Corpse City

by SilkSpice

Uncensored Windows Linux Mac
Versionv0.3.1
EngineHTML
Released2025-10-17
Updated2025-10-17
LanguageEnglish

About Corpse City

Corpse City is a browser adventure by SilkSpice, built in HTML and presented with AI-generated animated CG visuals. You play a male protagonist emerging from years of bunker isolation into a dystopian world where scattered settlements of surviving women struggle through the ruins. The game mixes RPG and sandbox play with text-based choices, harem dynamics, and male domination themes.

Development continues with the current v0.3.1 build, released October 17, 2025, available for Windows, Linux, and Mac in English without censorship. This update rebuilds the game and adds a crafting workshop, new locations, background images, gear transfers to shelter girls, and visible skill progress for them. It also introduces new jobs, NPCs, enemies, beasts, weapons, armor, goods, shop sections, a four-cycle day system with rest and sleep, and Combat Squad battles with up to four loyal girls plus the player.

Developer's description

"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.​

Download Corpse City v0.3.1

Changelog

v0.3.1 REBUILD ADDED Workshop — a place to craft weapons and armor. Many new locations and sub-locations, lots of background images. You can now give weapons and armor to shelter girls. Skill and attribute progress is now visible for shelter girls, just like for the player. New jobs: Lumberjack, Guard, Worker. Many new NPCs, including a new shelter girl with unique sex scenes. New weapon and armor types. New huntable beasts. New mutant enemies. New goods and shop sections. Day cycle system: a day now has 4 cycles, the character needs rest and sleep. You can sleep and rest outside the shelter but less effectively, and some NPCs and events only appear in certain cycles. Combat Squad — take loyal girls with you into battle (up to 4 girls + the player). New events, most of them tied to the shelter. Wounded condition: the player or shelter girls fall into it when heavily wounded or during the Disease event. Wounded girls stay inactive until they recover. Caravan system: caravans take supplies in Aegis and travel to New Hope in real day cycles, unload goods there and move local prices. Caravans come in different types with different guards. You can trade with them or attack them (attack makes Aegis hostile — you get attacked when entering their settlements). Reputation system: lowers buy prices and raises sell prices on Aegis markets, and is required to buy weapon and armor crafting blueprints. Quick assignment panel for shelter girls — fast and convenient, with manual assignment still available. CHANGES Combat and gear fully reworked — battles can now be large scale: you plus your girls or allies against many enemies. Entire game economy reworked and rebalanced — all prices and balance values changed. Dynamic market prices — buying and selling now moves prices down and up accordingly. Relationship and punishment systems changed and rebalanced. UI / UX pass — nearly every location and window got at least some change. Hundreds of fixes and comfort improvements. Some locations got visual or logic updates. Contracts reworked in code and visually — deadlines, reputation penalties and rewards added, contracts moved to a separate section. Shelter girl and NPC cards and interactions reworked — faster access, dialogs separated from actions, restyled and improved visuals. Inventory reworked — you can now dress, heal and arm shelter girls, not just the main character. Some quests changed (mostly minor). The old raid event is now a full shelter raid mechanic — the shelter can be attacked even while you are away, your assigned guards fight it off and you get a battle report. The fight is simulated as a real battle, so gear your guards well. Armor and damage reworked — no longer static values but proper percent damage reduction and damage ranges. All enemies, NPCs and the player rebalanced, with a huge amount of work behind it (hopefully it all works...) Some dialogs removed, reworked or added. Hunting reworked and all weapons rebalanced for a better hunting simulation. Hit chances for different weapons changed and rebalanced for better combat simulation. Patreon version added, with cheats for paid subscribers. There are so many changes overall that I could easily have forgotten something... v0.3 REBUILD 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 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 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

Player reviews

Player rating 2.0 / 5 · 4 ratings
Written reviews 4 · avg 2.0★
Positive (4–5★) 0%
Latest review 2026-10-01

What players say

Mixed reviews: two found promising survival gameplay, while two criticized heavy grind, poor balance, and sparse content.

5★ 0
4★ 0
3★ 2
2★ 0
1★ 2

Players like

  • Good survival-game concept
  • Fun after using cheats for better stats

Common complaints

  • Very grindy and repetitive
  • Poor combat balance and progression
  • Sparse drops and minimal adult content

Best for players who enjoy survival games and tolerate heavy grind.

Summarised from 4 written player reviews.

JamieVision 2026-10-01 ★★★★★
Review for 03. TLDR: If you like survival games and lots and lots of grind, this game for you. If the grind is not your thing, cheat, or skip this game. I don't think this game deserves one star. There…
The UnHolyOne 2025-08-19 ★★★★★
below reviews nearly deterred me from this game. however, i didnt experience any of the bad from any of those reviews. i used cheats to give me a pistol, and a load of med kits. sorted. this games idea is…
Crimson Fire 2025-05-06 ★★★★★
Developer can't do basic math and seems to have a complete inability to understand the mechanics of their own game. 1) In any game the is turn based that has an attack/defend/heal trinity you have to actually make each option…

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