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The Carcass is Part of Steam Typing Fest 2026! šŸŽ¹

The Carcass Joins Steam Typing Fest 2026!


We're thrilled to announce that The Carcass is part of Steam Typing Fest 2026, running from February 5 to February 9!

[h2]Why The Carcass Belongs in Typing Fest[/h2]

The Carcass is built from the ground up as a keyboard-driven experience. Every interaction — from managing your colony to negotiating with alien factions, from issuing commands to navigating the decaying organs of a dead cosmic being — happens through a retro terminal interface powered entirely by your keystrokes.

This isn't just a game you play with a keyboard. This is a game where the keyboard IS the gameplay.

[h2]What is The Carcass?[/h2]

You awaken in the depths of space, trapped inside the rotting body of a godlike creature. Darkness surrounds you. Decaying tissues stretch endlessly. Only your survival instinct remains.

  • Deep Colony RPG — Build and manage a colony where every citizen has unique traits, skills, and personalities
  • ASCII Terminal Aesthetic — Pure retro terminal visuals with authentic CRT effects
  • Procedural Storytelling — No two playthroughs tell the same story
  • 30 Alien Species — Forge alliances, betray rivals, or wage war
  • 9 Endings — Five main paths plus four secret endings
  • Extensive Tech Tree — Specialize in combat, production, diplomacy, or forbidden arts


[h2]Try the Demo — Free![/h2]

A fully playable demo is available right now. Experience the terminal interface, start your colony, and discover what lurks within the carcass.

šŸ‘‰ Download the Demo

[h2]Wishlist & Follow[/h2]

If you enjoy the demo, please consider wishlisting the full game and joining our community:

šŸŽ® Wishlist on Steam
šŸ’¬ Join our Discord

The carcass remembers every choice. The echoes of rot await you.

The Carcass is Part of Steam Typing Fest 2026! šŸŽ¹

The Carcass Joins Steam Typing Fest 2026!


We're thrilled to announce that The Carcass is part of Steam Typing Fest 2026, running from February 5 to February 9!

[h2]Why The Carcass Belongs in Typing Fest[/h2]

The Carcass is built from the ground up as a keyboard-driven experience. Every interaction — from managing your colony to negotiating with alien factions, from issuing commands to navigating the decaying organs of a dead cosmic being — happens through a retro terminal interface powered entirely by your keystrokes.

This isn't just a game you play with a keyboard. This is a game where the keyboard IS the gameplay.

[h2]What is The Carcass?[/h2]

You awaken in the depths of space, trapped inside the rotting body of a godlike creature. Darkness surrounds you. Decaying tissues stretch endlessly. Only your survival instinct remains.

  • Deep Colony RPG — Build and manage a colony where every citizen has unique traits, skills, and personalities
  • ASCII Terminal Aesthetic — Pure retro terminal visuals with authentic CRT effects
  • Procedural Storytelling — No two playthroughs tell the same story
  • 30 Alien Species — Forge alliances, betray rivals, or wage war
  • 9 Endings — Five main paths plus four secret endings
  • Extensive Tech Tree — Specialize in combat, production, diplomacy, or forbidden arts


[h2]Try the Demo — Free![/h2]

A fully playable demo is available right now. Experience the terminal interface, start your colony, and discover what lurks within the carcass.

šŸ‘‰ Download the Demo

[h2]Wishlist & Follow[/h2]

If you enjoy the demo, please consider wishlisting the full game and joining our community:

šŸŽ® Wishlist on Steam
šŸ’¬ Join our Discord

The carcass remembers every choice. The echoes of rot await you.

Patch 1.01 - Stability & Player Feedback

[p]PATCH 1.01 - STABILITY & PLAYER FEEDBACK[/p][p]Intro Cinematic[/p][p]- Added player-controlled pacing between major story acts - the intro now pauses with "\[SPACE/ENTER] Continue..." at 4 key narrative transitions so you can read at your own pace[/p][p]- ESC still skips the entire intro at any time[/p][p]Turn System Clarity[/p][p]- Harvesting now clearly displays "\[PULSE CONSUMED] Harvesting advances time by 1 Pulse" with a mini turn report showing resource changes[/p][p]- Harvest menu now explicitly states pulse cost in both normal and high-danger zones[/p][p]- Only the next command and harvest advance time - all other actions are free[/p][p]Resource Management[/p][p]- The status command now shows a full "PER PULSE" economic breakdown:[/p][p]- Per-building-type list with counts and individual production (e.g., "x2 Nutrient Vat +10B")[/p][p]- Total income from all buildings[/p][p]- Food consumption breakdown (civilians + army)[/p][p]- Net resource change per pulse[/p][p]- Sustainability warning with estimated pulses until starvation when biomass is negative[/p][p]Origin System[/p][p]- Fixed origin selection not properly communicating player's choice to the game backend[/p][p]- Origins now load from authoritative data instead of hardcoded UI values[/p][p]- Fixed origin not being saved/loaded correctly in save files[/p][p]Diplomacy[/p][p]- Fixed terminal diplomacy commands (sendenvoy, proposealliance, etc.) not actually applying relation effects - they now properly modify species relations[/p][p]- Diplomatic actions correctly delegate to the Diplomacy system[/p][p]Military[/p][p]- Military recruitment screen now loads unit data from the authoritative database instead of hardcoded values[/p][p]- Fixed recruitment cost display showing incorrect values[/p][p]- Added population cost tracking for all unit types[/p][p]Research[/p][p]- Fixed research command calling wrong internal function, which could cause research to not properly deduct costs[/p][p]Exploration[/p][p]- Region navigation now dynamically loads from the Region system instead of hardcoded arrays[/p][p]- Region and location descriptions now support localization[/p][p]Save/Load[/p][p]- Fixed player origin not being properly restored when loading a save[/p][p]- Fixed origin display name in save file list[/p][p]Stability[/p][p]- Fixed compilation error from duplicate method definition in building system[/p][p]- Fixed variable scope error in military recruitment display[/p][p]- Multiple null-safety improvements across UI controllers[/p]