THE LONG DRIFT
A thousand colonists in cryo. One ship. A destination that may be fifty years out, or four hundred. You make the decisions that carry them — across generations who will never meet you, toward a world that may not be worth the arrival.
Dead Reckoning is a slow strategy-and-narrative game about drift — genetic, ideological, technological, and the gradual loss of knowledge — across a generational voyage. Every decision is defensible at the time you make it. The cost lands generations later, on people you'll never meet.
Manage food, power, and hull integrity through centuries of deep space. Crises, uprisings, and subsystem failures compound quietly into outcomes you can't take back. Five kinds of drift accumulate over the whole voyage, and none of them reset — so the faction holding the ship in year 200 was shaped by a choice some council made in year 40 and forgot.
There are sixteen ways the voyage can end: a colony that takes root, a hull that doesn't make it, a ship that turns for home, a crew that uploads itself rather than land. What finally arrives — if anything does — is the sum of everything you did and didn't do along the way. You may not recognize it.
Demo available now. Full release June 25, 2026.
Genetic, ideological, reliance on the ship's AI, class division, and the slow loss of technical knowledge. Each accrues over the whole voyage. None of them reset.
Sixteen distinct ways the voyage resolves, from a colony established to total extinction to stranger terminals in between. The ending is read off your run, not picked from a menu.
Five factions contend for the ship, gaining and losing ground across generations. Who governs at arrival is the long product of decisions their ancestors made and forgot.
Reactor, engine, bridge, cryo, life support, hull. Failures cascade through the dependency graph. A cryo failure wakes the sleeping majority, and everything downstream changes.
Reach a world and the game continues into the colony it becomes — a settlement you can pan and zoom into, alive with foot traffic and industry, or going dark as it fails.
Every one of the 1,000 colonists is an individual — named, aged, given a role and a lineage. When the actuarial tables take someone, a specific named person is gone.
The simulation runs on a generational clock. Colonists are born, age, and die in transit. Most of the people your decisions affect will never know you existed.
Every choice has a defensible case and a cost. There's no optimal line and no victory screen; the open question is what the ship becomes.
Phosphor green, teal accents, scanlines, pixel type — a callback to the mainframe-era future that never arrived. Five languages: English, German, French, Italian, Spanish.
Seeded runs reproduce exactly, which makes post-mortems and shared stories possible. Hundreds of hand-written beats, plus the cascades that emerge from compounding system state.












The full in-universe manual is a captain's briefing: ship subsystems, drift mechanics, governance, research, and the long chain of consequence that runs the length of the voyage. Read it before you leave the system, or afterward, when you're trying to reconstruct what went wrong.
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