The most scientifically accurate space warfare simulator ever made.
User reviews:
Very Positive (10 reviews) - 80% of the 10 user reviews in the last 30 days are positive.
Very Positive (147 reviews) - 88% of the 147 user reviews for this game are positive.
Release Date: Sep 23, 2016

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Recent updates View all (7)

February 28

Patch 1.1.0 is out! Gun/Laser/Turret Improvements and much more!

Patch 1.1.0 is out now!

- Capacitors for railguns and coilguns.
- Railguns and coilguns conserve energy now.
- Lasers can be separated from their mounts.
- Laser optics can be sniped in combat.
- Turrets with 90+ degree attack arcs.
- Tapered radiators
- More tracers
- Combat AI is much better. In particular, they smartly use 'ignore range' now.
- Can shift burn nodes in orbital view.
- Mod import/export.
- And tons more!

Patch Notes
- Railguns/Coilguns
--- Capacitor banks can now be used with railguns and coilguns.
--- Equations have been updated to correct energy conservation issues.
--- Acceleration graph now shows exactly how the device propels the armature over time.
--- Barrel armor now correctly braces railguns and coilguns, reducing beam deflection stress and inaccuracy.
--- In-game railguns and coilguns have been heavily reworked, most stock ships are affected. Numerous new designs added.
--- Note: Designs using stock coilguns and railguns may see those stock weapons disappear or they may have poorer performance than before.
- Lasers
--- Laser turrets/mounts can be separated from the laser, allowing hundreds of disposable turrets to use a single laser.
--- Lasers can now suffer optical damage, lenses/mirrors are easily destroyed by enemy laserfire, gunfire, and nuclear flashes.
--- Armored lens caps are addable (and essential to protect the fragile optics when not firing).
--- Graphics updates.
- Turrets
--- Can make extrudable turrets, which extend out with 90+ degree attack arcs. Allows nose-facing weapon support, but mass more and are easier to hit.
--- Graphics updates.
- Radiators
--- Can make tapered radiators, allowing triangular or winglike shapes.
- Tracers
--- Added several more pyrotechnic tracers.
--- Tracers now burn hotter and with greater optical depth, yielding more colors, including blue and white.
- AI
--- Tactical AI "guts" are exposed for viewing in sandbox and for modding in AI.txt.
--- Aggressive AIs now use the ignore range mode in certain scenarios.
--- Weapons now use dodge prediction against accelerating targets. Since this can be spoofed by start-stopping, this can be optionally disabled.
--- Several minor AI combat tweaks.
--- Huge drone formations are staggered so they no longer commit fratricide.
- UI
--- In orbital view, can move burn nodes forward or backwards in time.
--- Can compare module and ship designs against their prior stats while editing.
--- Can select unorbited bodies as a Frame of Reference.
--- Selection lists no longer reset when exiting from a design.
--- User designs appear first in ship and module design.
--- Modded designs are imported as core modules/ships and are uneditable unless duplicating.
--- Ship design. Can optionally view stacked power graph. Can toggle condensed mass pie chart. Dry acceleration visible.
--- In ship and module design, most of the ui can now be flexibly resized, including error messages. Alleviates small screen issues.
--- A number of other minor UI tweaks.
- Design
--- Launcher modules can use fibers for armor.
--- Launcher reload times are now bounded by clearance time, preventing a launcher from crashing multiple items into each other by launching too fast.
--- Increased max armor layers to 10.
--- Nuclear payload 'delay trigger' now editable in module design.
--- Cargo modules are editable.
--- Added article on Missile Guidance, for help designing remote controls.
--- Several sample remote controls added.
--- Ammo bays can have more ammo and stacks. Smaller propellant tanks.
- Modding
--- Mod Loading order now occurs correctly and reads the materials folder hierarchy correctly.
--- Modules now save any modded materials/reactions/etc they use.
--- Allowed modding of Star Chart, Emission Spectra, and Refraction Indicies.
--- Export: New button exports a single design and all dependencies to its own file to .../Mods/Data/Exports.
--- Import: .../Mods/Data/Imports folder will read in all files within it as ship or module designs or as most any other kind of data.
--- Note: Anything in this folder is read in last.
--- Note: Overriding core data with mods data (mod data with the same name as core data) is not supported!
- Other
--- Numerous material/element/ref index corrections.
--- Bugs fixed: level 4 gold record impossible without exploits, ship cross section underestimated by 2x, delta-v miscalculated with vernier thrusters, phantom refueling with drop tanks, cadmium material issues, and many more.
--- Numerous crash fixes.
--- Various optimizations.

19 comments Read more

December 17, 2016

Patch 1.0.8 - Parallel Rocket Staging, AI vs AI, Combat Pausing, and more!

Patch 1.0.8 is out!


External Discardable Propellant Tanks - Allows parallel (but not tandem) staging rockets.

Combat can be paused at will.

AI vs AI combats can be set up in the sandbox.

Fixed point (unturreted) lasers can be made.

Lasers can be frequency quadrupled now.

Timers/fuses on nuclear and explosive payloads.

Basic sensor inaccuracy now affects all weapons.

Projectile shot pattern reworked to be more realistic.

A slew of bug and crash fixes.

Full Changelist:
- Pause on demand in combat with spacebar.
- Parallel Staging: Propellant tanks can be made external and discardable. Added a few stock designs which use this staging.
- AI vs AI battles can be set up in sandbox.
- Lasers can be fixed point rather than turreted.
- Lasers can now be frequency quadrupled by using two frequency doublers in series.
- Explosive and Nuclear Payloads can now have timers/fuses set on them which do not require remote controls to operate.
- Added targeting sensor inaccuracy to all weapons fire based on sensor diffraction limits. Has little effect, except at extreme ranges (hundreds of km).
- Reworked the shot spread pattern of projectile weapons.
- Added in beam truncation factor to lasers. Could break some existing laser designs due to aperture size.
- RP-1 is now based on dodecane, bringing its performance in line with real world results.
- Added Osmium's thermoelectric sensitivity, fixed water's viscosity.
- Added a quick reference chart in laser design for intensity at selected ranges.
- In sandbox, can see basic info on AI behavior. Can change AI factions in sandbox.
- Fixed MPD thruster info not updating.
- Auto-launched missiles leave the launcher in the correct direction now.
- Exploit of teleporting missiles past point defenses via camera tricks has been removed.
- Numerous crash fixes, other minor bug fixes.

22 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.

  • 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. Everything 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 actual 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 mindboggling 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.

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

Mac OS X
    • 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
    • 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
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