Fallout: Colorado Vault 69 [v2] [Terte]
A VAULT-TEC SUBSIDIARY ROCKY-TEC PRESENTS
AI SLOP: THE VIDEO GAME
It’s a weird social survival game set in a corporate bunker. People have schedules, relationships, problems, rumors, jobs, resources and their own bullshit going on. You can just play, make choices, watch things change, and see what happens.
Thread Updated: 2026-09-14
Release Date: 2026-09-09
Developer: Terte
Censored: No
Version: 0.2
OS: Windows
Language: English
Genre:
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AI CG , Character Creation , Multiple Endings , Text Based, Male Protagonist, Dating Sim, Dystopian setting, Humor, Management, No Sexual Content, Parody, Simulator.
Installation:
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1. Extract and run.
Changelog:
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V0.2
## v2 (build `vault69(32).html`) – since Release build v1
Engine file: 9,201 -> 11,295 lines. 77 new functions/constants, none removed.
Situations: 64 -> 67.
—
### New: difficulty
Third block on the intake form, **PROCESSING CONDITION**, picked before you sign.
| Mode | Blame | Morale | Fed | Rest |
|—|—|—|—|—|
| Optimistic | 35 | 80 | 85 | 90 |
| Normal | 55 | 65 | 70 | 80 |
| Busted | 72 | 45 | 50 | 60 |
Busted starts above `warmBlockedAbove`, so nobody moves toward you until you
bring blame down. Normal is unchanged from v1.
### New: an ending that isn’t a collapse
`held` – day 90+, blame <=52, two people warm on you, stocks holding, under the
flag limit. The rota goes up with your name in the same hand as everybody
else’s. v1 had five endings and all five were losses.
### Balance
The root problem was that **death flags were permanent**: seven kinds, three
kills you, no defence. Every run was a countdown, which is why all difficulties
died the same way.
– Death flags now fade – oldest clears after 24 days if blame is under 58 and
you have been turning up.
– Blame decay 0.35 -> 0.55/day; floor falls faster with days served and warm
relationships; a week of hitting your duty takes 0.6/day off.
– Hunger drain 2.9 -> 2.2/hour. At 2.9 it was 70/day against three sittings
worth 24 each – exactly break-even, so one missed meal parked you at zero,
where morale bleeds every hour.
– Morale recovery no longer cancelled by low stores (it was an `else` on the
low-food check, so thin stores made recovery impossible, not just harder).
– Wages 6 -> 9 per shift.
– `reviewed` ending now also requires blame > 54, so keeping the room off your
back keeps you off the sheet.
Measured over 600 headless playthroughs: skilled play now reaches day 110 and
gets `held` about 40% of the time; careless play still ends around day 39.
In v1 both ended identically.
### New: room art and standees
– Nine room backdrops wired to `SCENES.room`, shown on entry.
– Corridor and upper landing swap art on `stairClear` / recreation built.
– 13 of 23 cast have full-body standees composited into the room.
– At most three shown, chosen deterministically from who is actually present –
never random, so nobody shuffles position mid-scene. Whoever a scene is about
stands nearer and brighter.
– Click a woman to talk to her. Routes through the same `talkActions()` entry as
the menu, so cost and gating are identical.
– Click the door in the picture to leave. Per-room hotspots, routed through the
normal move action, so locks and curfew still apply.
### New: vendor menu
The shelf was a blind force-buy of the cheapest item. It is now a real list –
one row per peg with price and stock left, unaffordable items shown greyed with
what you are short by. Reachable from the corridor when the keeper is standing
in it. In v1, measured, an affordable item was on offer 10 times in 60 runs.
### Audio
Ten synthesised effects added: `doorclose`, `bolt`, `locker`, `paper`, `mug`,
`knock`, `striplight`, `tannoy`, `tooldrop`, `vent`.
All eleven previously Opus-only files now have AAC fallbacks – `vaultdoor` and
the rest were silent in Safari.
—
### Bug fixes
– **Scenes were being overwritten.** `spendTime()` could fire a random
situation on top of an open one, so roughly one talk in five silently became
someone else’s scene. All `S.pending` assignment now goes through one guarded
function.
– **Scene sounds never played.** `onOpen` was only called from
`openSituation()`; three other paths set `S.pending` directly and skipped it.
The vault door sealing was silent in every run since it was written.
– **Dialogue retyped itself.** The typewriter re-ran the whole conversation
from character zero on every choice. Only new text animates now.
– **The intake form could be walked out of.** With the form open the full
action list was live – you could leave the room, eat and start conversations
while the rest of the intro queue sat parked and your sheet stayed blank.
– **Mods could not be disabled.** `mods.json` overrode a pack’s own
`enabled: false`; toggles only apply on reload, which the panel never said.
Fixed, stated, and a reload button added.
– **The 18+ notice replayed every launch.** Now shown once.
– **Standee clicks hit the wrong woman.** Image elements are rectangles with
transparent margins that overlap; separate non-overlapping hotspots now take
the clicks.
– `talkActions()` silently capped at 8 people, so anyone past that in a busy
room could not be talked to. Cap moved to the display only.
### UI
– STOCKS panel collapses; shows a `2 low` badge when folded and something is
under its crit line. Stops it shoving the map down the column.
### Packaging
– Room art 21.7 MB -> 3.2 MB (JPEG q85, 4:4:4 chroma to protect yellow-on-navy
text). Standees palette-quantised, 60 KB each.
– `CONCEPT ART VAULT 69/` working folder dropped from the release; assets live
under `art/` and are actually referenced.
Dev Notes:
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I mainly made this for myself.
I like roleplaying, and I wanted something that actually behaves more like a simulator than a traditional visual novel.
I used to love those grindy 2000s phone games, Dragon Ball games, little tycoon games, text-based games where you watched numbers slowly go up, made choices, checked your progress, and kept playing just to see what happened next. I also loved games and novels where the fun came from making choices and seeing how things unfolded.
So I wanted to make my own weird version of that.
I built most of it with AI assistance because I wanted to see how far I could take the idea.
I’m still adding things whenever I have time and making it more adult-oriented eventually, focusing on story first. It’s not a commercial project, donations will never be accepted for it. IP belongs to Bethesda.
I’m putting it here in case someone else enjoys it too or wants to mess with it and make their own version. It’s built as platform first, game second.
Have fun. Game belongs to you now.
P.S. You can zip it up and toss it to Claude; it’ll add whatever you need or explain how to modify it manually, if you’re feeling lazy. 😉

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