A dream among the stars — or a nightmare. 1,000 colonists in the dark between stars. Every pragmatic decision rewrites who they are. Discover what your choices mean for humanity, for better or worse.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Dead Reckoning has a complete core loop. The drift system, the simulation, the event engine, and multiple endings are all playable.

Early Access lets real players stress-test a system that's designed to generate emergent stories, which no amount of solo playtesting can fully cover. Your runs will surface edge cases, balance problems, and narrative gaps that I can't find alone. The game is worth playing now. It will be better with your help.”

Approximately how long will this game be in Early Access?

“No fixed date, but roughly 6–12 months is our best estimate. The core experience is stable, but the content layer has room to grow. We'll stay in Early Access until the event pool is deep enough that runs stop feeling familiar, and until the balance reflects a wider range of player strategies than the ones we shipped with.”

How is the full version planned to differ from the Early Access version?

“The Early Access version has a complete simulation and a working event engine, but the content is thinner than we want it to be. We plan to expand the event pool substantially, add more chain events that build across decades, deepen the drift interaction system so combinations produce more surprising outcomes, and improve the ending epilogues to better reflect the specific shape of each run. We also plan to revisit the UI and audio as the game matures.”

What is the current state of the Early Access version?

“The game is playable start to finish. The five drift paths are implemented. There are multiple endings including settlement, extinction, AI dominion, generational regression, and class fracture. Events fire across the full length of a run. Shorter runs of around 30 to 60 minutes are the most stable experience currently. Longer runs are playable but will expose balance and content gaps more clearly. Bugs exist. The event log and save system are functional. This is a real game in active development, not a prototype.”

Will the game be priced differently during and after Early Access?

“The current price reflects the current amount of content. We plan to raise the price as the game grows. If you buy in Early Access, you keep the full game at the price you paid.”

How are you planning on involving the Community in your development process?

“The event engine is the heart of the game, and it's the part that benefits most from player input. We'll be watching what runs generate, what decisions feel unfair versus meaningfully hard, and where the content starts to feel thin or repetitive. Bug reports, balance feedback, and "this ending didn't reflect my run at all" notes are all useful.
There are also some bigger direction questions we don't have fixed answers to yet, and player experience will shape how we approach them:

Tone — does the game lean further into horror, or toward harder sci-fi? Both are in there right now. We want to know which direction resonates.

Voyage length — should the generation ship feel longer and more grueling, or is the current scope the right weight for a run?

Depth vs. breadth — more story and narrative texture, or more choices and variability in how runs play out?

The colony — the epilogue shows where your civilization lands. Should we expand that? Let you see the colony 10–20 years after arrival?

Ship feel — more assets, more visual and atmospheric detail on the ship itself?

These aren't promises — they're open questions. What you play, what you report, and what you talk about will have a real effect on which of these gets built. The best place to share any of it is the Steam Community hub for Dead Reckoning: The Long Drift.”
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About This Game

A dream among the stars — or a nightmare.

1,000 colonists. One ship. A destination that may be fifty years away — or centuries. Some will land. Some will be born, age, and die in the dark between stars without ever knowing if the mission succeeded.

Inspired by John Ayliff's Seedship, Dead Reckoning is a game about the slow, invisible erosion of civilization across generations. Every decision you make is defensible in the moment. The horror is retroactive.

Manage food, power, and hull integrity across centuries of deep space. Navigate crises, uprisings, and failures that compound silently into irreversible outcomes. The crew that arrives — if they arrive — may not remember where they came from, what they believed, or what it means to be human. A society of clones. A ship that has become a cathedral. An AI that no longer needs to ask permission.

Five forces reshape your colony across generations: genetic drift, ideological fracture, AI integration, technological regression, and class stratification. Every choice nudges the needle. None of them reset. The faction that rises in year 200 was built from decisions you made in year 40.

Settlement. Extinction. Digital transcendence. A ship that turns back. A crew that ascends without landing. Every run tells a different story. What reaches that planet is the sum of everything you did — and didn't do — across centuries in the dark.

You may not recognize it. You may not want to.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it.

Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it.

Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself:
- Coding assistance while writing the game's GDScript.
- An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions.
- Assistance in building linters (Valve YAML sheets) that check the project's text.
- Drafting and summarizing the release notes (patch notes) from the project's changelog.

None of this creates any of the writing, art, audio, or design inside the game.

Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3-6100
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 compatible (GTX 600 / RX 400 series or newer)
    • Storage: 300 MB MB available space
    Recommended:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5
    • Memory: 8 GB RAM
    • Graphics: GTX 1060 / RX 580 or better
    • Storage: 300 MB available space
    Minimum:
    • OS: Ubuntu 20.04
    • Processor: AMD Ryzen 5
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 compatible (GTX 600 / RX 400 series or newer)
    • Storage: 300 MB available space
    Recommended:
    • OS: Ubuntu 22.04
    • Processor: AMD Ryzen 5
    • Memory: 8 GB RAM
    • Graphics: GTX 1060 / RX 580 or better
    • Storage: 300 MB available space

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Overall Reviews:
Very Positive (70 reviews)






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