SILO

Seven days alone in a missile silo. Turn the key. Make a brew.

CINDER-09. Under what was Birmingham, UK.

The blast door sealed behind you yesterday. Relief is due in seven days. You are the only one down here.

The war above has gone on so long that nobody remembers how it started. Nobody has seen the enemy in a generation. The Ministry of Continuance calls it THE ENEMY, and that's all anyone like you needs to know. Your job is to authenticate what comes over the wire, and to turn a key when you're told.

The second key belongs to Sgt R. Hale at CINDER-04, forty kilometres away. You will never see him or hear his voice. He's only ever words on an amber screen: a man who counts rivets, and turns every key they've ever given him.

Between shifts you live. You make a brew from the tea urn. You eat a ration at the table, facing the empty chair. You shower until the water goes cold. You scratch another line into the wall of the galley. There's a basketball hoop in your quarters, a radio playing a single song from a station that won't give its name, and a hole in the skirting board in the galley.

Every night, before you sleep, the day is read back to you. What you did at the console, and everything else: every brew, every shower, every hour spent staring at the wall.

You'll never be told what your orders hit. The Ministry will tell you how well you followed them.

What it is

- A slow, first-person week in a brutalist bunker, rendered like it's 1997.

- A terminal you type into. Commands, authentication codes, countdowns.

- One relationship, conducted entirely through text.

- Choices that span everything from by-the-book to cruel, and nobody tells you which was right.

- No saves. No pause. One tour, start to finish.

- Playtime around 2 hours. 

Controls

WASD to move · mouse to look · E to use · left click to throw a ball (among other things) · type at the console · Esc frees the cursor

Hold Space to skip a day's opening.

Best with

Headphones. A keyboard and mouse on desktop in your web browser. One sitting, with the lights off.

Content notes

Nuclear war and mass death (never shown, only implied), moral injury, isolation, and the option to harm an animal.

AI Content Disclosure - Claude was used to assist with the coding of the game, the sfx, and some graphics and assets. The story, text, dialogue, radio song, and decisions were written entirely by Monk. 

Made by Monk.

Development log

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