. Meet up with other factions also contending with the virus and help each other, or avoid falling victim to those with ill intentions. Completing Missions and Expeditions will reveal more information about the world and the events that have taken place.
Experience an apocalyptic storyline through the eyes of the character's in the world, read their diary to discover more about them and what happens in more detail. There are currently 4 different endings for the game, with different possibilities within each.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
[h1]Concise Game Reviews: 69 Days After[/h1] [i](Scroll down for the longer version)[/i] [table] [tr] [th][b]Game Value:[/b][/th] [td]✅ [b]Recommended for players who enjoy post-apocalyptic management games where survival, sexuality, and human weakness intertwine under constant threat.[/b] After a viral outbreak wipes out civilization, a group of women find shelter in a small riverside cabin, far from the chaos of the cities. The days blend together as they fight to stay alive, scavenging what little food and water remains while trying to hold onto their sanity. The world outside is silent but dangerous, filled with the infected and other survivors willing to do anything to live another day. [i]How long can they hold on before hunger, fear, and loneliness tear them apart from within?[/i][/td] [/tr] [tr] [td][b]Adult Content Tags:[/b][/td] [td]✔Non-Consensual ✔Female Protagonist ✔Oral ✔Vaginal ✔Forced Sex ✔Masturbation ✔Clothes Damage ✔Zombie Sex ✔Abuse ✔Survival Sex ✔Horny State ✔Gangbang ✔Ahegao ✔Bukkake ✔Full Nudity ✔Sex Toys ✔Uncensored CGs[/td] [/tr] [tr] [td][b]Genre:[/b][/td] [td]Point & Click Adventure × Survival Simulation × Erotic Management[/td] [/tr] [tr] [td][b]Censorship:[/b][/td] [td]Uncensored; includes explicit sexual scenes and depictions of rape and nudity.[/td] [/tr] [tr] [td][b]Game Length:[/b][/td] [td]~8–10 hours for one full survival attempt; ~15+ hours for all endings and photo unlocks.[/td] [/tr] [tr] [td][b]Challenge Level:[/b][/td] [td]High. RNG-driven exploration and limited resources make each day tense. A single mistake can doom your survivors or force risky sexual encounters.[/td] [/tr] [tr] [td][b]Graphics:[/b][/td] [td]Semi-realistic CGs with gritty tone. Characters show progressive damage, torn clothing, and exhaustion, enhancing the apocalyptic realism.[/td] [/tr] [tr] [td][b]Music & Voice Acting:[/b][/td] [td]Minimalistic ambience builds a sense of loneliness and dread. Occasional moans and ambient sounds emphasize erotic or violent tension.[/td] [/tr] [tr] [td][b]Technical Stability:[/b][/td] [td]Stable overall; some RNG quirks and balance issues exist but no major crashes. Save system reliable for multiple runs.[/td] [/tr] [tr] [td][b]Replay Value:[/b][/td] [td]Moderate to High—four endings, random exploration results, and unlockable photos keep replaying worthwhile.[/td] [/tr] [/table] [h1]Detailed Review:[/h1] [table] [tr] [th]🔑[b]Key Features:[/b][/th] [td] 🧟 [b]Survival Management:[/b] Monitor hunger, thirst, and morale—each decision matters for your survivors’ fate. 🏚️ [b]Base Defense:[/b] Barricade the shelter and manage rotations to prevent intrusions and assaults. 💋 [b]Erotic Consequences:[/b] Sexual assaults, masturbation needs, and psychological decay affect performance and story outcomes. 🗺️ [b]Expeditions & Exploration:[/b] Search hospitals, schools, and police stations for supplies; RNG determines loot and danger. 📸 [b]Unlockable Photos:[/b] Completing missions and surviving events unlocks CGs documenting the group’s fall or endurance. [/td] [/tr] [/table] [table] [tr] [th]🌟[b]Overview:[/b][/th] [/tr] [tr] [td] 69 Days After tells a grim story of survival after a zombie outbreak has erased civilization. You manage three women fighting starvation, thirst, and despair. The tone is dark, mixing survival horror with erotic tragedy. Managing each survivor’s physical and emotional needs is vital—fail to provide food or comfort, and they’ll break down mentally or die. [/td] [/tr] [/table] [table] [tr] [th]🎮[b]Gameplay:[/b][/th] [/tr] [tr] [td] 🥫 [b]Daily Cycle:[/b] Each day is divided into four phases: Morning, Noon, Evening, and Night. During each phase, you assign actions to the women based on their condition. They can explore, rest, meditate, or repair the shelter. Managing time efficiently is essential to keep everyone alive. 🍞 [b]Resource Control:[/b] Food, water, and medicine are scarce. You must plan ahead, deciding when to eat or save supplies for later. Proper management prevents starvation, dehydration, and infection. 🗺️ [b]Exploration:[/b] As days pass, new locations open such as hospitals, schools, and police stations. Each provides unique resources but carries serious risk. Hospitals, for example, offer medical kits and vaccines but are also the most dangerous areas. 🔫 [b]Expeditions:[/b] Before sending someone out, you choose who goes and what they bring. Equipment like backpacks, weapons, or tools greatly affects survival chances. A single mistake can mean losing them forever. 💋 [b]Sexual Aftermath:[/b] After assaults, survivors develop heightened arousal that must be managed. If ignored, they lose focus, refuse to act, and their mental state worsens. Masturbation or meditation helps them recover and remain functional. [/td] [/tr] [/table] [table] [tr] [th]📖[b]Story and Depth:[/b][/th] [/tr] [tr] [td] The world collapsed just over two months ago. You and your team of girls have taken shelter near a river, struggling to endure. Each day brings new dangers—zombie assaults, looters, or starvation. Diaries offer emotional insight into each woman’s mindset, fears, and desires. The tone balances despair, survival instinct, and reluctant eroticism. It’s not about pleasure but endurance—finding meaning when humanity’s worst instincts rise alongside the dead. [/td] [/tr] [/table] [table] [tr] [th]🏆[b]Verdict:[/b][/th] [/tr] [tr] [td] 69 Days After is a post-apocalyptic survival sim that focuses on management, decision-making, and endurance rather than erotic content. It is a tactical experience where every action matters, from exploring and repairing the shelter to managing hunger, thirst, fatigue, and morale. One wrong move can quickly lead to disaster. As the days pass, new locations open such as the hospital, school, and police station. Each area offers specific resources like food, water, medicine, or clothing to replace what was destroyed in battle. Maintaining barricades, keeping the group healthy, and deciding whether to trade with strangers are all part of the daily struggle to survive. Despite its strengths, the game still lacks content. Adding group expeditions with assignable roles would greatly improve the gameplay. For example, one survivor could focus on scavenging based on skill, another could act as protection, and a third as a scout to find new areas or open sealed doors. Crafting, recruiting new survivors, and a story mode with changing maps and events would also make the experience deeper and more rewarding. Even so, 69 Days After remains enjoyable and surprisingly complete compared to other survival titles that inspired it. It feels like an adult version of those games, with sexual elements that exist mainly as consequences rather than the main attraction. What truly makes it engaging is its focus on survival and management, offering a solid foundation that could become something remarkable with future updates or expansions. [/td] [/tr] [/table] [table] [tr] [th]✅[b]Good:[/b][/th] [/tr] [tr] [td] 👍 Strong survival management with emotional and physical depth 👍 Real sense of danger during expeditions 👍 Solid balance between tension, strategy, and atmosphere 👍 Multiple endings with diary-driven storytelling 👍 Barricade and event systems enhance immersion [/td] [/tr] [/table] [table] [tr] [th]🛠️[b]Could Be Better:[/b][/th] [/tr] [tr] [td] 👎 RNG during exploration can feel frustrating 👎 Uneven art quality between CGs 👎 Limited erotic variety and visual feedback 👎 Repetitive resource loops late-game 👎 Missing global gallery unlock [/td] [/tr] [/table] [code] [b][h2]Enjoyed the review? An upvote or award really helps![/h2] For further insights, join my [url=https://steamcommunity.com/groups/EdenGenesis]Steam group[/url], follow my [url=https://steamcommunity.com/groups/EdenGenesis/curation]curator page[/url], or connect with me on [url=https://x.com/EdenGenesisSC]X[/url].[/b] [/code]
This is a point and click adventure game with at least three endings I know of. Before you start your first run I would highly recommend the tutorial. I like this game, I remember buying it years ago on itch. I do have some gripes with it though, For one I think the game is entirely too RNG. There have been runs where I run out of food and I Explore 6 times back to back and don't get any. My other gripe is that it's not exactly the easiest game to get your rocks off to. It has fetishes but the art is hit or miss. That being said the game is fun and it will make you think and strategize what kind of approach to take when it comes to surviving all 69 days. I give it a 6/10 Maybe with some future updates it will be a little more bearable.
6/10 Sexy survival sim in a zombie apocalypse TLDR: The core idea of girls having to masturbate while managing dwindling resources and exploring locations is great. One could even claim that it's a "challenging" or "punishing" game. However, the actual problems here are bad UI/controls, poor presentation of gameplay-critical info, and unpleasant graphics. Good: + the game takes a zombie survival sim (exploration and resource management), adds a Sims-like system of character needs, and on top of that, adds masturbation, collecting of porn pictures and some simple relationship building to most likely unlock lesbian pictures in the end (I couldn't get to that part) + good worldbuilding through diaries as your characters explore locations and go for expeditions. However, the font is too small and hard to read. Also, the text would benefit from shortening. Or at least splitting it into more paragraphs. Also, highlighting (maybe with a red color) of gameplay-relevant terms. Like, what you picked up, what resources gathered, or what locations were discovered for new expeditions. This would allow skimming the text instead of reading it fully each time. Because it's boring to read thru the same stuff twice if you're replaying the game. And this game is designed for many replays to survive more days in each attempt So-so: +/- the game depends on random events which are out of your control in principle. For example, your characters can be taken as prisoners during an expedition, and this random event doesn't depend on their equipment. In my frist playthrough, the redhead girl was taken prisoner on her first trip! During exploration, your characters can get raped by zombies and get infected by a virus even before you've seen the syringe item in the game. Some may call this "hardcore" but I look at it as somewhat lazy game design that doesn't care for meaningful player progression. I'd say, challenges should build up over time and stay within the range of what a new player so far knows about the game, not hit you just randomly, before you even know how the game's systems work +/- progression through expeditions is based on bringing the correct item to the current stage of the expedition. E.g. the first stage of the Hospital location requires taking a fire extinguisher with you. However, the next stage will always fail. And if the next stage would require a weapon, your character will always get injured there. The only way to find out what could possibly be needed in the next stage is to fail in it. For some reason, you also can take only 1 item with you. It could happen that you don't even possess the required item because your girls haven't looted it yet. So, theoretically, the optimal way to play is to go exploring over and over, simply to collect all possible inventory items first (?) E.g. I never figured out which item is needed for the tentacle monster at the last stage in the Hospital. All this makes the game feel messy, not challenging. Challenge is when you know what you need to do but it's hard to do it. Not when you just randomly stumble around and depend on RNG +/- I'd imagine that a much better way to present locations would be a 2D map. And when you'd go for expeditions, you'd click on the location on that map. Also, the current stage of a location (e.g. the tentacle monster in the hospital) could be shown as an icon. Maybe even just the required item for that stage to reduce guesswork. I couldn't even find a way to see which challenge I was facing at the current stage of a location. There are logs of your visits but they somehow don't have the log for the current stage, only for those you've already completed (?) +/- one of the game's rules is that the girl won't go exploring if she's bored or horny. In my second playthru I ended up with 1 girl sitting at home with no water. It was a crazy situation that she was dying from thirst (losing health every stage) yet refused to go out and explore. Instead, I had to order her to play darts (rofl). Cmon. It's just unrealistic. Needs have priorities in all animals, including humans. Boredom automatically gets shut off if you're in danger or have an acute physiological need Bad: - terrible controls. There are just 4 interactible items in the game: 3 books (one for each character) and the clock. The clock progresses to the next stage. Btw if you forgot to issue orders to some of the girls, there is no error message like "Warning, the girl get has no assigned order!" and they do nothing(?). The book opens the girl's stat pages which also have the orders for the current stage. Whenever something happens to a girl (e.g. she gets attacked by intruders during the night or she returns from an expedition), you have to open her book and open the "diary" page. Instead, there should have been popups! Also, information about the girls isn't that numerous to require whole pages and dialogs for books. Instead, there could have been panels, say, at the bottom of the screen, with all stats of girls listed. Maybe even with their next order, for clarity, so that all mechanics of this simple game could be seen at once, without extra clicks. - graphic are crude art that looks like it was drawn in MS Paint with a mouse. The main scene of the game (the inside of the house) looks pretty much terrible. It might seem that the artist here wanted to get "pixel art" but it's not really pixel art. There are for example some smooth gradients there (the windows), and diagonal lines. For an NSFW game, graphics are of paramount importance! - music is just 1 track. The track itself is good and thematic but it's pretty short and gets repetitive and annoying before you'd even complete a single playthru - when girls die, no popup is shown! The girls just disappears. Or doesn't return from the trip, no explanations given. You only find out the details once you ultimately fail the game. Btw in my second playthru, there were descriptions for 2 girls only. Don't know what happened to the third. Also, if a friend dies, there must be some reaction from the other girls. At least an entry in the diary? Maybe popups... Also temporary bad mood or something? It was crazy when their friend died and they just masturbated and played darts like psychopaths - it's unclear when a character has a virus. Is this shown at all? Is this the red color of the outline of the "+"? It says "injured" - does this mean the character has a virus? (then it should be "infected") - bugs. For example, a looted item will appear on the shelf even before the character returns from the exploration trip It seems that the game was rushed to publication before it was finished and properly playtested. The core design here definitely has potential. But my guess is, the developer just lacks experience or resources to implement this idea the way it deserved. I hope they get a proper team and resources for this if they decide to make a sequel/remake. [table][tr][th][i]I'm a Steam curator, you can [url=https://store.steampowered.com/curator/43946907-Friendly-Nerd/]follow me[/url][/i][/th][/tr][/table]
really good game, even appart from the porn part i really like the gameplay. but it would really need an update to be perfect
This game reminds me of the game 60 Seconds, but without the 60 seconds :) Adult content consists of pictures that are designed to resemble small photos. Simple management and survival sim. [code] [b] Please play only in good games [url=https://store.steampowered.com/curator/42577670] My curator page [/url] [/b] [/code]
we need Chinese please
Thats 60 sec but hotny lol
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