The World After Silence is an HTML adventure game created by Silent Shelter Games. An unknown virus has broken society, leaving ruined cities and a hard fight to survive, while a small number of people adapt to the new world. You play a survivor in this dystopian setting, with AI CG visuals.
The current build is v0.6, dated October 9, 2026, and development is ongoing. It runs on Windows, Linux, and Mac, in English and Ukrainian, without censorship. This update adds vehicle recovery: three vehicles can be found, marked, and stored beside the shelter, up to two at once, with fuel, batteries, condition, repairs, and travel to the city. It also adds an illustrated city map with districts and locations such as a bar, slums, abandoned houses, a bridge, a fighting club, and a hospital.
Developer's description
An unknown virus has destroyed the world as we know it. Civilization has collapsed, cities have been abandoned, and survival has become a daily struggle. But some people have managed to adapt and continue living in this new reality.
v0.6
Vehicles
Added three recoverable vehicles.
Garages can now appear while exploring.
Vehicles may require fuel and a working battery before they can be recovered.
A discovered vehicle can be marked so it remains at the location when the player leaves.
Recovered vehicles are stored beside the shelter.
The shelter can hold a maximum of two vehicles.
Vehicles consume fuel during trips.
Vehicles gradually lose condition and must be repaired.
Added interaction buttons for refueling and repairs.
Added a vehicle hotspot outside the shelter.
Players can travel to the city when a usable vehicle is available.
City Map
Added a new illustrated city map.
Added several distinct city districts.
Added map locations for the bar, slums, abandoned houses, bridge, fighting club, and hospital.
Every location has its own hotspot for future interactions.
Bar
Added the bar as a complete city location.
Added a bartender character with her own interaction hotspot.
Added introductory dialogue explaining how people rebuilt parts of the city after the apocalypse.
Ammunition is now established as the main city currency.
Added an
Ask for Work
dialogue option.
Cleaning Work
The bartender can offer the player a cleaning job.
Trash appears across the bar, restroom, and toilet stall.
Every piece of trash must be collected to complete the job.
Completing the job costs 15 energy.
The reward is between 3 and 7 rounds of ammunition.
Cleaning work can be repeated once per in-game day.
An active cleaning job remains active if the day changes before it is completed.
Restroom
Added a separate restroom location with several toilet stalls.
Added a hotspot for the central stall.
Added an interior scene for the central stall.
Restroom Work
Both openings inside the central stall now provide a
Work(Gloryhole)
interaction.
Completing the interaction consumes energy.
The player receives between 1 and 15 rounds of ammunition.
Bartender Quest
Added the
Closed Evening
bartender quest.
Added full quest dialogue and branching choices.
Added separate outcomes involving the bartender, Mila, and the fighting club.
Mad Scientist
Completing the Mad Scientist quest peacefully unlocks a new pregnancy service.
The scientist can advance a pregnancy by one trimester.
Each treatment costs 30 rounds of ammunition.
One trimester equals 90 in-game days.
A pregnancy can be accelerated a maximum of two times.
The service is available for a pregnant female player.
The service is also available for pregnant active female companions.
The option is disabled when nobody is pregnant.
The option is disabled when the player cannot afford the treatment.
Birth begins immediately if the treatment reaches the end of the pregnancy.
v0.5
Pregnancy & Children
Added pregnancy for female players and NPCs.
Added three visual stages corresponding to the three trimesters.
Added videos for sex scenes.
Improved pregnancy overlays and their layering with clothing.
Added childcare and progression for children as they grow.
Nika Veres: Expanded Questline
Added a 12-part character storyline with investigations, choices, discoveries, and relationship development.
Added optional private encounters and gender-specific videos.
Moved shelter conversations to the door interaction menu.
Added a yellow quest indicator when a conversation is available.
New Random Events
Ambush
Entering a location can trigger a new ambush event.
Added a blackout effect and a blurred first-person awakening scene.
Added two video stages, with separate pools for male and female players.
Connected 19 videos, selected randomly from the appropriate pools.
Base encounter chance is 20%, reduced by Perception.
Someone at the Door
Random adult visitors can now arrive at the shelter asking for accommodation, food, or water.
Added a door notification and a visitor dialogue.
Players can help, refuse, or decide later.
Added capacity and inventory checks, with explanations for unavailable actions.
Added an optional private interaction after helping.
Shelter & Settlement
Added living quarters where residents appear within the room.
Connected rooms through door hotspots.
Added door markers, highlighting, and room transitions.
Made storage accessible directly from its hotspot.
Separated shelter upgrades from resident interactions and removed redundant menus.
Reworked storage presentation toward a more atmospheric, in-world layout.
Improved housing layouts on mobile and desktop.
Fixed overlapping resident controls and improved access to larger resident lists.
Exploration & Survival
Expanded the loot pool.
Added wood gathering with an axe.
Added gradual Scavenging progression when searching for loot.
Added small Combat skill gains after victories.
Increased the influence of player attributes on search duration and danger.
Added access to food, drinks, and medicine within exploration scenes.
Character & Equipment
Added player attributes to the equipment screen.
Added three male hairstyles and updated their character-creation names.
Made the player figure on the world map open Character Overview.
Interface & Performance
Added smoother transitions between scenes, locations, and major game screens.
Improved quest journal layout and small-screen usability.
Expanded reactive interface updates using Preact.
Added a game favicon.
Removed the Dawn theme; existing selections fall back to Wasteland.
v0.4 - Companions, Combat Visuals, Mobile Support & More
Companions and Survivors
Added the ability to recruit a survivor as your active companion.
Companions can be recruited or dismissed through the resident interaction menu.
Your companion assists you during combat and appears beside the player.
Added a companion portrait button for quick access to companion interactions.
Survivors can receive weapons and ammunition through drag and drop.
Equipped weapons and available ammunition affect survivor combat damage.
Armed settlement guards now contribute more to settlement defense.
Improved survivor relationship mechanics: player actions now have clearer consequences for trust, relationships, morale, and future interactions.
Survivors can now appear partially dressed or wear damaged and torn clothing.
Survivor appearances are randomly assembled from the available character assets.
NPCs now have full-body visualization and location backgrounds that change with the location and time of day.
Character Attributes and Balance
Character attributes are no longer just descriptive text. They now directly affect gameplay calculations.
Strength
: melee damage, carrying capacity, and physical resistance.
Endurance
: energy consumption, fatigue, and damage resistance.
Perception
: loot discovery, danger detection, and critical-hit chance.
Medicine
: healing effectiveness and survivor treatment time.
Mechanics
: crafting costs, construction costs, and work efficiency.
Scavenging
: loot chance, item quantities, and search duration.
Diplomacy
: trust gains, conversations, and survivor recruitment.
Combat
: accuracy, blocking, critical hits, and weapon effectiveness.
Additional balance changes:
Clothing now has protection statistics and contributes to character defense.
Backpack and inventory capacity have been increased by approximately
7×
.
Residential buildings now provide
3× more survivor slots
.
Item transfers no longer have to be performed one item at a time—a quantity input has been added.
Inventory and Equipment
Improved pagination and navigation for item lists.
Clothing selection displays up to seven items per page.
Added drag-and-drop equipment management for survivors.
Reworked clothing, equipment, resource, and loot icons.
Improved clothing information so defensive properties are clearly visible.
Removed unused accessories from the game.
Temporarily removed beards and moustaches from character generation.
Improved layered character rendering, clothing alignment, backpacks, underwear, hairstyles, and body-part transitions.
Combat Overhaul
Completely redesigned the combat presentation.
The player now appears on the left side of the combat location.
Enemies appear on the right side.
An active companion is displayed beside the player.
Combat backgrounds now depend on the current location and time of day.
Added full-body artwork for all existing enemies, including the Mad Scientist.
Adjusted enemy scale to better match the player character.
Replaced text-heavy combat controls with action icons.
Replaced the unclear attack icon with a fist.
Added a new post-combat option after defeating a hostile survivor:
spare them and leave
.
Cleaned transparent edges and background remnants from zombie sprites.
World and Character Visualization
Added full player-character visualization.
Added randomized full-body survivor visualization.
Added backgrounds to the main character panel for every location.
Character-panel backgrounds change depending on the time of day.
Added visualization for the
Basement
location.
Added location- and time-appropriate backgrounds to NPC interaction screens.
Improved character creation preview and general character readability.
Character appearance can now only be edited during character creation.
Mobile and Interface Improvements
Added extensive mobile adaptation across the game.
Fixed location screens that could not be scrolled on mobile devices.
Improved modal sizing, scrolling, text size, and readability on smaller screens.
The left and right interface panels remain available across all locations.
Improved the Character Creation layout to make it less stretched and easier to read.
Removed unused appearance options from Character Creation.
Added the ability to expand the event log directly from the log panel.
Removed empty areas left behind by deleted menu options.
Improved combat status panels and companion visibility.
Fixed spacing and layout issues in video and post-combat windows.
Mad Scientist Quest
The Mad Scientist quest now begins on
Day 20
.
Added the ability to restart the quest on older saves.
After restarting, the quest triggers 20 in-game days from the restart date.
Added a full-body visualization for the Mad Scientist encounter.
Video System
All in-game videos now play without audio.
Intimacy options now use dedicated folders instead of individual hardcoded filenames.
Any number of videos can be placed inside an option’s folder.
The game randomly selects one of the available videos.
Removed internal counters and technical placeholder messages that players were not supposed to see.
Localization
Performed another English localization audit.
Fixed Ukrainian text appearing while English was selected.
Added English translations for newly introduced interface elements and gameplay systems.
Removed technical development notes and placeholder descriptions from the player-facing interface.
Additional Fixes and Polish
Fixed companion labels appearing when no companion was active.
Improved combat log presentation.
Fixed several mobile overlay and scrolling issues.
Fixed clothing layers being incorrectly clipped when a backpack was equipped.
Improved full-body enemy presentation.
Removed obsolete and unused game assets.
Added cache updates so new visuals and interface fixes load correctly.
v0.3 - Settlement
Build and Develop Your Settlement
You can now create your own survivor settlement and invite other survivors to join you.
Build houses, construct useful facilities, assign professions to residents, organize your defenses, and upgrade your buildings as you work together to rebuild civilization.
The settlement system currently includes:
Houses for your survivors
Resource production buildings
Storage and utility structures
Defensive constructions
Building upgrades
Different professions for settlement residents
The ability to recruit survivors into your community
New Infected Encounters
Two new female infected enemies have been added, along with new battle outcomes and interactions.
After winning a battle, you can now choose not to finish an infected enemy off and unlock a different type of interaction instead.
Losing a fight also no longer guarantees death. Your character may survive the encounter, although survival can come at a very unpleasant price.
New Location Map
Locations have been completely removed from the left-side menu and moved to a dedicated map page.
The new location map provides a clearer and more immersive way to explore the world, select destinations, and see available areas.
More Than 40 New Scenes
This update includes over
40 new scenes
, covering:
Settlement development
New infected encounters
Victory and defeat outcomes
Character interactions
Exploration events
Additional story and gameplay moments
v.0.2 - Mad Scientist
New Content
Added the Mad Scientist questline.
Added the new
Ruined Research Complex
location.
Added multiple quest outcomes, rewards, trading, and new interactions.
Added a third choice to the first quest:
“Hand Over the Supplies and Leave.”
Gameplay
Sleeping now restores more health.
Rebalanced the weight of all items using
1 weight unit = 1 kg
.
Reduced ammunition weight.
Improved loot generation and inventory capacity checks.
Fixed item transfers between the player inventory and shelter storage.
Get Closer
Renamed Closeness to
Get Closer
.
Added consistent pink buttons across all interaction menus.
Improved video size, layout, scrolling, and readability.
Removed standard browser video controls.
Interface
Redesigned and reorganized many menus.
Fixed windows opening behind the Residents and Basement workspaces.
Added four new color themes, bringing the total number of available themes to five.
Added several layout, scaling, and readability fixes.
Other Improvements
Improved combat, weapons, quest scenes, saves, and translations.
Added save export and import.
Fixed many reported bugs and untranslated messages.
v0.1 - Initial Release
Create Your Own Survivor
Create your character by choosing their: gender; previous profession; body type; appearance and physical features.
Your previous profession affects your starting attributes, bonuses, skills, and equipment.
You can develop abilities such as strength, endurance, perception, medicine, mechanics, scavenging, diplomacy, and combat.
Survive in a Harsh and Realistic World
You’ll need to manage your character’s: health; hunger; thirst; energy; time spent awake.
Exhaustion and a lack of supplies will limit what your character can do. Ignoring their basic needs can result in serious injuries or death.
Explore different locations, search abandoned buildings, scout dangerous areas, and collect: food and water; medicine; crafting materials; weapons and ammunition; clothing and survival equipment.
Build and Upgrade Your Shelter
Your shelter is your main base and one of the most important parts of the game. Inside the shelter, you can: sleep and recover; store resources; improve your defenses; expand storage; build living spaces; construct a basement; build and upgrade a workbench.
Once the workbench is available, you can begin crafting useful items and backpacks.
Train and Improve Your Character
You can train different skills while staying at your shelter: strength; cardio and endurance; observation; first aid; mechanics; scavenging preparation; negotiation; combat.
Training takes time and energy. It also increases hunger and thirst, so you’ll need to plan your activities and recovery carefully. Some training activities require materials or help from another shelter resident.
Meet Other Survivors
Every survivor you encounter is different. They have their own: name; appearance; clothing and equipment; health condition; skills; trust level.
You can talk to them, share supplies, invite them to your shelter, offer them a permanent place to live, develop a closer relationship, attack them, or simply walk away.
Your actions determine how other people see you and what kind of community you create.
Manage Your Shelter Residents
Survivors living in your shelter need care and resources. You can: give them food and water; treat their injuries; change their clothing and equipment; send them out to search for supplies; train with them; invite them to stay permanently; remove them from the shelter; fuck them; kill them.
Medical treatment uses bandages, medicine, and first-aid kits from your inventory or shelter storage. Its effectiveness depends on your character’s medical skill.
Clothing, Equipment, and Inventory
Items can be moved between your character, other shelter residents, your personal inventory, and shelter storage.
Characters have separate clothing and equipment slots.
Equipment also has durability and can wear out over time.
Backpacks increase carrying capacity, while unwanted items can be discarded.
Combat
During combat, you can: attack; block incoming hits; use different weapons; spend ammunition; use medical supplies; attempt to escape.
After defeating an opponent, you can take their belongings, leave them alive, fuck them, kill them, or imprison them in your basement.
Prisoners and the Basement
After constructing a basement, you can hold defeated survivors as prisoners.
Prisoners can be: given food and water; interrogated; released; killed; offered a place in your shelter; fucked.
How you treat them is entirely up to you.
Saves, Languages, and Offline Play
The game includes autosaving and five manual save slots, allowing you to continue your playthrough after closing and reopening it.
The game currently supports: Ukrainian; English.
Player reviews
Player rating3.0 / 5 · 11 ratings
Written reviews11 · avg 3.0★
Positive (4–5★)45%
Latest review2026-10-02
What players say
Mixed reviews: several players see potential in survival mechanics, while many criticize thin content, bugs, and weak adult scenes.
5★1
4★4
3★1
2★4
1★1
Players like
Base building, crafting, and survival management systems show strong potential.
A solid zombie survival management concept appeals to many players.
Character progression and settlement upgrades are considered a strength.
Common complaints
Adult scenes feel sparse, random, and poorly integrated.
Translation errors, UI issues, and rough presentation are common complaints.
Gameplay can feel barebones, repetitive, or poorly balanced.
Best for players who enjoy post-apocalyptic survival management with light adult content.
Summarised from 11 written player reviews.
lakndderhvbasj2026-10-02★★★★★
Not enough porn to be a good porn game, not enough gameplay to be a real game. The real porn clips have no coherence and are just thrown in after lewd choices, with no real gameplay changes outside of the…
Etanolo/Claymorez2026-09-24★★★★★
The game is well balanced. The mechanics are not easy to understand, but at my secod attempt everythig become easier. It's still in the initial phase, but show great potential. Sadly it is still far away from a "fapping game"…
TediousNonsense2026-09-23★★★★★
The World After Silence (0.5 version) has rough edges that can be cleaned up, such as translation and assets used for sex scenes. It has space for more content to liven up the experience. But even allowing for those improvements…