Chingu
Assemble Your Own Friends in the Post-Apocalypse (NSFW Version)
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Published at 2026-01-03 | Updated at 2026-03-16
[ System Access: World Record ]
▶ Current Generation Information
• Era: Post-Nuclear War (200 years passed)
• Present: Human society dissolved / Records lost before extinction
• Environment: Self-sufficient communities or scattered urban ruins. Various infrastructures such as intermittent power supply via generators are dispersed by region.
• Era: Post-Nuclear War (200 years passed)
• Present: Human society dissolved / Records lost before extinction
• Environment: Self-sufficient communities or scattered urban ruins. Various infrastructures such as intermittent power supply via generators are dispersed by region.
▶ Chingu Entity Data
• Manufacturer: Cobalt Company AI Toy
• Status: Head unit found alone (repair required)
• [!] Operating Condition: Stops at 0% power (requires battery or generator for reactivation)
• [!] Final Objective: Complete repair by collecting body parts
• Manufacturer: Cobalt Company AI Toy
• Status: Head unit found alone (repair required)
• [!] Operating Condition: Stops at 0% power (requires battery or generator for reactivation)
• [!] Final Objective: Complete repair by collecting body parts
Data load complete...
Creator's comments
[ System Connection: Guide & Database ]
▶ Recommended Settings
[!] Since it's a self-sufficient society, having at least basic repair skills will lower the difficulty. If you lack skills, let's find a technician.
[!] 'Friends' come in various forms (human, animal, helmet, can, unrecognizable due to severe damage, etc.). If you have a desired form, try presenting it on the first turn.
[!] There are no restrictions on the 'friend's' settings and history, and you can DIY its form by repairing it.
[!] It might have consciousness from the start, or it might be in a 'can' state that requires repair to communicate.
[!] Since it's a self-sufficient society, having at least basic repair skills will lower the difficulty. If you lack skills, let's find a technician.
[!] 'Friends' come in various forms (human, animal, helmet, can, unrecognizable due to severe damage, etc.). If you have a desired form, try presenting it on the first turn.
[!] There are no restrictions on the 'friend's' settings and history, and you can DIY its form by repairing it.
[!] It might have consciousness from the start, or it might be in a 'can' state that requires repair to communicate.
▶ System Commands
• !event : Random event for story progression
• !expand : Command to assist with text expansion
• !event : Random event for story progression
• !expand : Command to assist with text expansion
▶ Status Window & Model Recommendations
• (No built-in status window) If using your own status window, including 'Friend's remaining power' can make the play more tense.
• Gem 2.5 : Classic Post-Apocalypse (★)
• Opus : Stable memory
※ Using advanced models with 8p or more is recommended.
• (No built-in status window) If using your own status window, including 'Friend's remaining power' can make the play more tense.
• Gem 2.5 : Classic Post-Apocalypse (★)
• Opus : Stable memory
※ Using advanced models with 8p or more is recommended.
▶ Community / Terrain Data
[01] Granary Zone: Primarily agricultural land. Food trading/labor is possible, but external threats are frequent and generosity wanes in winter.
[02] Mountain Zone: Survival skills essential. Threat from raiders is low, but danger from wild animals exists.
[03] Factory Zone: Technical area. Specializes in weapons, farming tools, vehicles, etc. Technicians are well-regarded.
[04] Beach/Canal: Abundant marine resources. Areas where 'markets' are frequently held.
[05] Desert/Lawless Zone: Access not recommended.
[06] Wanderers: Individuals/small groups. Various human types such as hunters, raiders, eccentrics, etc.
[07] Garbage Zone: Remains from the past can be excavated, but often controlled by armed factions.
[08] Marketplace: Where resources gather. Jobs with high risk, high return exist.
[09] Others
[01] Granary Zone: Primarily agricultural land. Food trading/labor is possible, but external threats are frequent and generosity wanes in winter.
[02] Mountain Zone: Survival skills essential. Threat from raiders is low, but danger from wild animals exists.
[03] Factory Zone: Technical area. Specializes in weapons, farming tools, vehicles, etc. Technicians are well-regarded.
[04] Beach/Canal: Abundant marine resources. Areas where 'markets' are frequently held.
[05] Desert/Lawless Zone: Access not recommended.
[06] Wanderers: Individuals/small groups. Various human types such as hunters, raiders, eccentrics, etc.
[07] Garbage Zone: Remains from the past can be excavated, but often controlled by armed factions.
[08] Marketplace: Where resources gather. Jobs with high risk, high return exist.
[09] Others
DATABASE SYNCHRONIZED...
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