
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.
Modeled estimate, not a reported figure. How we estimate →
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.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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!
纯机翻 很生硬 引导也做的很差
[b] 这是一款克苏鲁向文字类殖民地模拟类游戏,游戏的主要玩法是通过当前界面的显示来打字来进行输入指令。整体来说蛮有想法的一款游戏,游戏中包含了自身居住地的建设和探索和对外的探索和外交,比较熟悉的建立同盟或是敌对。还有传统的向不可名状的血肉科技进行献祭。整体来说游戏目前有不少的小型bug,但作者修的还满勤快的,对于喜欢这种纯粹的文字游戏来说还是可以尝试游玩的。 游戏之前还遇到个bug,在第二次进入游戏后会变成其他语言,不过目前看来已经修复了,最早的时候某些指令是不支持中文的,只能输入英文。 另外提一个比较个人的建议,虽说游戏本身的玩法是带有那种类似于血肉科技和未知的生物呼唤的体感界面,但毕竟这是一个需要阅读大量文字的游戏,时不时的文字画面的抖动,让我重回了对晕3D的痛苦,目前玩一会难受好久。有一定的筛选玩家的机制。 [/b] [quote]关注&加入[url=https://store.steampowered.com/curator/43568093]『蒂蒂测评,个人评测』[/url],答辩走开,感谢您的浏览与支持,本次游戏的品类为克苏鲁向文字类殖民地模拟类游戏 [/quote]
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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
До этой игры я считал самой душной игрой Songs of Syx но после игры в это я понял кто истинный король душноты. Но не смотря на это сама задумка и история просто ахуенные, мне прям зашло
Сам лор і стилістика виконання,неймовірно сильно сподобались..Так,потрібно покопатись аби зрозуміти як грати,заяви про ШІ взагалі не хвилюють,я навіть не зрозумів,де його тут використовували) Незвичайно і дуже соковито,на мій не дуже професійний погляд,10 із 10
Досить непогана гра. Звісно, треба виділяти не одну годину, щоб зрозуміти лор й те, як тут все працює, але гра атмосферна. Те, що використовували Ai, то якось без різниці. Не бачу нічого поганого в тому, що одна людина, яка робила гру, використовувала Ai. Є звісно, те, що я досі не зрозумів. Наприклад, як саме діє мененджмент ресурсів. Бо бувало, що декілька разів підряд просто натискаєш ті ж самі клавіши, щоб збирати кальцій чи біомасу і стає нудно. Або як саме відкрити деякі активності, де треба певні ресурси, які не знаєш де брати. Скоріш за все я все це зрозумію через деякий час гри
creepy and wired as hell
A promising game.But not now.
Нудна та абсурдно незрозуміла, в спробі видати щось оргінальне видали ніби нейрослоп
The Carcass is an interesting game, though needs some polishing and severe menu reformatting. I want to break this down a bit though, as this game is pretty controversial in its AI use and disclosure early on. PROS: As a lovecraft fanatic (I've had the pleasure of reading nearly all his works) I love the atmosphere and concept. The lore aspects feel fleshed out enough to keep me interested in the game for a time. Scenarios, while following the same mechanical path of press a key, are interesting to read and varied enough to feel fun. The concepts are a cross between Cthulu, haunter in the dark, shadow over innsmouth and the dream worlds of unknown kadath. They give a relatively fleshed out picture of what is going on inside this great carcass and how to navigate and survive. As a CDDA and Dwarf Fortress guy, I love ASSCII games with minimal GUI's. I find you can pack a lot of bang for buck into this style of game: simple to code, easy to maintain and complexity arises from the detailed story and intractability with the world. This is where I find the game shines: as its really a city builder with you as the main decision maker. When you harvest too hard, the Carcass responds. When it notices you, it feels like all the work you put into resource monitoring and use come into focus. "Stress tests" with warfare are interesting as well, though this needs clarity and depth added to it. Overall, I would say its a passable city builder/ manager with a wicked cool story arch. CONS: OK, this is where I get nit picky: the AI use to write the story is obvious. The game organizer needs to go through the files generated of text, and edit them to better flow and feel less cut and past-y with the sentence structure. This might be controversial to say, but AI use is OK in my mind if a human is there to edit and approve at the end. It feels like quality was checked at the initial start of the game, and then that was the final check for all text. It NEEDS human oversight. Second, the games mechanics are too simple, especially in combat. It is essentially a numerical game with some stress involved in resource management. Ultimately, things need to be re-balanced to account for more nuanced delineations of the fighting forces. Why list like 8 of them if they are just resource hogs and you can accomplish the same thing with a ton of little fighters? Now, onto the city building aspect: the map seriously needs to change in game to reflect buildings, additions and forces. I am not saying add a complex GUI, what I am arguing for is to add ASCII symbols in a more cohesive manner that reflects the changing environment of a city builder game. I want to see a little ASCII symbol pop up for that first food vat I build. I want to see on map where things connect or regions boarder. And when I mass farm a region, I want it to reflect that in either color tone or ASCII key symbol. Something that gives me more granular information in a visual sense. Menus need a major overhaul: buttons in buttons is not fun to navigate. Separate them into distinct tab systems by menu and use ASCII pictograms to more cohesively generate menu separations. I want to see the Carcasses eye looking at me when I go into a harvest option menu and I am at 100% attention. I want to see what these "star gazers" look like photographically when I navigate to diplomacy with known species. These little things, while making the menu significantly larger, would be like reading stone pictographs. It would be eye catching and break up the monotony of text on text. Conclusion: an OK game that needs a moderate amount of polish. The ingredients are all there though. With a bit of effort and human intervention in key areas, this could be on par with CDDA in my mind.
Players by region
Where this game's players are, estimated from review languages.
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