The most scientifically accurate space warfare simulator ever made.
User reviews:
Overall:
Very Positive (132 reviews) - 89% of the 132 user reviews for this game are positive.
Release Date: Sep 23, 2016

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Recent updates View all (6)

December 17, 2016

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

Patch 1.0.8 is out!

Highlights:

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:
1.0.8
- 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

November 7, 2016

Patch 1.0.7 Released

Missile guidance algorithms have been heavily tweaked. Guidance algorithms are now customizable in the Remote Control module.

Payloads now have a "Hard Range" and "Activation Range".

Modules can be renamed. Module sliders can be edited via text editor.

Intercept stats are displayed when you have an intercept.

Aerogel has refractive indices fixed, which affects its response to laser damage significantly. Many more minor material changes.

And many more minor changes, bug fixes, and crash fixes.


Full Changelist:
1.0.7 (11/7/2016)
- Missile Guidance Laws have been tweaked heavily, have much better intercept results, especially against dodging targets.
- Exposed internals of missile guidance laws in remote control modules, so you can customize your own missile homing behavior. Remote Controls are now customizable.
- Removed Controlled Homing. In combat, missile phases can instead be forced via the Remote Control module.
- Added “Hard Range” and "Activation Range" for proximity detonators, allows early detonations for flak.
- Modules can now be renamed.
- Allowed manual input of values for any sliders in game.
- Intercept stats are now displayed in orbital view, showing intercept velocity, parallel vs perpendicular velocity, and closest point of approach.
- Exposed dev tool for dumping out materials as a csv file in the same location as save files. Can now be accessed by putting "PrintMaterials" in command line.
- Found and added in missing extinction coefficients in silica aerogel data. This fixes its incorrect laser damage response. A number of other refractive index data have been updated as well.
- Small range changes in module designer. RTGs and reactor fuel can be made smaller. Nuclear reactors can be made bigger. Lasers/resistojets power can be made much higher. Laser max range increased.
- Modules are filtered based on whether they are user made for easy access.
- Weapon modules have a "range estimates" box, easier than reading the range graph.
- Added coilgun diagram for applied field. Exposed film temperature info for combustion rockets.
- Minor text fixes. Minor material value fixes, like borosilicate glass, methane. UI tweaks.
- Fixed rare bug with intercepts not actually resolving and missing combat.
- Fixed bug in crew module food/air consumption.
- Fixed resistojet negative mass bug.
- Fixed crash with certain nuclear reactor and micro-rocket designs.
- Fixed occasional crash on ship/module delete.
- Fixed several more minor/rare crashes and bugs.
- Improved cpu performance of nuclear payload module design.

10 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. 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

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
Customer reviews Learn More
Overall:
Very Positive (132 reviews)
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