
The largest content update the demo has ever received, 4 days before launch.
Every canonical species in the carcass now has a multi-stage story arc — around five scenes, usually three different endings. Those endings are not flavour text. Each one leaves behind a mechanical consequence that keeps working for the rest of your run: a production multiplier, a tithe per pulse, a research discount, a morale stream, plague resistance, nightmare damage, or the attention of the thing you are living inside.
Break one sealed door and the galleries spoil themselves that same night — the crust stays more expensive forever. Withhold a guild's apprentice and your colony is recorded as half-taught. Clear the enzyme rows for one tidy field and the soil remembers, permanently.
One of them does not protest, does not warn, does not resist — its entire arc is what you choose to notice. Two others you never meet at all; keeping your distance is the whole relationship.
Live play surfaced two receipt bugs: the recruitment screen displayed one price and charged another, and the forecast ignored a tribute being drawn every pulse. Both are fixed. Every place a number is drawn now reads from a single function.
Roughly 1,200 new keys, verified through five separate gates.
The Carcass releases on August 11 with a 20% launch discount.
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The carcass remembers every choice.