
A dream among the stars — or a nightmare. 1,000 colonists in the dark between stars. Every pragmatic decision rewrites who they are. Discover what your choices mean for humanity, for better or worse.
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A dream among the stars — or a nightmare.
1,000 colonists. One ship. A destination that may be fifty years away — or centuries. Some will land. Some will be born, age, and die in the dark between stars without ever knowing if the mission succeeded.

Inspired by John Ayliff's Seedship, Dead Reckoning is a game about the slow, invisible erosion of civilization across generations. Every decision you make is defensible in the moment. The horror is retroactive.
Manage food, power, and hull integrity across centuries of deep space. Navigate crises, uprisings, and failures that compound silently into irreversible outcomes. The crew that arrives — if they arrive — may not remember where they came from, what they believed, or what it means to be human. A society of clones. A ship that has become a cathedral. An AI that no longer needs to ask permission.

Five forces reshape your colony across generations: genetic drift, ideological fracture, AI integration, technological regression, and class stratification. Every choice nudges the needle. None of them reset. The faction that rises in year 200 was built from decisions you made in year 40.

Settlement. Extinction. Digital transcendence. A ship that turns back. A crew that ascends without landing. Every run tells a different story. What reaches that planet is the sum of everything you did — and didn't do — across centuries in the dark.
You may not recognize it. You may not want to.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Spanish - Spain
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
Cool concept, but somewhat underbaked as of now (which is ok for a game 2 days after its EA release). The game is obviously vibe coded, which isn't a bad thing in of itself in my opinion, but there are some bugs and shortfalls which need to be addressed before the game reaches its full potential. The thing that really pulls me out though is the epilogue summaries, which again, are very obviously LLM-generated which sometimes results in self-contradictory statements or figures which are stated once and never referenced again even though it seems like they should be. E.g. I landed on a temperate planet with 83% habitability, but the planet summary says it's "void-level", and then the epilogue says the first colonists enjoyed the real wind on the surface. Maybe it's nitpicky, but I'd love for this stuff to be consistent.
I thought I was crazy thinking that the AI disclaimer has changed but no, you can look it up on Wayback Machine. It stated that AI was used as an 'editorial aid' but also that all the writing is the developers' own (those two statements conflict), meanwhile now it says that there was no AI used in the writing process. So which is it? Oh and the game is just kind of boring I guess. I was immensely disappointed when the demo showed effectively all the game had to offer.
Overall a great game with tons of potential and replayability. Dead Reckoning will be instantly familiar to anyone who has played John Ayliff's Seedship before, while expanding a lot on the basic premise of a colony ship sim. It's atmospheric and the player's decisions matter (and will matter even more as the game continues to develop). Unfortunately, the game has attracted more negative reviews than I think it deserves for two reasons: players think the writing looks like AI (1), and the game feels incomplete (2). (1) The writing is sterile (and a tad formulaic due to use of templates), but don't go thinking that means it's AI generated. The game developer has made it very clear that all the writing is his own (or that of human contributors), and that the sterility is a conscious design decision. Personally, I think the tone of writing complements the game's theme very well. Additionally, the developer has said he will add more stylistic differences to the text, dependent on the player's in-game decisions. (2) A solid gameplay loop is already implemented, and the game is playable from start to finish. However, Dead Reckoning released into Early Access for a reason. At EA launch, the game might fairly be described as like a demo or pre-alpha, though features and bug fixes are being implemented at a rapid pace. [b]There are many game systems, features, and menus which are not yet functional nor integrated into the story.[/b] You can expect a lot of changes, additions, and bugfixes over the course of Early Access. Players expecting a polished experience should wait for the full release, because EA is genuinely meant to gather feedback for further development.
As others have said, AI usage disclaimer was inconsistently stated. Gameplay was pretty disappointing, gave it much longer then i shouldve in the hopes that altering how i played, trying to pick what i thought might be different gameplay routes, or anything of that sort would show me some depth id missed. It didnt. Its got a protentional i wish i could be hopeful for there, but that AI usage on something thats underbaked like this doesnt leave me hopeful of its future quality.
I want to believe the disclaimer in that the text was thought up entirely by humans, but after reading it - I struggle to believe it. Okay, your writing style may match OpenAI's finetuning corpus styleguide one-to-one, I get that, but the vagueness and disconnect from the gameplay that some of the text has is too telling. Example: One event's choice would have you "Shift to short crew rotations", so I click it, stats change, but the actual crew rotation setting doesn't actually change. And I can't help but think that this event was written by a bot that was given the description of the game world, but the only effects it could wire-up to event outcomes were stat modifiers. Sure, a dev could have forgotten to make the event affect ship settings, but it's not the only instance like this. I wanted more of Seedship. It was thrilling to encounter an unusual event and wonder what's in store for me , but knowing that Scam Altman or Dario decides my events is far less fun
The atmosphere and style of Dead Reckoning is great, but there is surprisingly little game to be had. I've played through a couple of runs just because the game just ends so abruptly and I felt like there had to be more, something that I'd missed. Unfortunately, I don't believe I'd missed out on much, and that the game itself feels empty to the point I'd describe it more as a visual novel which is really unfortunate. Comments based on Early Access Notes from Developers Tone - Horror and harder Sci-Fi can coexist. I feel as though currently there are just some events that come out of nowhere and leave me asking questions as to why it's even happening or if it belongs at all. Also, I think atleast the tone of the language events come to you in / your options should align with your playthroughs focus. Lean into the way the voyage is going. Voyage Length - Longer will definitely help and allow for more to develop. The story should be about the generations during the drift and the search for a new home, and that's considering if the people on the ship even want or need one! The text and outcomes of decisions just don't make any sense within the first generation especially, why are my original crewmates starting a religion or forgetting how to operate the ship they've been manning for 30 years? These choices and outcomes need to have time to take root and truly blossom into what's being immediately served. The epilogue especially makes me question everything because it makes my voyage seem more impactful than it has any right being. The writing makes me feel as though there were ten generations between leaving Earth and landfall, but in some cases it's only been 45 years with cryo! Depth vs Breadth - There needs to be more context and flavor added to what exists already alongside some expansion of choice. The colony - I'm fine with what it is now, see earlier comments. Ship feel - Needs to be focused on but that doesn't mean more assets. Needs to just feel like the choices so far have had an impact that can avert or cause disaster that you're made aware of. Making choices feel more impactful on the ship would just be great.
A short but fun choose-your-own-adventure game with a great premise. Worth the price, although there seems to be limited replaibility. I wonder if there are any plans for small story packs or whatnot? Who knows! There is room for other player interactions, also. Right now you basically pick technologies, your heading, and resolve crises as prompted with the click of a button. More crew management and the like would go a long way to making the ship feel more alive! A lot of room to grow, if that is what the devs want. Otherwise: worth what you are spending for sure!!
Really fun! Deserves a lot of love. The writing isn't AI, game's made by a technical writer so they just write that way
космический эксель для ряльных аутяр
я ничего не понял
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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