A VAULT-TEC SUBSIDIARY ROCKY-TEC PRESENTS
AI SLOP: THE VIDEO GAME
It’s a weird social survival game set in a corporate bunker. People have schedules, relationships, problems, rumors, jobs, resources and their own bullshit going on. You can just play, make choices, watch things change, and see what happens.
Thread Updated: 2026-09-28
Release Date: 2026-09-27
Developer: Terte
Censored: No
Version: 4.5.1
OS: Windows
Language: English
Genre:
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AI CG , Character Creation , Multiple Endings , Text Based, Male Protagonist, Dating Sim, Dystopian setting, Humor, Management, No Sexual Content, Parody, Simulator.
Installation:
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1. Extract and run.
Changelog:
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VAULT 69 – BUILD 4.5.1 – PROSE PASS
Revised 148 passages across the opening, character introductions and histories,
common events, investigations, relationships, endings, and tutorial.
The pass replaces vague references with concrete actions, trims repeated
explanations of gestures, clarifies what choices mean, and states consequences
more directly. The Bina and Hedda dialogue also agrees more closely with the
story/
Examples:
Before: “I have been keeping the room’s temperature for Hedda since the first week.”
After: “I have been calming people down for Hedda since the first week.”
Before: “The pause does the talking.”
After: “Your silence makes the rumor harder to deny.”
Before: “You keep it to the size of the room. She laughs once, properly, and files it somewhere.”
After: “You joke about the day. She laughs, then adds a joke of her own.”
Validation: all 20 embedded scripts parse. Comparing their structure before and
after the pass found no changes to non-text logic or embedded expressions.
Twelve representative scenes rendered in a Chromium browser without page errors.
This was an editorial pass and scene check, not a complete playthrough.
Extract the full folder and open “Vault 69.html”. Keep the art folder beside it.
OPENING REWRITE (post-seal)
—————————
Rewrote intro_door, intro_speech, intro_manifest, intro_suit, intro_orient,
intro_tour and intro_verdict. The women were told women go first and the men
would follow on a second call; the door sealed on the men. Scene IDs, options,
flags, blame/relationship calls and script order are unchanged. Two helpers
(_iN, _iL) read names and each woman’s `lost` from the cast, so mods still work.
First day is now work-free: shiftToday() returns “First day” on day 1,
onShift() is false, sleeping through the day isn’t counted as a missed block,
and unranked residents drift between dorm, mess and corridor instead of posts.
WINDOWS AND MOODS
A paragraph that is only “~mood” starts a new window. The player pages with
Continue; choices appear on the last window. Moods: chaos, shock, fury, tense,
grief, dread, tender, numb (CSS on #sitBox, off under reduced motion).
Any scene can use it; scenes without “~” render as before.
SIREN
art/sfx/klaxon loops from intro_door until the seal moment; cut ~1.4s before the seal picture ends. Stops on mute.
Siren is now art/sfx/siren.ogg/.m4a (new, loud, seamless 6s loop). klaxon was ~-32 dB and buried under the music.
SCENE STANDEES
While a scene is open, its people stand in the viewport: the subject, whoever speaks in the window on screen (latest first), the second woman, and anyone who answered. Up to the room cap (3 classic / spots in depth mode), then the room fills as before. Baked plates (SCENES.sit pictures with people painted in, tier-1 baked rooms) are left alone. A SCENES.sit plate that is just an empty room (e.g. intro_tour -> plant) now gets standees.
ORIENTATION REEL
art/orientation.webm/.mp4: sloppy Rocky-Tec reel played on the Rocky-Tec pull-down cinema screen when intro_orient opens, Hedda standee beside it (cinema.play opt.presenter). Scene text rewritten around it
The S.L.O.P.P.Y. assessment film (art/sloppy.mp4) moved off the intake sheet onto the schoolroom projector.
v3
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What’s new
Gifts You can now buy small items and give them to the women. Whether a gift lands well, does nothing, or lands badly depends on who she is and how she feels about you. One gift per person per day. Twelve new items were added (chocolate, coffee, tea, socks, hand cream, a hairbrush, a notebook, a pen, a paperback, a flower kit, cigarettes, ribbons).
Gifts You can now buy small items and give them to the women. Whether a gift lands well, does nothing, or lands badly depends on who she is and how she feels about you. One gift per person per day. Twelve new items were added (chocolate, coffee, tea, socks, hand cream, a hairbrush, a notebook, a pen, a paperback, a flower kit, cigarettes, ribbons).
The cat A stray cat now lives in the vault. It roams, hides, and gets into things when no one is looking after it. Find it, then pet or feed it, and it will follow whoever cared for it last — a small daily boost for that person. Other women can adopt it too, so you may have to go and win it back. (Can be turned off in Settings.)
Sub-rooms Rooms now have smaller rooms inside them, which only appear when you are in the main room: Kitchen, Overseer’s Quarters, Overseer’s Wash, Security Post, Showers, Back Aisle, Archive, and a Control Nook. Some are private and stay locked until you are trusted enough — the women’s showers, for example, only open to you once enough of them have warmed to you.
Chores and rotas There are now two shared jobs on a rota: the bins (cleaning) and the pots (cooking). If the woman whose turn it is skips it, the place gets dirty, meals suffer, and the others notice — someone may cover for her, or have a word with her, and you can catch the end of that argument as you pass by. (Can be turned off in Settings.)
Employee of the Week The board is now a real contest with first, second, and third place, decided mostly by who actually does the work.
Relationships now pay off A woman who likes you will do things for you without being asked — cover a shift you missed, save you a seat, bring you the last of the coffee, put the cat on your bunk, or warn you when trouble is coming.
Appointments Someone who trusts you may ask you to meet her somewhere at a certain time. Turn up and it means something. Forget, and that means something too.
Rumours Around forty new rumours now spread through the vault and change as they travel. Some are just gossip; others are tied to what is really going on.
Bina- Bina has been reworked into a genuine danger. If the overseer is gone and security has collapsed, the vault turns lawless — and if she is against you, she can kill you. If you have won her over first, she protects you instead. New backstory included.
Moments Big “firsts” now get a short full-screen beat — the first woman to take your side, the cat choosing your bunk, your name reaching the board.
Feel and polish
- Portraits shake when someone turns cold on you and glow when they warm to you; the screen jolts when things get dangerous; more sound effects throughout.
- A woman who can’t stand you may get up and leave when you walk into the room.
Quality of life
- Settings: mini-games (the cat, the rotas) can be switched on or off.
- Character creation has been rewritten in plain, clear English so it is easy to understand what each background, flaw, and difficulty actually does.
- New artwork for all the sub-rooms.
Fixes
- Fixed romance images showing up as raw text instead of pictures (this affected every character, not just one).
- Stability and continuity fixes. The build was put through an automated play-test — many long, randomised playthroughs — with no crashes and no broken game states.
v2
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## v2 (build `vault69(32).html`) – since Release build v1
Engine file: 9,201 -> 11,295 lines. 77 new functions/constants, none removed.
Situations: 64 -> 67.
—
### New: difficulty
Third block on the intake form, **PROCESSING CONDITION**, picked before you sign.
| Mode | Blame | Morale | Fed | Rest |
|—|—|—|—|—|
| Optimistic | 35 | 80 | 85 | 90 |
| Normal | 55 | 65 | 70 | 80 |
| Busted | 72 | 45 | 50 | 60 |
Busted starts above `warmBlockedAbove`, so nobody moves toward you until you
bring blame down. Normal is unchanged from v1.
### New: an ending that isn’t a collapse
`held` – day 90+, blame <=52, two people warm on you, stocks holding, under the
flag limit. The rota goes up with your name in the same hand as everybody
else’s. v1 had five endings and all five were losses.
### Balance
The root problem was that **death flags were permanent**: seven kinds, three
kills you, no defence. Every run was a countdown, which is why all difficulties
died the same way.
– Death flags now fade – oldest clears after 24 days if blame is under 58 and
you have been turning up.
– Blame decay 0.35 -> 0.55/day; floor falls faster with days served and warm
relationships; a week of hitting your duty takes 0.6/day off.
– Hunger drain 2.9 -> 2.2/hour. At 2.9 it was 70/day against three sittings
worth 24 each – exactly break-even, so one missed meal parked you at zero,
where morale bleeds every hour.
– Morale recovery no longer cancelled by low stores (it was an `else` on the
low-food check, so thin stores made recovery impossible, not just harder).
– Wages 6 -> 9 per shift.
– `reviewed` ending now also requires blame > 54, so keeping the room off your
back keeps you off the sheet.
Measured over 600 headless playthroughs: skilled play now reaches day 110 and
gets `held` about 40% of the time; careless play still ends around day 39.
In v1 both ended identically.
### New: room art and standees
– Nine room backdrops wired to `SCENES.room`, shown on entry.
– Corridor and upper landing swap art on `stairClear` / recreation built.
– 13 of 23 cast have full-body standees composited into the room.
– At most three shown, chosen deterministically from who is actually present –
never random, so nobody shuffles position mid-scene. Whoever a scene is about
stands nearer and brighter.
– Click a woman to talk to her. Routes through the same `talkActions()` entry as
the menu, so cost and gating are identical.
– Click the door in the picture to leave. Per-room hotspots, routed through the
normal move action, so locks and curfew still apply.
### New: vendor menu
The shelf was a blind force-buy of the cheapest item. It is now a real list –
one row per peg with price and stock left, unaffordable items shown greyed with
what you are short by. Reachable from the corridor when the keeper is standing
in it. In v1, measured, an affordable item was on offer 10 times in 60 runs.
### Audio
Ten synthesised effects added: `doorclose`, `bolt`, `locker`, `paper`, `mug`,
`knock`, `striplight`, `tannoy`, `tooldrop`, `vent`.
All eleven previously Opus-only files now have AAC fallbacks – `vaultdoor` and
the rest were silent in Safari.
—
### Bug fixes
– **Scenes were being overwritten.** `spendTime()` could fire a random
situation on top of an open one, so roughly one talk in five silently became
someone else’s scene. All `S.pending` assignment now goes through one guarded
function.
– **Scene sounds never played.** `onOpen` was only called from
`openSituation()`; three other paths set `S.pending` directly and skipped it.
The vault door sealing was silent in every run since it was written.
– **Dialogue retyped itself.** The typewriter re-ran the whole conversation
from character zero on every choice. Only new text animates now.
– **The intake form could be walked out of.** With the form open the full
action list was live – you could leave the room, eat and start conversations
while the rest of the intro queue sat parked and your sheet stayed blank.
– **Mods could not be disabled.** `mods.json` overrode a pack’s own
`enabled: false`; toggles only apply on reload, which the panel never said.
Fixed, stated, and a reload button added.
– **The 18+ notice replayed every launch.** Now shown once.
– **Standee clicks hit the wrong woman.** Image elements are rectangles with
transparent margins that overlap; separate non-overlapping hotspots now take
the clicks.
– `talkActions()` silently capped at 8 people, so anyone past that in a busy
room could not be talked to. Cap moved to the display only.
### UI
– STOCKS panel collapses; shows a `2 low` badge when folded and something is
under its crit line. Stops it shoving the map down the column.
### Packaging
– Room art 21.7 MB -> 3.2 MB (JPEG q85, 4:4:4 chroma to protect yellow-on-navy
text). Standees palette-quantised, 60 KB each.
– `CONCEPT ART VAULT 69/` working folder dropped from the release; assets live
under `art/` and are actually referenced.
Dev Notes:
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I mainly made this for myself.
I like roleplaying, and I wanted something that actually behaves more like a simulator than a traditional visual novel.
I used to love those grindy 2000s phone games, Dragon Ball games, little tycoon games, text-based games where you watched numbers slowly go up, made choices, checked your progress, and kept playing just to see what happened next. I also loved games and novels where the fun came from making choices and seeing how things unfolded.
So I wanted to make my own weird version of that.
I built most of it with AI assistance because I wanted to see how far I could take the idea.
I’m still adding things whenever I have time and making it more adult-oriented eventually, focusing on story first. It’s not a commercial project, donations will never be accepted for it. IP belongs to Bethesda.
I’m putting it here in case someone else enjoys it too or wants to mess with it and make their own version. It’s built as platform first, game second.
Have fun. Game belongs to you now.
P.S. You can zip it up and toss it to Claude; it’ll add whatever you need or explain how to modify it manually, if you’re feeling lazy. 😉





