DEAD RECKONING · THE LONG DRIFT
A generation-ship colony sim about the slow erosion of a thousand people — genetic, ideological, cultural — across a voyage measured in generations.
Demo out now on Steam. Full release: June 25, 2026.
| Developer | Garan Lorn · Selenodrome |
|---|---|
| Press contact | [ click to reveal email ] |
| Website | garanlorn.itch.io/dead-reckoning |
| Steam | store.steampowered.com/app/4557340/Dead_Reckoning_The_Long_Drift — App 4557340 — demo available now |
| itch.io | garanlorn.itch.io/dead-reckoning |
| Mastodon | @garanlorn@gamedev.place |
| Bluesky | @garanlorn.bsky.social |
| Discord | discord.gg/p2xrKcQ7nD |
| Release date | June 25, 2026 · demo available now on Steam |
| Platforms | Windows · Linux · macOS · Steam Deck Playable (target) |
| Languages | English · German · French · Italian · Spanish |
| Engine | Godot 4.6 |
| Genre | Generation-ship colony sim · Narrative strategy · Roguelike (per-run) |
| Modes | Single-player |
| Current version | 0.2.86 (demo build) |
A generation-ship colony sim about a civilization eroding across centuries. Each decision is defensible the year you make it; the bill comes due generations later.
Dead Reckoning is a slow strategy-and-narrative game about managing drift — genetic, ideological, reliance on the ship's AI, class division, and the loss of technical knowledge — across a generational voyage. You guide 1,000 colonists through centuries of decisions, with no combat and no perfect outcome. What reaches the destination, if it arrives at all, may not remember why it left.
1,000 colonists. One ship. A destination that may be fifty years out, or four hundred. A few will land. Most will be born, age, and die in the dark between stars without ever learning whether the mission succeeded.
Dead Reckoning lives in the slow erosion of a civilization across generations. A ration vote, a research fork, a decision about who gets woken — each is reasonable in its own year, and each compounds. The crisis lands generations later, on people who never knew it was set in motion.
Manage food, power, and hull integrity through centuries of deep space. Five kinds of drift — genetic, ideological, reliance on the ship's AI, class division, and the loss of technical knowledge — accumulate over the whole voyage and never reset. The faction that holds the ship in year 200 was shaped by a council's choice in year 40.
Reach a world and the game keeps going. The landing opens a living colony you can pan and zoom into — foot traffic, ground vehicles, industry venting downwind — or watch go dark as it fails. There are sixteen distinct endings, each read off the state of your run: a colony established, extinction, a ship that turns for home, a ship sealed into a voyage with no destination, a crew that uploads itself rather than land.
What arrives carries the mark of every choice along the way, including the ones no one alive remembers making.
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 terminals — settlement and extinction at the poles, and stranger outcomes 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.
Reaching a world opens a living settlement — habitats, foot traffic, ground vehicles, smoke on the wind — that thrives, struggles, or goes dark depending on the run.
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 be born and die without ever knowing one was made.
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.
Hundreds of hand-written beats — scripted events, chain events, drift-threshold events — plus the cascades that emerge from compounding system state.
Phosphor green, teal accents, scanlines, pixel type — the mainframe-era idea of what a starship computer was supposed to look like.
English, German, French, Italian, Spanish.
Seeded runs reproduce exactly, which makes post-mortems and shared stories possible.
Dead Reckoning started from one premise: hand the player a civilization they will never meet, and hold them to it for centuries.
Most generation-ship fiction skips the middle: the crew sleeps, the AI keeps watch, and the story picks up at arrival. Dead Reckoning is set entirely in that middle — where ideology drifts, where the third generation no longer shares the first's assumptions, where a careful decision in year 40 becomes a crisis in year 180 that nobody alive remembers causing.
The project is built in Godot 4.6 by Garan Lorn. All UI is code-generated (no .tscn scenes for gameplay) to keep the project diffable and grep-able. The terminal aesthetic came early and stuck — PressStart2P for chrome, JetBrainsMono for body text, #00e5cc teal on #020608 deep space, CRT shader overlay on boot and intro sequences.
The horror is retroactive. No decision should feel obviously wrong when you make it. The game's cruelty is in the compounding.
Never reset. The five drift axes accumulate across the entire voyage. There is no soft reset, no forgiveness mechanic, no way to undo what earlier generations did.
Text first. Every system is legible in prose. No combat animations, no particle celebrations, no spectacle to hide behind.
The writing carries it. The simulation's job is to produce situations the prose can make you feel. Without the writing, it's a spreadsheet.
Press coverage pending — the press kit is being assembled ahead of outreach. Playtester quotes are on file and will be added as permissions come in.
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Garan Lorn — design, code, art direction, writing, audio.
Full third-party credits are shipped inside the game and on request.