
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.
Modeled estimate, not a reported figure. How we estimate →
Media

About

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, Russian
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
I hereby strongly challenge the claim (which, in my view, is an obvious lie) that everything written was created without the use of AI. I am very familiar with AI markers and have so far been able to identify them in a great many of the in-game texts that have been shown.
Really cool game, have played a lot of narrative driven games before and this scratches that itch. It also runs natively on Linux!. The dev has been very active in the discord and has been constantly squashing bugs left and right, this is a good example of an Early Access title. The AI concerns have been address in multiple conversations in the discord and over a new updated AI disclosure in the store page. if there is any doubt left, I'd consider asking yourself if your average vibe coder and AI slop producer would be so atentive as to fix bugs on their phone on their way home, that just screams passion project to me.
I like this game. So far my runs have been somewhat varied. They can get samey if you make the same decisions consistently regarding encounters. I've encountered the same instances most runs but there are different ways to handle them depending on the choices you make. I haven't achieved all the endings. The writing can be a little confusing at times. Overall I really like this game and the music is good and vibes are dope ʕ·͡ᴥ·ʔ
The game has an excellent atmosphere and encourages imagination. There are plenty of moments requiring player decision-making, but it might be good to highlight their immediate positive or negative impact. I understand that the central theme is civilizational decay over a larger timespan, but the feeling of the player being under constant existential pressure could be intensified. The space map could be more interactive, and the ship could have the option to change direction more dynamically, of course with a significant energy penalty. I see the cameras as placeholders; in their current state, they have no function. It would be interesting to create some positive or negative development in them to visualize the situation on the ship. On my monitor, everything is tiny. The small star map is hard to read—a larger zoom would be useful—and the text itself is also very small. However, maybe it's just my fault and it would be enough if I adjusted the graphics settings differently. In this state, the game is very short and has low replayability. In two and a half hours, I saw almost everything, successfully established a colony, and no longer have a reason to keep playing. For this reason, the price the game is being sold for seems a bit high to me. I hope, though, that the game will be gradually filled with content, and I see this amount as support for the developer.
People say this game is very much like Seedship. Somehow in all my years of playing PC games I never played that. What I find in this game is near infinite repeatability due to wanting to try all different kinds of methods of both making a successful colony and a failure of a ship! There's so many options to chose how to manage your own fate. I've had runs where I took a specific outcome to lessen the impact at that time on my ship only for it to come back 10x worse 50 years later and bite me. There aren't many games that do that!
This is a game you want to love but just falls too short in so many ways. Many of the systems just end up being pointless in many ways, due to balance and undercooked 'results'. The timescale of your inevitable decline is much sharper than the timescale some of these systems would actually effect the mission. There's a lot of 'fluff' to give the game a mask of being a story generator but none of it ever seems to come to fruition. Criminally, there's a huge RNG element to finding hospitable planets. And if you manage to land on a planet, the outcome of your story seems hugely dependent on the parameters of the planet you landed on combined with some rapidfire decisions you make at landfall instead of taking into account decisions you made along the way or even the stage of your journey.
Неплохая игруля, много АИ текста, но прикольно. Ну и я фанат John Ayliff's Seedship так что да
This game is taking on a concept that is really hard to get right, but I think that the developer has done a good job. It's difficult to depict such a long journey through space, but the narrative events combined with the level of detail (such as being able to see the names of specific colonists and whether or not they are in cryosleep) really help build the story of your crew. Honestly, the more narrative events the game can add, the better for replayability. I feel like it is way too easy to avoid building up negative percentages in the categories like AI, class, ideology, etc.
Gioco che si spinge al di fuori dei canoni sclerotici degli strategici moderni. Nel suo stile old school, il gioco mi ricorda quei film dello spazio degli anni 90, primi 2000. Inizialmente mi piace, vedrò andando avanti...
I just finished my first playthrough of the game and I gotta say this game is so dialed in with its UI. Its a lot at first but staring at the resources tab and then Star chart and going down a corridor of space wondering if you'll find an earth like planet or good enough. I had to haul my ship to a spare gas giant moon that was tidally locked and had radiation after a slight cascade of problems. Did the founders set out to make a new colony for 1000 people living in underground habs on a cold planet? No, but its what they got lest they starve or die drifting past that one planet. The outcome was a real emergent situation and I really dig it.
Related
Related
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.
Related
| Terrafactor | $50.9K | 88 | 89% | $14.99 |
| Gleamlight | $50.9K | 136 | 39% | $19.99 |
| Banana Hell | $50.9K | 866 | 67% | $2.99 |
| Lawn Care Simulator | $50.9K | 66 | 94% | $19.99 |
| Car Mechanic Shop Simulator | $50.9K | 134 | 55% | $9.99 |
| Campus Life | $50.9K | 95 | 31% | $14.99 |
Related
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Satisfactory | $164.4M | 275.8K | 97% | $27.99 |
| Schedule I | $144.4M | 308.5K | 98% | $19.99 |
| Raft | $144M | 375.8K | 93% | $19.99 |
| Dyson Sphere Program | $56M | 83K | 97% | $15.99 |
| The Isle | $55.3M | 107.4K | 81% | $19.99 |