One Minute to Extinction

The world is ending and the vault holds one thing. Choose, and live with what you did not.

One Minute to Extinction

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About this game

One Minute to Extinction is a short narrative game built on a single unpleasant mechanic: you can save one thing, and everything you do not save is gone. The vault takes one item at a time, chosen from categories that cover everything a civilisation is - science, industry, agriculture, culture, military, medicine, the living world, and memory itself - alongside the people who would carry them: ordinary people, the children, the elders, farmers, doctors, engineers, scientists, soldiers, artists. The writing is what makes it land. Each option comes with a line about why it is worth keeping, and the lines are good enough that the choices are genuinely uncomfortable. Farmers put seed in ash and got a harvest anyway. Before there were roofs, there were murals. None of them are wrong. The game is explicit that what you leave behind does not come back, in this playthrough or any other, and it holds to that. There is no route that saves everything and no clever answer that beats the premise. It takes a few minutes. It is not a game you win.

Screenshots

The opening page: the world ends in sixty seconds and you control the last vault door, with the Open the vault button.
Title
The scenario for this run, The Late Anthropocene, and its twist, The Grey Blight, before the countdown starts.
The scenario
Fifty-seven seconds on the clock: choosing what goes into the vault, each tile showing how long it takes to bring in.
Fifty-seven seconds left

How to play

Read each option, then choose the one thing you are taking into the vault. Choices are permanent - what you leave behind does not return. There is no score and no optimal path; the game is the choosing. Best played somewhere quiet, in one sitting.