
The most scientifically accurate space warfare simulator ever made. Now with Steam Workshop!
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I want to like the game, but I just can't after the first mission the tutorials feel like they stop half way missiles are a mess I basically have to compare orbital maneuvering to kerbal space program no ascending and descending node changing the time of a maneuver node is awkward adjusting a maneuver node is a bit less awkward but oddly laggy the main improvement, being able to easily match orbits is half done, it displays the wrong delta v value and activates in a position thats very bad for delta v usage the game just has a general lack of polish
1
We're reaching levels of autims that shouldnt even be possibl. Now you too can design an NTR from scratch, see why a liquid lithium rocket is very funny, hit things very fast then split them in too with your dankness. It's pure entertainment. The only thing that would ice the cake is keyboard controls and more detail in the physics like radiation or orbital movement (I can't spell "maneuvering"). Whole game screams "IT students in space", and I love it!
To be clear this game has not received updates since 2018. It is very much dead. However if you are a hard scifi nerd or engineer, you will probably enjoy trying out all kinds of realistic spacecraft in this game. Though the component simulations make many assumptions which may or may not reflect reality individually, I believe that overall, Children of a Dead Earth is the best approximation of how real life orbital warfare would be conducted. [h1]PROS[/h1] N-body orbital motion Detailed module designer with physics-based models for all components (engines, fuel tanks, radiators, guns, nukes, etc.) Electromagnetic railguns and coilguns with physics based models for muzzle velocity and power consumption Chemical and nuclear thermal rocket propulsion with realistic specific impulse and many propellant choices Best-available high energy laser damage model Nuclear weapon flash effect simulation (No prompt radiation effects sadly) Detailed armor penetration and degradation simulation Unlimited nesting of projectiles (e.g. you can shoot a nuclear missile out of a railgun, shoot flares off of your drones, release smart submunitions from a cluster bomb, even shoot crewed warships out of missile launchers) [h1]CONS[/h1] Limited to only 2GB of RAM by default (community EXE binary patch available to boost to 4GB though) Overall poor CPU performance on single thread, cant handle more than several hundred missiles at once Lasers are very CPU heavy Orbital UI is not super intuitive, although KSP players will find the maneuver tools easy enough to understand Limited control over ships, missiles, drones, etc. in the "combat scene"; only high-level RTS commands are available and they are somewhat buggy (e.g. commanding a specific attitude is very tricky) Ship, missile and drone AI are typically lackluster (although can be improved somewhat with mods) Physics based component models aren't perfect and allow for physically-impossible "exploits" such as extreme velocity railguns (>500km/s in some cases) Heat radiators (one of the main limiting factors in real spacecraft) are FAR more performant than they should be due to the assumption of constant temperature on the whole panel. E.g. reactor coolant outlet is 1500 K and inlet is 300 K. The entire radiator surface is assumed to be at 1500 K. This massively and unrealistically reduces the required radiator area, especially due to radiative heat transfer being proportional to the fourth power of temperature. Missile guidance is practically limited to turning the whole missile and using a single rocket engine, as opposed to multiple thrusters firing laterally (which is the case with all real-life exoatmospheric missiles) Missile seekers are limited to very basic IR which can easily be flared off. Sadly there's no game which has both good sensor warfare AND proper orbital mechanics, but if you want good sensor warfare Nebulous Fleet Command is a good start. Missile damage, both with fragmentation/shrapnel and nuclear warheads can be very inconsistent due to some code bugs (e.g. "flak bug" where fragments do not persist more than 1 frame, and nukes failing to properly detonate if the impact frame comes before entering-proximity fuze range frame). This is surmountable by some trial and error, however
早打,大打,打太空战
One of my favorite games but hard to recommend to everyone unless you're *really* into hard sci fi and orbital mechanics.
Definitely not for everybody - in fact, it'd be hard to be more niche than this game. Not much polish, not much flash, not very intuitive, and built more around physics than about flow. That said? If this game is for you, it's absolutely for you, and it's one of the most unique things I've ever seen. Probably a lot closer to what real space combat will be like than just about anything else, for sure.
Действительно великая игра получилась, на момент описания обзора это абсолютно непревзойденный уровень симуляции космических сражений при этом с крайне дружелюбным интерфейсом. Тут тебе и орбитальные маневры, и создание собственных модулей, да хоть весь корабль можно полностью на своих модулях собрать! Однако при в целом крайне положительных впечатлениях у игры есть ряд недостатков. 1 Крайне плохая оптимизация. Зачастую игра вылетает на самом интересном месте, из-за этой же отвратительной оптимизации симулировать реально большие космические сражения невозможно, ваш пк просто скажет: "я устал, босс" и вылетит, при том что я уверен что железо далеко не во всю силу используется. У игры есть проблемы с очень далекими расстояниями, когда дистанция боя достигает тысяч километров, а наример при очень мощных рельсотронах и лазерах это возможно, ваша игра просто может выдать ошибку. 2 Отсутствие симуляции износа оружия. В этой игре доминируют рельсотроны над гаусспушками. Ну казалось бы, ну доминируют и доминируют, че бубнить то? А то, что фактически автор лишил игроков очень интересной тактической делемы, да рельсотроны эффективнее гаусспушек, это факт, но в реальности рельсотрон изнашивается ОЧЕНЬ быстро, максимально счет может идти на сотни выстрелов, к чему это? А к тому что в этой игре вместо гаусспушки вы можете просто поставить рельсотрон, который лучше гаусспушки по всем параметрам, вместо того чтобы решать интересную тактическую головоломку, касательно того, что лучше, поставить недолговечный, но очень сильный рельсотрон, или почти веченую, но слабую гаусспушку. Фактически отсутствие износа слелало гаусспушки полностью бесполезными. 3 Очень странная политика. Такое ощущение что автор просто зачерпнул земной политики в космос, где она смотрится глупо, и вдобавок приправил это галоперидольным бредом, ну вот например там говорится, что с одного малого тела солнечной системы доставляют дешевую одежду по всей этой самой системе, если вдуматься в эту фразу она не вызывает ничего кроме смеха, потому что даже если на этом самом теле людей держат в рабстве и вообще ничего не платят стоимость одного только потраченного топлива на доставку этой одежды уже сделает ее очень дорогой, практически космической по стоимости, то как человечествуо покинуло землю это вообще бред, потому что превратить землю в венеру путем взрыва даже десятка ядерных арсенолов Земли просто невозможно, особенно есди применять их так, как написанно в сюжете. И такого там много, если вдуматься. 4 Отсутствие космической логистики. Ее просто нет, вам не нужно долго и муторно выстраивать сеть заправочных станций и прочего в солнечной системе для вторжения, я считаю это минус. Несмотря на описенные выше серьезные и не очень недостатки, игру до сих пор никто не превзощел по уровню, и это лучший симулятор космических сражений на сегодняшний день.
This is really infuriating. So many players are talking about the same problem that is Retaking Ceres. Missile and drone targeting is so flawed that I've been trying to complete this mission seven times and I've had to restart each time because my beam drones weren't actually intercepting the stinger drones attacking my ship. The engine needs to be improved, along with flak missiles, the trajectory interface and targeting. This game would be fun and amazing if it actually worked. We need a remake of this with a better and more stable engine, among other things.
really like it hoping theres more missions as im kind of blazng through therm
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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