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Universes: › Survival › Bunker, Can't Go Up

Bunker, Can't Go Up

Fifteen meters of concrete overhead, eight people below, and a schedule: lights from six to eleven, shower every nine days. The filter has used two-thirds of its lifespan, and there are fewer cans in storage than in the quartermaster's log.

Who are you in this world?

World is ready — start right away. Each move costs $0.01, first ten free.

What is this world

Zimovye-9, an underground bunker built for 20 people, where only eight survived. The drains leak, the lamps are dimming, and outside it's radiation and silence, four years running. Inside sits the council of old-timers, and it decides who eats, who sleeps, who breathes.

At stake: Inga Berg has called a general assembly for tonight, a roll call with a document check, and if your name doesn't match the register, you'll be thrown out through the airlock.

Who awaits you here

Everyone has their own interest in you. Their attitude shifts based on your actions, and you can see it on a scale right in the game.

Inga Berg
keeper of the stores and head of the kitchen

Cold as aluminum, speaks rarely, but every word is a verdict; if you're of no use to her, you're in her way.

Wants from you: For you to prove your place in the register, or give up your ration.

Lyokha Korshunov
mechanic and ham radio enthusiast

Gloomy but not mean; always tinkering with lamps and coils, never imposes on anyone, but if you ask, he'll fix it.

Wants from you: To find out what you saw up top before you came down: he believes the radiation outside is dropping.

Old Mole
cleaner of the filters and ventilation

Fawning and secretive, loves collecting other people's secrets and selling them for bread; his smile makes you want to wash your hands.

Wants from you: For you to end up in his debt; then he won't tell everyone you're a stowaway.

Where it all begins

The rusty door marked 9 grinds shut behind your back. The corridor is lit by a single trembling lamp that flickers as if it's about to die. The air is stale and smells of machine oil and damp. Ten paces away stand three people. Inga Berg has her arms crossed, a battered folder with the register tucked under one arm. Lyokha Korshunov squats by the wall, poking at a junction box, but he's raised his head and is watching you closely. Old Mole huddles in the shadow by the ventilation grate, smiling with one corner of his mouth.

Inga Berg — Taps a finger on the folder's cover without taking her eyes off you. Dymov, it says. Number nine. Thing is, I remember all my people. Whose card are you carrying?

This is one possible opening. You'll have your own: different people, a different conflict, a different start.

Where it may lead

  • Push the ration dispute to a vote and see your name at the top of the list
  • Figure out who's breaking into the storage and who they're feeding
  • Open the hatch at a knock and then answer for what came in with the person
  • Sit next to the quartermaster at distribution and become the one people stop greeting
  • Hide your connection until spring and get kicked off the filter shift because of it
  • Learn the filter counter broke a year ago and decide whether to tell the others

How it might begin

The world is rebuilt for every player. These are the openings it picks from: you get one of them, and from there the story follows your choices.

The player entered with someone else's pass, and three people know about it

What stands between you: old-timers demand a recount of who belongs here. Tone of the story: harsh: the rules are not set by the player.

The player keeps the warehouse ledger and hands out food

What stands between you: a shortage that no one admits to. Tone of the story: detective: someone is lying.

The player is the only one who can set up an IV

What stands between you: you've been chosen, but there's no personal corner for eight people. Tone of the story: romantic: nowhere to hide.

The player is on night shift at the airlock

What stands between you: someone knocks on the hatch from outside for the second night. Tone of the story: anxious: no answer from outside.

The player was born here and has never been above ground

What stands between you: queue for the shower, duties, and someone else's snoring a meter from the bunk. Tone of the story: mundane, with dark humor.

FAQ:

Will everyone definitely die here?

No. The world tracks water, cans, and filter hours. Remember them and cut a deal with someone—you'll survive. Not everyone does.

Can you actually go outside?

The hatch opens. What's outside—the world will decide for real and remember it, and they won't let you back in by default.

Do I need to know about radiation and survival?

No. The bunker rules are explained in the first moves; what matters isn't knowledge, but who you're at the table with.

How it works

You Write in Your Own Words:

No pre-written answer options. Speak, act, ask — the world accepts what you state as fact and adapts. Actions can be marked with asterisks.

Characters Remember and Change Attitude:

Each character has a scale from −100 to 100. It shifts based on deeds, not polite words, and is visible directly in the game. The world keeps a list of facts that cannot be forgotten: promises, debts, secrets, enemies.

The World Moves on Its Own:

Characters act without your command: they demand, lie, leave, and return. From time to time, a twist occurs that changes the situation. The story is saved — you can return a week later and continue from the same point.

How is this different from character chat:

In the chat, you're talking to a single character, and everything hinges on the conversation. Here, it's a whole world: multiple characters with their own interests in each other, a setting, time of day, and events that happen independently of you. You're not a conversation partner, but a participant in the story.

In this universe, they've already started 13 Stories and played 8 turns.

Similar universes:

Pirate ShipThere's a traitor on board, and the captain suspects you
Dead CityFewer alive than yesterday. Again
After ShipwreckSeven survivors. Food for three
After the WarThe country is poor. Survival is by deals, not weapons
Zombies in the SuburbsThe stairwell decides who gets in and who doesn't
The Island Without MenThe trader sails in once every three days. The rest is on you

Also in this section:

All universes and your world in one line
Group Roleplay Chat — Scene with Multiple Characters
AI Novels — Stories with Choices and Endings
AI Roleplay Chat — One-on-One with a Character

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