In this update8
Full notes
Full The Carcass update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Events
- Maps
- Balance
- Security
The Carcass changes
The Carcass is a terminal colony-survival game played inside the rotting body of a dead cosmic god. Over the last two weeks we rebuilt large parts of it. This is the 2.0 update, and below is the honest version of what changed, what we fixed, and where the game is going before it launches on August 11.
The dead god remembers now
This was the big one. Your choices no longer vanish into a log. When you make a decision, the game quietly sets it down, and pulses later it comes back named: THE CARCASS REMEMBERS, followed by the exact choice that caused what is now happening to you.
Choices that come back. We authored dozens of causal payoff arcs and over 350 events that thread together at runtime, so a single decision can surface a consequence ten pulses later and tell you why.
Ripples across systems. Put up a building and it now reaches sideways into diplomacy, into the god's awareness, into who decides to turn on you. Nothing you do is free of weight anymore.
43 callbacks and counting. Old decisions echo into later runs, so two playthroughs diverge instead of repeating.
A galaxy that keeps growing
The map used to feel empty. Now you broadcast a signal in a direction, a beam sweeps out, and new zones reveal themselves. The galaxy keeps streaming outward as long as you keep reaching, with travel encounters drawn from the live map, rival colonies, and schisms where your own exiles break away and found a colony that hates you.
The god is awake, and it hunts
The Gaze used to be flavor. Now it is a mechanic. Meddle in cosmic things and the dead god's attention climbs, shown on your status as a rising bar. Push it far enough and its awakening unleashes a hunt. External raids press in on their own clock. The premise finally has teeth.
We made it readable
A lot of players bounced because the screen fought them. We spent real time here.
Resources on every screen. The resource bar now sits right above your choices on events, dreams, petitions, and adventures, instead of scrolling off the top.
No more scroll-yank. The terminal stops dragging you to the bottom when you have scrolled up to read. Page and wheel move by real pages and lines now.
Every choice shows its result. No silent costs, no vague filler. Dreams, adventures, and events all show the concrete outcome of what you picked.
A build menu that fits. Three columns with an affordability glyph, which cut the worst scrolling on the busiest screen in the game.
Softer CRT, honest pulse numbers, cleaner boxes. We toned down the scanlines, fixed the Pulse 0 versus Pulse 1 contradiction, and squared up dozens of ragged menu borders.
Fixed a lot
Battles used to report "Damage dealt: 0" on a win. Combat results are coherent now, with casualties listed by unit type instead of one flat number.
The gambling stations lied about their payouts. They tell the truth now.
Closed several day-one exploits, including an infinite-resource bank loop and a nerve-hollow that refunded more than it cost.
Stopped the chronic neuron overflow that quietly wasted your production every pulse.
Fixed an Awakening victory soft-lock, a stale tavern encounter on load, intro music bleeding into gameplay, and a batch of raw internal ids leaking into the text.
Localized properly
All 29 languages got a serious pass. We hunted down garbled machine translation, restored missing accents and umlauts, fixed terms that drifted between screens, and translated the new consequence writing as prose rather than as strings. Every language should now read like it was written, not converted.
The road to launch — August 11
We moved the date back for one reason: to finish this properly. Here is what we are building between now and then.
Consequences you can see coming. Early choices will show their real cost up front, so an outcome never feels like hidden math punishing a reasonable call.
A real decision every pulse. More meaningful trade-offs turn to turn, so the early game stops feeling like a checklist.
Crises you steer. Rebellions and turning points become moments you crush, negotiate, or concede, instead of resolving themselves while you watch.
Deeper battles. Unit roles and formation start to matter tactically, not just as a single power number.
More polish where it counts. Readability and discoverability passes until nothing important hides off-screen.
Made by hand, fixed every day
The Carcass is built by a tiny team. Every event, every line, every fix has a person behind it. We know the early version had rough edges, and that some of them made the game look like less than it is. Honestly, that is where most of the harsh first impressions came from, and the answer was never a slogan, it was the work: fix the bugs, sharpen the writing, make every choice land. As that happened, the game started to feel like what it always was. We are not easing off. From now until launch on August 11, The Carcass gets an update every single day, around 45 days of daily updates, and we mean it. The Carcass remembers its own. To everyone who reported a bug or left feedback these past weeks: thank you. The dead god does not forget a name, and neither do we. You are part of the body now. Wishlist The Carcass on Steam
Source
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