
Dead in Antares is a turn-based survival management game with RPG elements, set on an alien planet. Lead a crew of survivors sent on a mission to save humanity. Manage their needs, strengthen their teamwork, and explore this mysterious world to find a way back home.
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Dead in Antares is a turn-based survival management game with RPG elements, set on an alien planet. Lead a crew of survivors sent on a mission to save humanity. Manage their needs, strengthen their teamwork, and explore this mysterious world to find a way back home.

Earth is dying. In a desperate attempt to save it, ten highly trained specialists are sent into space as a final hope to find new resources that could save humankind. But after being swallowed by a mysterious wormhole that should not have been there, their ship crashes on an unknown and enigmatic planet.
Call it fate, call it a miracle, they’re still breathing. But now, survival is their only option.

Survival is more than just staying alive, it’s about managing every aspect of your crew and technology. Food, water, exhaustion, mental health, every system is deeply interconnected. Your ship may be in ruins, but its wreckage holds vital resources to help you build a functioning camp.
Assign tasks wisely, repair and repurpose advanced equipment, optimize energy use, and make the most of every bits and pieces you may find. From a simple spaceship wreck to an exoplanet outpost, build and upgrade your work stations, be prepared for any outcome, and this planet should be (a little) less deadly.
Your crew’s unique traits and personalities will shape your strategy.
But beware, every decision can bring you one step closer to survival… or disaster.
Dead in Antares is the ultimate evolution of the “Dead in” formula: pushing survival/management mechanics to their limits.

Antares Prime is breathtaking, yet full of danger and mysteries. Beneath its hand-drawn landscapes lie dark secrets waiting to be uncovered. Was the crash just bad luck, or is there something more sinister at play?
Survival won’t be easy: hostile forces lurk in the shadows. Engage in turn-based tactical combat, where every move counts.
Unleash your full potential with the brand-new Power Surge, an ultimate skill unique to each character that will turn the tide in your favor in combat.
But you will have to venture deep into the unknown. Explore lush jungles teeming with life, scorching volcanic deserts, and eerie crystal forests hiding ancient secrets. Conduct research to understand the planet’s mysteries, gather crucial resources, and fight for your crew’s survival.
Discover the truth about Antares Prime… if you can live long enough to find it.

You’ll lead a crew of 10 playable characters, each with their own past, ambitions, and secrets.
Pair characters together and uncover over 135 unique relationship dialogues. From respected crewmates to much deeper and complex bonds, each relationship will have its own surprises, bringing a bit of sweetness in this deadly world.
A planet to save. Another one to explore.
On Antares Prime, two factions have been at each other's throats for countless generations.
One are the children of this land, tied to the ebb and flow of its complex ecosystem, highly adapted to its many wonders and dangers, free as the wind that runs inside their graceful exoskeletons.
The others fell from the sky millennia ago, in an ancient spaceship. Clinging to their traditions, they proudly tried to subjugate what they saw as lesser species, through brute force and forgotten technologies… With moderate success.
The story of Dead in Antares is filled with unexpected twists, and survival comes at a cost.
Your choices will shape friendships, rivalries, and even betrayals... ultimately determining the fate of your crew and unlocking one of multiple endings. Will you unite them… or break them apart?

Gorgeous hand-drawn 2D art, made by humans, for humans
A mysterious planet to explore and study
2 factions to interact with, and their intricate backstories
Survival and resource management at its best
Deep story with tough choices, a home to save, an endless conflict to put an end to, and more!
Up to 20 work stations to manage and more than 130 upgrades to craft!
Full RPG progression system, with traits, levels, skills… The whole package!
10 characters to manage, each with unique traits
Build the relationships between your characters! Every pair of main character has its own interactions.
Tactical turn-based combat with over 60 battle skills to acquire
Unleash their full potential with the brand-new power surge, ultimate skills that will turn the tide in combat
4 levels of difficulty so there’s a challenge for everyone (and of course, a "True Captain" mode for the most hardened players!)
Hours of story content, with 5 different endings
Dead in Antares is the third installment of the Dead in series, after Dead in Bermuda and Dead in Vinland. All three games are standalones, but fans will be happy to find common threads and lore between them!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Keeping it a 100: Its not as good as it is supposed to be. Dead in Vinland was a once in a century game for me. Dead in Antares kinda sucks ngl. First the good things: The production value and polish is very high and the overall survival mechanics are rather well balanced and in a good way very complex. Also I took a liking to Noemi, she's basically the only character from the whole cast I really enjoy. Alright, lets come to why I dont like it: (a) The story is super dull, energy crysis on earth yada yada, make me care. Every character of your crew is a crybaby talking about daddy issues and all the feelings guys, the feeeeeelings. Every now and then someone starts shouting at the others because of the feeeeeelings. And then everyone deescalates, because everyone is super understanding of the feeeeeelings. Kumbayaaaaa. Its frail egos and dull self-indulgence all the f-ing way. (b) Narrative choices dont really matter. Its just whatever, you pick some kind of attitude towards the petty drama of some crew member and go on balancing the numbers on your spreadsheets. 47 hours in and probably halfway through, I dont even care about the endings the characters are facing. (c) Combat takes too long. Yes, let me pick my base attack, yes lets shoot the same 60hp sponge for like the 20th time and deal like 6 damage. Camera shake, zoom, splash art, camera back, next base attack. Bro, just make it an autobattler or allow to skip battles, its amazingly brain-numbing to wait for your turn. Loved Dead in Vinland so, MUCH better game.
After some 40ish hours and finishing my run, game mechanics wise, based on playing the previous Dead in series, this game polish a lot of the pain points while trying to keep the same flavor but, with a different story context, that said, and after going through my first run, the story is all over the place, and based on some of the big choices you are able to make throughout the game, it is not clear what kind of results trigger what part of the ending at all, reducing (for me at least) the replayability desire importantly, don't get me wrong, game's good, but, if you are those kind of gamers that is more focused on what part of the story is going to do what next, for the game ending at least, this one needs a lot of explaining to do to motivate a second or third run at all. So, summary: wait for some big patch that handles or improve that.
I bought this game because I’m a huge fan of Dead in Vinland. That said, I wasn’t very impressed by the sci-fi setting or the character design when I first picked it up. The bad: It was a very odd choice to give the three starting characters short white hair. I couldn’t tell them apart in the trailer, and in-game I initially thought they were siblings. The story is also somewhat mediocre. There’s a lot of cyber-babble, too many characters to keep track of, and a confusing political plot. I think the story in Dead in Vinland worked better because it felt more personal and relatable. I also didn’t like that you couldn’t choose your own team and were instead stuck with a large group of survivors you never really connect with. While this works fine for the resource management and production loop, I felt pretty indifferent toward much of the cast. The good: The gameplay is really addictive. Time just melted away while I was playing, and I even remember getting up early just to squeeze in a bit more time with it. I think it improves on Dead in Vinland by removing the resting area, focusing more on exploration, and allowing you to pick both a combat trait and a normal trait on level-up. This helps prevent fighter characters from being useless at everything else. I also liked that the tributes are easier to fulfill this time. I understand the need for time pressure, but I’m glad it’s less of a focus here than it was before. The landscapes and background art are very vibrant, which made the setting much more engaging for me. Combat is also improved compared to the first game, although William feels a bit overpowered with his healing abilities. Overall: It’s a bit of a mixed bag. I wouldn’t say it’s a huge improvement over its predecessor, but if you enjoy this type of management game, you’ll probably like it. I also hope Ishtar Games continues making games like this. They’re one of the few studios that really manage to scratch that specific survival/management/social-sim itch.
Dead in Vinland was one of my favorite games of all time and I believe, that Dead in Antares is even better. In particular: Mechanics: Many mechanics are straight up better than "Dead in Vinland" (Energy vs Fire, having a resting place immediately, Dehydration Chance, etc.). Traits: The unique personal traits are awesome and really impact how you use your team. Way more meaningful than Dead in Vinland. Battles: I love the Tactical Battles. They look simple, but they offer tons of tactic complexity. The skills, the items, the buffs, etc. are way better than Dead in Vinland. Events: It is also "fairer" on a Blind Playthrough, because you can see the event outcomes. Teamsize: But it can be overwhelming since you have manage to many people to early. Dead in Vinland had a smother transition. Story: I am also not 100 % sold on the story elements, but it is "good enough". I personally like the Dead in Vinland story a bit more. Overall it is currently the best turn-based survival game in my opinion, with even more future potential.
it is OK idk, i liked the Dead In Vinland more there is little improvement here May be Vinland is a memory from time when i enjoyed video games more... This game is GREAT at the beginning but then becomes tedious after survival element dries off and you build some upgrades. The ending is very predictable and the choices are known from the start. I made my choice but there is just one achievement, just a little different slide animation. I endured last 20% of the game just to complete it and it left very MEH feeling. When VInland ended I was sad, as I wanted to play more, and here the game just ends in a most predictable manner and I was happy I can finally delete it and play something else.
来自中国的机器翻译(Machine Translation from China) Not recommended for now, it seems to be a step back compared to 'Dead in Wenlan' Although the evaluation is not recommended at the moment, the overall content of the game is rich and very enjoyable to play. The main focus is on resource decision-making and character development, as well as a small amount of turn based combat content. Friends who are interested in this type of theme can still make a decisive purchase, saying that it is a step back, but it is still a game above the passing line My English is too poor, so I recently used RenpyThief to inject the game and obtain Chinese translation. Yesterday, I found out that a big shot in the comment section had made a Chinese localization patch! This greatly enhances my gaming experience! Tell me some of the currently discovered shortcomings or suggestions (just say whatever comes to mind): 1. Space travel and exotic adventures may require more imagination to showcase. The current plot is more like an adventure story imagined by a group of college students with no social experience (or worse, stupid NPCs generated by AI input stereotypes). The characters are not trained or screened in the past, and there is no tacit cooperation between them. The professionalism of their words and actions is also very lacking, and many conversations cannot withstand deep thinking. If the game background is the chaotic era of space colonization, I can understand, but this is not the case 2. The game plot and character development are relatively weak, possibly due to the slower pace of the game compared to Wenlan, resulting in a weak camp atmosphere in my impression. There is a lack of interaction between the characters, and interactive dialogues with positive values also need to be manually triggered. After a raid battle, there is a lack of supplementary information for the plot dialogue, and there is no corresponding biological portrait after capturing enemies and arriving at the camp. These all make it difficult for me to form an appropriate scene impression 3. The campsite characters are awakened too early by the plot and are unable to work for a long time due to the lack of air filters, which is not interesting. Perhaps we can add some actions within the shelter or move some facilities to the shelter? 4. The design of the knowledge points feels quite strange, and I feel uncomfortable with artificially locking in the progress of technology. If the effect of the technology points is to reduce material consumption/R&D time, it may be better (Polina sister is too hardworking) 5. I don't really like some characters, especially when I'm forced to take care of them instead of them working for me (I hope to add more characters and adjust the wake-up mechanism to self selection) 6. There are too few options for expeditionary events, and choosing between them can be very monotonous. After a little thought, it becomes even more like there is only one option... This is very bad 暂时不推荐,似乎比《死在文兰》要退步了一些 虽然评价是暂不推荐,但游戏总体内容丰富度高,也十分耐玩。主要是资源决策跟角色培养,以及少量的回合制战斗内容。对这类题材感兴趣的朋友依旧可以果断购买,说是退步了,但仍是及格线以上的游戏 我的英语太差劲,所以前段时间使用了RenpyThief注入游戏获得中文翻译,昨天发现评论区竟然有大佬做了中文汉化补丁!这让我的游戏体验大幅提升! 说一些目前发现的缺点或建议(想到什么就说什么): 1、太空旅行、异域冒险方面可能还需要更多的想象力去展现,现在的剧情更像是在描述一群没有社会经历的大学生臆想里的冒险故事(更糟糕的说法是:对AI输入刻板印象后生成出的愚蠢NPC)角色们并不像是曾经被训练、筛选过,相互间也没有什么默契配合,言辞、行动的专业性也十分欠缺,很多对话完全经不起深思。如果游戏背景是混乱的太空殖民时代的话我能够理解,但这不是 2、游戏剧情和角色的塑造单薄,可能因为游戏节奏比文兰更慢,导致印象中营地氛围淡薄,各角色间的互动比较缺乏,好感值的互动对话也需要手动触发,突袭战斗后缺少剧情对话补充信息,抓捕敌人到营地后也没有对应的生物立绘,这些都让我很难形成恰当的场景印象 3、营地角色被剧情过早唤醒后,长期因为没有空气过滤器而无法投入工作,这并不有趣。也许可以在庇护所内增加一些行动,或者移动一些设施到庇护所内? 4、知识点的设计感觉颇为奇怪,人为锁死了科技进度让我感到不适应,如果科技点的效果是减少材料消耗/降低研发的时间的方式可能会更好一些(Polina姐姐太辛苦了) 5、一些角色我并不太喜欢,特别是在被迫照顾他们,而不是他们为我工作的时候(希望能增加一些角色,也将唤醒机制调整为自选) 6、远征事件的选项太少,二选一本就十分单调,略加思考后更是会变得只有一个选项。。。这十分糟糕
This game is good! It's a good survival, which starts off difficult but gets easier as things progress and you build up your team. The story is interesting, and even if it has some parts that are less clear, it remains good throughout. I liked the setting a lot. The characters are cool, with very good designs. I think some people who call this game "too woke" need to get their heads out of their asses. Who even cares? Recommended!
需要中文!
Even though i saw this game through to the end, and I did enjoy some of my time, I'm gonna have to not recommend it. Unfortunately kind of boring and narratively sloppy. I really enjoyed Dead in Vinland, and while this game shares the same formula as this game, its heart is totally missing and I think the story conflicts are totally untuned to the experience. It tries to set up an "us or them" conflict, the solution to Earth's problems is to doom this new and beautiful planet, but it was ultimately very boring. Individual characters have potential, but there was nothing really there to make you care. Similarly, there is a weird lack of narrative polish? One of the trials you have to overcome is a "Guardian" that prevents the ship from returning to earth/causes climate change, etc. I found out about this guardian from a UI window that said the guardian got stronger, nothing to explain what it was or why it existed at all. I checked some discussions and saw I wasn't the only one that was confused. Either it was there and explained so mildly it could be missed, or they forgot to put an explanation in.
I came after Dead In Vinland, which is one of my favourites indie games in this genre. This game is good, I'm not sure if it is better than Dead in Vinland, it is more fair, absolutely, but by being more fair it also feels way easier than Dead in Vinland, and I really never felt challenged (I played on the highest difficulty and didn't lose any single time, ever). The UI and usability in general has improved. The characters dialogue as well, this one feels more mature and complete than the previous game, but even then, the story falls into too many stereotypes and things we've seen multiple times already in pop culture, in general. This also happens with the depiction of the aliens as well. I feel the characters in these types of games shine when there is conflict within the group, which happens but it is never the central thing, because the central thing narratively is all the alien drama that it is shoved constantly in a way that, honestly, I couldn't care less by the end, because the game also overextends its welcome. It is just too long and by the last 30% you are kind of repeating the same tasks. Even then, it is a good game, so I give thumbs up. It was worth my time, it was fun, it is pretty, and the spreadsheet survival game, which is the main fun for me on the Dead In series, is very well made and well balanced. I hope we get another Dead In in which we could focus 100% on the group and their internal conflicts with survival, and not so much external god and godesses which takes away the realism and tension of the group survival imo
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