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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.

Steam (demo + wishlist) Manual (PDF) itch.io

FACTSHEET

Developer Garan Lorn · Selenodrome
Press contact
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)

DESCRIPTION

SHORT — 25 words

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.

MEDIUM — 60 words

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.

LONG

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.

FEATURES

Five kinds of drift

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 endings

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-faction governance

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.

Six interdependent subsystems

Reactor, engine, bridge, cryo, life support, hull. Failures cascade through the dependency graph. A cryo failure wakes the sleeping majority, and everything downstream changes.

Land, then keep going

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.

A thousand people, not a sample

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.

Centuries, not hours

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.

No combat, no clean win

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.

Scripted + emergent events

Hundreds of hand-written beats — scripted events, chain events, drift-threshold events — plus the cascades that emerge from compounding system state.

CRT / terminal aesthetic

Phosphor green, teal accents, scanlines, pixel type — the mainframe-era idea of what a starship computer was supposed to look like.

Five languages

English, German, French, Italian, Spanish.

Deterministic simulation

Seeded runs reproduce exactly, which makes post-mortems and shared stories possible.

HISTORY

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.

DEVELOPMENT

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.

TIMELINE

DESIGN PHILOSOPHY

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.

QUOTES

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.

CAPSULE ART

Hero graphic hero_1920x620.png Hero · 1920×620 Header capsule header_920x430.png Header · 920×430 Main capsule main_1232x706.png Main · 1232×706 Library capsule library_capsule_600x900.png Library · 600×900 itch.io cover itch_630x500.png itch.io cover · 630×500 Vertical capsule vertical_748x896.png Vertical · 748×896 Small capsule small_462x174.png Small · 462×174 Transparent logotype library_logo_1280x720.png Logotype (transparent) · 1280×720 Page background art background_1438x810.png Background · 1438×810 (no text) Hero render frame intro_f100.jpg Canonical hero frame

SCREENSHOTS

Ship condition + Final Contact decision, year 38
01 · Final Contact + ship condition
Star chart navigation, year 38
02 · Star chart / navigation
Five-faction governance, year 38
03 · Five-faction governance
Named colonist roster, 940 souls, year 38
04 · Colonist roster (940 named)
Cultural drift corrupts the log, year 92
05 · Drift corrupts the log
Living colony map of 760, colony year 33
06 · Living colony map
Planetfall descent toward a temperate world
07 · Planetfall descent
Ending — thriving temperate colony, 100 years later
08 · Ending — colony established
Ending — colony beside an alien sea
09 · Ending — colony by an alien sea
Ending — the Perpetual Voyage
10 · Ending — The Perpetual Voyage
Ending — first contact
11 · Ending — First Contact
Ending — Dead Drift extinction
12 · Ending — Dead Drift

CREDITS

Garan Lorn — design, code, art direction, writing, audio.

Full third-party credits are shipped inside the game and on request.