The most scientifically accurate space warfare simulator ever made. Now with Steam Workshop!
User reviews:
Recent:
Very Positive (12 reviews) - 83% of the 12 user reviews in the last 30 days are positive.
Overall:
Very Positive (166 reviews) - 88% of the 166 user reviews for this game are positive.
Release Date: Sep 23, 2016

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Recent updates View all (9)

June 21

Patch 1.1.2 - Steam Workshop, Blast Launchers, Swarm Homing and more!

Highlights

- In-game Steam Workshop Import and Export

- Distributed Swarm Homing and "fuzzy" homing

- Distributed Drone Swarm Targeting

- Blast Launchers: Single shot, zero power, vertical launchers

- Temperature Safety Margins

- Prismatic Block Reactors, numerous gameplay and ui tweaks, many more stock materials, better mod support, bugs, crashes, and more



Full Changelist:

1.1.2 (6/21/2017)
- Steam Workshop
--- Can export modules, ships, and arbitrary files to Steam Workshop. Exporting can be found in module/ship design. For arbitrary file uploads, exporting is done via Infolinks->Steam Workshop.
--- Subscribing to Workshop Items will automatically load them in on game start.
- Gameplay
--- Distributed Swarm Homing - Missiles can optionally distribute their homing targets amongst the swarm. "Fuzzy" tolerances for heat signatures can be customized on the remote control, allowing for targeting of heat signatures weaker than flares.
--- Distributed Swarm Fire - Drone can distribute targets amongst the swarm.
--- Tweaked many stock ship designs. Removed some ammo of gunships. Tweaked flare launchers/ammo for most ships. Slightly larger radiators to deal with temperature safety margins.
- Design
--- Blast Launcher - Vertical launcher module which uses explosives to eject flares, missiles, and drones. One-shot, uses no power, high velocities, and extremely fast fire rates, though extremely volatile, requiring plenty of armor. All stock flare launchers have been switched to blast launchers.
--- Dumbfire Rockets - Can build spacecrafts without turning ability without error.
--- Launch Caps - Launchers have optional, customizable caps which can prevent them from firing too many payloads in combat.
--- Temperature Safety Margins - Materials can no longer be pressed up to their melting point, and instead must have thin margins. Powerplants and NTRs and lasers are most affected.
--- Prismatic Block Reactors - All nuclear reactors are now calculated as using prismatic block layouts (similar in results to pebble bed reactors), which reduces the fuel temperature in comparison to the moderator and control rod temperatures.
--- Editable descriptions for modules and ships.
--- Tweaked costs. Magnetic materials and high molecular weight materials are much cheaper now.
--- Material fixes: Alnico, Gold, Polyethylene, Silicon Nanothermite, Fluorine Ammonia, CO2, AlZnMg, Boron split into an extremely weak bulk material and an even stronger fiber material.
--- Material adds (most from the forums): Co-60, Ca-227, Tc-99, Various Hypergolic propellants and reactions, Chlorine, Fluorine RP-1 Reaction, Caesium, Amorphous Zirconium Steel.
--- Tweaked several default limits.
- UI
--- In ship design, detailed breakdown of heat graph. Heat graph represented as Ambient vs Peak power.
--- In design, can duplicate while in the editing screen of ships and modules.
--- Edit text boxes allow highlighting.
- Mods
--- Limits.txt now can be overriden via mods.
--- Can mod in "Cost_c__kg" and "PoissonsRatio" for materials. These values will override pre-calculated values.
--- Mod crashes now instead redirect player to Import Log without crashing.
- Other
--- Numerous bug fixes. Most important ones: Binary stars light planets and ships properly, carrier modules respect energy conservation, gamma radiation affects crew modules, payload crew counts corrected for guns, export no longer duplicates entries.
--- Several crash fixes.

35 comments Read more

April 27

Patch 1.1.1 - Auto-reintercept, distributed fire, turret actuators and much more!

Highlights

Auto-reintercept whenever enemy dodges your intercept

Distribute Fire amongst many targets such as swarms of drones or missiles

Guns which launch payloads can be manually fired, just like launcher modules.

Electric Turret Actuators

Internal weapon mounts

Composite barrel armor

Many bugs/crashes/optimizations



Full Changelist:
- Gameplay
--- Auto-reintercept: Whenever the enemy dodges your intercept, a reintercept will be attempted.
--- Distributed Targeting: Weapons distribute targets amongst each other. Can be disabled optionally.
--- Nose-forward order for aiming roughly at the enemy fleet.
--- Manual Fire: Guns which launch payloads can be manually fired, just like launcher modules.
--- Core Design Changes: All drones use internal mounts now. Many turreted guns use electric actuators now. Several guns have increased/different barrel armor.
- Design
--- Electric Turret Actuators: Instead of reaction wheels, turrets can use electric motors. Are more power and mass efficient, but suffer on volume and cost.
--- Internal Weapon Mounts: Unturreted guns can be installed on internal mounts, shielding them with spacecraft armor. Increases spacecraft armor mass/cost/size, and greatly increases cooldown times.
--- Composite Barrels: Gun barrel armor can be made different from the barrel material. (Note: Original barrel thicknesses will not be read in, and will need to be rewritten individually.)
--- Core limits changed: Smaller radiator sizes, smaller turret/gimbal sizes, smaller laser cavities/rods, smaller ammo modules, lower carrier module power, lower loader min charge, smaller turbopumps, launcher range increase, reactor components mass, propellant tank size, coilgun stages, rad shield size.
--- New Materials (many are gathered from the forums): SmCo Magnet, NdFeB Magnet, Cu-242, Sr-90 Titanate, NaK, FLiNaK, Gd, Gd-157 (+Seebeck coefficients), PETN, Biaxially Oriented Polypropylene, Nd, Ir-192, ZrC, Ti-Beta, AlBe.
--- UHMWPE has been split into a fiber version (which is porous and can't be used as a propellant tank) and a bulk version (which is weaker).
--- Costs of magnets slightly altered, now take into account coercivity.
--- Can customize cargo bay shell material.
- AI
--- Missiles will now scatter if enemy missiles are inbound.
- UI
--- Listboxes and dropdown lists have a search filter textbox.
--- Guns now show their spread/accuracy.
--- Added more conventional gun stats in module design.
--- Module lists don't reset when deleting modules.
--- Show Advanced Modules can be set by default in options.
- Modding
--- Property limits have been extracted into a file and now can be modded. (Mod at your own risk, changing limits can be very crashy!)
--- Added black box power modules.
--- Chemical reaction, material, and dissociation reactions now send user to import log if they fail validation.
--- Invalid Shear/Young's Modulus produces import log error now.
- Other
--- Fleet separation takes into account velocity more correctly, so high speed launchers/manual gun launching can net you substantial initial acceleration towards the enemy.
--- A number of damage related bugs fixed, including turreted gun barrel armor not being affected by damage, laser optic damage fixes, and indestructible lasers bug.
--- Numerous bugs. Notable ones: half velocity per delta-v expenditure, missile "teleportation" bug, TaHfC and Nickel property bugs, bug preventing gold on False Flag, black box engine mass flow errors, arc lamp envelope singularity issue, moon rotation, and many more minor bugs.
--- Numerous crash fixes. Some optimizations done.

17 comments Read more

About This Game

The Most Scientifically Accurate Space Warfare Simulator Ever Made.

Children of a Dead Earth is a simulation of true-to-life space warfare. Design your spacecrafts using real world technologies. Traverse the solar system using actual orbit mechanics. Command fleets as the solar system descends into war, and see if you have what it takes to become the victor.

Features
  • REAL SCIENCE, REAL TECHNOLOGY - Every technology, from the Nuclear Thermal Rockets, to the Railguns, to the Magnetoplasmadynamic Thrusters, was implemented using actual equations from Engineering and Physics textbooks and white papers. Every aspect of these systems, efficiency, size, mass, power usage, heat dissipation, are all derived from valid equations.

  • CAMPAIGN AND SANDBOX MODES - Assume the role of an admiral and fight through a detailed storyline chronicling the descent of the solar system into all out war, spanning every planet in the solar system and everything in between. Or simply play in the sandbox, designing ships and pitting them against other ships.

  • EXTREMELY ACCURATE ORBITAL MECHANICS - With an N-Body Simulator (the kind NASA uses to plot spacecraft trajectories), all orbital phenomenon from hyperbolic orbits, Lagrange points, and orbital perturbation are all correctly simulated. Spacecrafts can stationkeep orbits, or enter into free falling perturbed orbits.

  • 1:1 SCALE - The solar system is modeled completely to scale. The sizes of all planets, moons, and asteroids are accurately enormous, and the distance between them is similarly huge. The extremely high orbital speed of your ships deep in high gravity orbits is correspondingly correct.

  • FREEFORM SHIP DESIGN - Build your spacecrafts out of rockets, propellant tanks, weapons, powerplants, radiators, and crew modules. Wrap it all up with multiple armor layers, and maybe a Whipple Shield to boot. The acceleration, moment of inertia, delta-v, and much more are all correctly calculated for all spacecrafts you design.

  • HIGHLY GRANULAR MODULE DESIGN - Tweak everything from the nozzle length or stoichiometric mixture ratio of your bipropellant rockets to the armature and rail dimensions of your railguns. The results of every change is seen in real time, from the change in your rocket's exhaust velocity, to your railgun's inductance or muzzle velocity.

  • PHYSICALLY ACCURATE MATERIAL PROPERTIES - All materials, chemical reactions, and spectra are physically correct. When your arclamp pumps your solid state laser, the pumping bands need to match up with the actual emission spectra of your excitation gas. When the photon absorption of a material is needed, it is derived from actual refractive index spectra data.

  • IN-ENGINE MOD SUPPORT - The engine supports black box creation of untested or far future technology for modders to work with. All other game data, from levels to material properties, is also accessible to modders.

  • STEAM WORKSHOP SUPPORT - Subscribe to mods on Steam Workshop, and they will automatically load. In-game export tools allow instant uploading of your own designs to Steam Workshop.

All of the above aspects combine to yield a space warfare simulator that is unparalleled in scientific realism. No other game combines the extremely accurate orbital mechanics, 1:1 scale of the solar system, and technology which is implemented 100% by scientific equations. If you ever wanted to know what space warfare would actually be like, this is the game for you.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7+
    • Processor: Intel Core i5 @ 1.70 GHz processor
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Storage: 200 MB available space
    Minimum:
    • OS: Mac OS X 10.7+
    • Processor: Intel Core i5 @ 1.70 GHz processor
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Storage: 200 MB available space

What Curators Say

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Customer reviews Learn More
Recent:
Very Positive (12 reviews)
Overall:
Very Positive (166 reviews)
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