
The Carcass
AI
The Carcass was made with heavy use of AI tools. Here is the full list, so you
don't have to work it out yourself:
• Code — written primarily with AI coding agents (Claude Code, Codex CLI), on my
own architecture and system design, then revised and debugged by hand.
• Writing — events, lore and interface text were drafted with AI from my own
setting and outlines, then edited by me.
• Localization — every language other than English was translated with AI tools
and checked by automated and manual passes.
• Music — roughly 200 tracks generated with AI music tools.
• Sound effects and voice lines — generated with AI audio tools.
• Store art, capsule and header images — AI-generated.
• In-game ASCII art — produced with AI assistance and hand-corrected to fit the
terminal.
Not AI: the game design, the systems and the economy, the world and its endings,
and every decision about what shipped.
Nothing is generated while you play. There is no model in the build and no
network call — all content ships fixed.
This disclosure went up hours after release instead of before it, and the first
version did not name the music or the store art. Both were my mistakes. This is
the corrected version.
If AI-assisted development is a dealbreaker for you, I understand — no hard feelings.
Percentage and number of reviews on Steam

Historical low for Steam:
Official
7,49€
27 days ago on Steam (1 time)
There are currently no deals for this platform
A typing-driven Lovecraftian colony sim. You wake inside the corpse of a dead god, adrift in space. Carve a roguelike colony from procedurally generated anatomy. Negotiate with rival alien factions, evolve occult mutations, find your ending. The carcass remembers.
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