Deadrot

A Ship Shit Games universe

Deadrot

We lost the sky. Now we burn it back. One brutal, blood-soaked universe — DOOM's gore with Blizzard's cohesion. Every map, monster, and sprite forged live on stream.

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The Persistent War

War for the Lanes

One shared planet front. The Pyre and the Wardens hold the line under the Pact while the Scourge pours from the breaches. Every game is an operation — purge a breach, hold a lane, run the convoy — that credits the living war. Build holdouts, raise the Pact Army, push the front.

One Canon

The Scourge eats worlds. We just make it pay.

It came out of the void, and the first time we met it — a battle in the sky over our own heads — we lost. Now it tears its way back in through breaches: festering, rooted wounds that never stop vomiting horde. We call it the Scourge. It has no face and no native shape; it wears whatever it eats — flesh, machine, fungus, the corpse of whole dead worlds — all stitched under one grammar of hunger. It isn't evil. It has no plan, no hatred, no off-switch. It just needs to survive and spread, and it will eat this planet down to the bone and jump to the next, exactly like it ate the ones before us. You can't reason with need. You can only buy time.

The Scourge

A host-dependent parasite out of the void with no shape of its own — it wears whatever it infects: flesh, fungus, machine, the dead races and ruined tech of worlds it already devoured. Not evil. No malice, no plan, no off-switch. It only needs to survive and spread, consuming every host to death and jumping to the next world when this one's spent. The through-line enemy of every war. You can blind it, isolate it, win the night — you can never truly kill it.

Breaches & Lanes

Breaches are where it punches into the world from the void — physical, rooted, escalating nests that never stop spawning horde, not mystical rifts. The lanes are the only roads left between the breaches and the holdouts. Hold a lane and you survive; lose one and you're overrun. Holding the chokepoints does double duty: it fragments the Choir where the swarm has to mass.

The Pact

Humanity is split by doctrine, not hatred. The Wardens — the remnant army and engineers — dig in and outlast. The Pyre — the zealot order that broke away — descend into the breaches to burn the source. Rivals, never enemies: the Pact binds them to stand together the instant a breach opens. The feud is exiled to sanctioned arenas, never the field, never while the Scourge still bleeds through.

The Choir

The hive mind. The Scourge knows everything its parts know, all at once, over a signal called the Choir — there's no single general to kill, because the mind is the connection itself. But the Choir has a limited radius, so the swarm must mass densely and string out repeaters to extend its reach. Kill the repeaters or push a node past the edge and it's severed: feral, blind, instinct-only. Isolation is the human win condition.

Through the breach

Be first through the breach

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