Terte released a new game called Fallout: Colorado Vault 69 and the version is 4.5.1. The game’s story is about 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.
VAULT 69 – BUILD 4.5.1 – PROSE PASS
Revised 148 passages across the opening, character introductions and histories, common events, investigations, relationships, endings, and tutorial. The pass replaces vague references with concrete actions, trims repeated explanations of gestures, clarifies what choices mean, and states consequences more directly. The Bina and Hedda dialogue also agrees more closely with the story/
Examples:
- Before: “I have been keeping the room’s temperature for Hedda since the first week.”
After: “I have been calming people down for Hedda since the first week.” - Before: “The pause does the talking.”
After: “Your silence makes the rumor harder to deny.” - Before: “You keep it to the size of the room. She laughs once, properly, and files it somewhere.”
After: “You joke about the day. She laughs, then adds a joke of her own.” - Validation: all 20 embedded scripts parse. Comparing their structure before and
after the pass found no changes to non-text logic or embedded expressions.
Twelve representative scenes rendered in a Chromium browser without page errors.
This was an editorial pass and scene check, not a complete playthrough. - Extract the full folder and open “Vault 69.html”. Keep the art folder beside it.
OPENING REWRITE (post-seal)
- Rewrote intro_door, intro_speech, intro_manifest, intro_suit, intro_orient,
- intro_tour and intro_verdict. The women were told women go first and the men
- would follow on a second call; the door sealed on the men. Scene IDs, options,
- flags, blame/relationship calls and script order are unchanged. Two helpers
- (_iN, _iL) read names and each woman’s `lost` from the cast, so mods still work.
- First day is now work-free: shiftToday() returns “First day” on day 1,
- onShift() is false, sleeping through the day isn’t counted as a missed block,
- and unranked residents drift between dorm, mess and corridor instead of posts.
WINDOWS AND MOODS
- A paragraph that is only “~mood” starts a new window. The player pages with
- Continue; choices appear on the last window. Moods: chaos, shock, fury, tense,
- grief, dread, tender, numb (CSS on #sitBox, off under reduced motion).
- Any scene can use it; scenes without “~” render as before.
SIREN
- art/sfx/klaxon loops from intro_door until the seal moment; cut ~1.4s before the seal picture ends. Stops on mute.
- Siren is now art/sfx/siren.ogg/.m4a (new, loud, seamless 6s loop). klaxon was ~-32 dB and buried under the music.
SCENE STANDEES
- While a scene is open, its people stand in the viewport: the subject, whoever speaks in the window on screen (latest first), the second woman, and anyone who answered. Up to the room cap (3 classic / spots in depth mode), then the room fills as before. Baked plates (SCENES.sit pictures with people painted in, tier-1 baked rooms) are left alone. A SCENES.sit plate that is just an empty room (e.g. intro_tour -> plant) now gets standees.
ORIENTATION REEL
- art/orientation.webm/.mp4: sloppy Rocky-Tec reel played on the Rocky-Tec pull-down cinema screen when intro_orient opens, Hedda standee beside it (cinema.play opt.presenter). Scene text rewritten around it
The S.L.O.P.P.Y. assessment film (art/sloppy.mp4) moved off the intake sheet onto the schoolroom projector.
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. 😉
Do you like this game?
Click on a star to rate it!
Average rating 3 / 5. Vote count: 4
No votes so far! Be the first to rate this post.















