Corpse City [v0.3 REBUILD] [SilkSpice]

“Corpse City 2037” is a browser adventure game about survival in a post-apocalyptic world. After years of isolation in your

“Corpse City 2037” is a browser adventure game about survival in a post-apocalyptic world. After years of isolation in your house bunker, you finally emerge to face the new reality.
The world has plunged into anarchy. The remnants of civilization are scattered settlements of surviving women trying to survive among the ruins of the former world. As one of the few remaining men, you occupy a unique position in this new society.

Thread Updated: 2025-09-25
Release Date: 2025-09-25
Developer: SilkSpice – Itch.io
Censored: No
Version: 0.3 REBUILD
OS: Windows, Linux, Mac
Language: English
Genre:
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Animated, Anal sex, BDSM, Creampie, Dystopian setting, Harem, Male domination, Male protagonist, Oral sex, Rape, Real porn, Rpg, Sandbox, Slave, Text based, Vaginal sex,
Installation:
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1. Extract and run.
Changelog:
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v0.3 REBUILD
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New Modular Architecture & Optimization: The project has been ported to a modern modular architecture while retaining Twine as the core engine. Outdated monolithic hardcodes were eliminated, fixing hundreds of critical bugs, latency issues, and edge cases, dramatically improving speed and stability. Video assets were compressed and optimized without quality loss (50–70% game size reduction).
Interface & UI/UX: Complete redesign from scratch in a gritty cyber-post-apocalyptic aesthetic. Features a compact single-row top HUD bar, armored frames with corner brackets on all cards, optimized media wrappers, and ergonomic data layouts.
Hotkeys & Quick Action Selection: Keyboard navigation — select dialogue options, menu items, and actions using keys [1]–[9] (including Numpad).
Visual Tweaks & Comfort: Customization panel in Settings — adjust Wasteland radiation filter intensity (presets), toggle CRT scanlines to save resources and reduce eye strain, and scale UI font sizes (90% to 120%).
Dynamic Toast Notifications: Animated pop-up notifications for stamina consumption/recovery, caps gained, relation updates, and critical events.
Audio Module: Full-featured audio engine — Wasteland Radio featuring 10 original music tracks, UI hover and click SFX, and a responsive media player bar with track selection, pause, and volume controls.
Interactive Dossier Cards: Detailed inspection screens for each character with tooltips for skills and traits, health and stamina meters, containment status, and shelter security calculations.
Unified Character Model: Standardized stats, skills (cooking, survival, medicine, combat), traits, debuffs, age, and status across both the Player and all NPCs. Companions and captives share identical progression and interaction systems.
Dialogue, Interaction & Discipline: Tactical dialogue engine with branching choices, sub-choices, actions, and deep lore dialogues. Added disciplinary and sexual punishment mechanics with dynamic reactions based on submission and trust.
Submission, Friendship, Chains & Escapes: Dynamic Submission and Trust meters, coupled with nocturnal escape attempts and rebellions at low loyalty. Added chain restraints to secure captives in rooms or the dungeon.
Job Assignments & Shelter Expansion: Task management for companions and captives (kitchen, clinic, guard duty, training). Full upgrade tree to expand underground shelter facilities.
Escort System (Squad): Ability to take up to 5 companions on Wasteland expeditions (combat assistance planned in future updates).
Tactical Combat & Capturing: Deep combat overhaul — armor, armor penetration, critical hits, and hit chance formulas driven by weapon stats and player skills. Defeated adversaries can be captured directly from the battlefield.
Weapons & Gear: New weapons (melee, firearms, bows) and protective garments/armor with distinct stats and damage resistances.
Next-Gen Inventory: Completely rewritten inventory module with an item grid, quick-equip slots, and clear gear comparisons.
Quests & Contracts: Overhauled quest engine with multi-stage objectives, narrative arcs, and settlement job boards.
Hunting & Danger Zones: Overhauled hunting mechanics scaling with gear, skills, and biome danger levels. New overgrown forest sectors with mutated alpha predators and valuable trophies; balanced scavenging runs.
Life Support & Night Report: Overhauled food and supply management for shelter occupants and redesigned daily Night Report summaries (food output, consumption, health changes, raid defenses).
Trade & Slave Market: Overhauled goods shop with categories, pagination, and bulk buying. The slave market now offers procedurally generated candidates with diverse archetypes, stats, and progression potential.
Locations & Navigation: New sectors and sub-locations, featuring [HUB] markers for quick orientation across the world map.
Visual Assets & Content: High-definition character and location artwork (Full HD and 2K). Added new intimacy scenes, new characters, and random Wasteland events.
Canonical Lore: Comprehensive canon world bible. All characters, dialogues, and plotlines have been harmonized with the established lore.
v0.2.2
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Added:
Switching tracks in the settings.
New music (The old music is still in the folder, if you want to return it, just replace the new tracks with the old ones from the Music – old music folder)
New location Administration where you can get one recurring and one one-time task (for a one-time task you can get something very useful).
The new interactive location Mistral Estate is connected with a bunker
New enemies “Zombies” and “Scarbourg”
By popular demand, we have added the ability to buy and sell not 1 item at a time, but x10 and bye/sell all
Settings:
Bug Fixes:
I fixed all the bugs that players wrote about, but taking into account the new content, I think that new bugs have emerged somewhere, I ask everyone to report bugs and I will fix them.
Reworked:
Once again, I completely redesigned the Game Style and now I finally like it visually, I put a lot of effort and work into it, I hope you will appreciate it.
I reworked and rewrote some mechanics, nothing changed visually, but the code became at least a little cleaner.
I redesigned the dialog style, created it separately so that the dialog finally looked like a dialog and not a long, uninteresting text.
Finally, I fixed a bug that annoyed absolutely everyone, including me, when there was a lot of free space between buttons and other interface elements, now everything is super organized and doesn’t look like a cat’s poo.
The first images of the locations have been added, I’m working on the rest, in the next few updates I think I’ll be able to bring all the locations to life, I also have plans to bring to life with images some situations that I have already tried in the opening scene with Luna, I think it looks good.
Known Issues:
There are still a lot of changes and it’s hard for me to even remember everything, play and comment, development continues, I work to the best of my ability and most importantly 80% of my time is spent on my work, so sorry if the progress is very slow.
Author’s Note:
The game is still in its early development stage. No element of the game is 100% final, and I’m constantly reworking everything.
v0.2.1 Alpha – Global Overhaul
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Added:
Added a character name function.
Added some sex scenes for Dominica and added sex scenes for slaves.
Added or moved to the sidebar: Character name and Caps, health and energy bars, shelter population (Slaves do not yet consume food, only named characters).
Hunger system for named characters “Residents”: each resident now consumes 1 food per day. If there isn’t enough food, the character enters an inactive mode, and you won’t be able to interact with them until you secure a food supply.
More locations.
Raider encounters in the City Center location with a 30% chance of occurring. After winning, you can either kill them for loot or take them as slaves.
Slave Market where you can buy/sell slaves (Non-named characters only!)
Forest location where you can hunt to obtain raw meat, or if it’s a mutant raider, get caps (Mutant Raider – a man who has lost almost all humanity but managed to survive). Added hunting mechanics (not the same as combat!). I separated them so players don’t grind but actually play the game. Hunting is an automated process: Hunt > Fight > Reward or Death. Also, to reduce damage taken, you’ll need better weapons—the better the weapon, the less damage you’ll take.
Added the Cook job for named characters: one cook produces 2 food from one raw meat.
A slave room (for non-named characters) has been added to your shelter.
Added music to the game and corresponding settings sections in “Settings”.
Settings:
Reconfigured CSS variables.
Bug Fixes:
Fixed all bugs reported by players and resolved all inconsistencies I found. At least, I didn’t find any new ones during testing, but if you do, please let me know in the comments.
Fixed style errors that caused UI elements to display incorrectly.
Reworked:
The inventory system underwent another major overhaul. It took a lot of development time, but I think it now looks more or less like a stable, finished version and might make it to the release in this form—though that’s not guaranteed since I tend to rework everything.
Reworked many locations, from UI element placement to core mechanics.
Known Issues:
[None listed]
Author’s Note:
The game is still in its early development stage. No element of the game is 100% final, and I’m constantly reworking everything.
v0.2 Alpha
Initial Release
Game Features:
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  • Open world – explore city ruins, abandoned complexes, and wild territories
  • Survival system – gather resources, create shelter, and fight for your place in this new world
  • Branching plot – your decisions will affect the development of the story and relationships with different factions
  • Relationship system – build connections with characters you meet, from hostility to alliance
  • Character development – improve your hero’s skills and abilities as you progress through the game
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: BUZZHEAVIER – DATANODES – MEGA – PIXELDRAIN – VIKINGFILE

Before The Rebuild

       
Corpse City [v0.3 REBUILD] [SilkSpice]