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  • Carcass Clad is less story-heavy than Mouthwashing, but ‘a lot of thought’ has gone into it: ‘We haven’t discovered how much we can push it’
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Carcass Clad is less story-heavy than Mouthwashing, but ‘a lot of thought’ has gone into it: ‘We haven’t discovered how much we can push it’

There's still worldbuilding, and a setting entirely separate from that of Mouthwashing.
ThePawn.com July 2, 2026 3 minutes read
Carcass Clad is less story-heavy than Mouthwashing, but ‘a lot of thought’ has gone into it: ‘We haven’t discovered how much we can push it’

After blowing the doors down with narrative horror game Mouthwashing, developer Wrong Organ decided to zig instead of zag: Its next project is Carcass Clad, a roguelike co-op tank simulator in a city where things have gone deeply wrong. But while developer Jeffrey Tomec told me that scripted narrative is on the “back burner for sure” this time, it sounds like Wrong Organ is trying to find a balance for its love of story and worldbuilding.

“We’re looking into the best way to do it, but the reality is, every one of our games is made from a core [idea],” said Tomec. “Mouthwashing was, how do we make the script into a video game? Everything in this game comes back to the tank, and how you feel in it, and that is supposed to express something.”

Tomec referenced a clash that’s burned me in games like Destiny, Redfall, and even the co-op mode of System Shock 2: Players are in a different headspace when playing multiplayer, and that can leave your attempts at storytelling ignored, or worse, obnoxiously intrusive.

“We haven’t fully discovered exactly how much we can push it,” Tomec said of injecting more overt narrative into Carcass Clad. “Our temptation is always to go and start putting that in our games, and I think we’re gonna have to see how much of that fits in here before we start. We strongly believe that narrative shouldn’t feel forced.

“You need to understand where someone wants to read, where that’s going to add to someone’s experience, and where it’s going to be you spitting stuff onto the page. Because we’re a writing company, we put writing in our games.”

But even in the scenario where Carcass Clad winds up almost pure gameplay with minimal script, it sounds like the team has a lot of pent up story and world building it’s dying to share. For starters, Tomec explicitly told me that this is an entirely separate setting from that of Mouthwashing. These World War 2-looking tank battles aren’t part of the Tulpar crew’s distant past or something.

“This world also isn’t new to us as a studio,” said Tomec. “It’s new to anything we’ve shipped to the public, but we’ve been talking about the setting for a while. We have stories we may want to tell in this universe. There’s a lot more than maybe is going to actually come across in the experience.

“I have the write-up where that explains stuff that might happen story-wise in either this game or the setting outside of the playable experience. But it’s always a question of like, is this game actually the effective way to deliver a lot of that, or is that maybe going to be another game, or are we going to decide that we actually hate this setting and ditch it the second this game comes out? There is a lot of thought that’s gone into the setting and story.”

You can already catch a glimpse of that in Carcass Clad’s description on Steam: “The city’s saint, long since laid to rest, walks again⁠—gilded and defiled.” Sounds messed up and freaky. I expected no less. Carcass Clad does not yet have a release date, but you can wishlist it on Steam.

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