
Take command of a nuclear-powered space corvette in a Cold War-flavored sci-fi campaign. Balance tactics, crew, and limited resources in a dynamic forever-war. Retro pixel art meets deep strategy fifteen minutes into the future of 1989.
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About
Deck and Conn is a retro-inspired, single-player turn-based tactics game where you command a Cold War-style nuclear corvette — in space. Set fifteen minutes into the future of 1989, the game blends pixel-art aesthetics with tactical depth, drawing from classics like early MicroProse titles and the original Super Star Trek mainframe game.
Lead your crew through an endless war in deep space. Respond to distress calls, upgrade your systems, capture enemy ships, and rise through the ranks. Each decision you make — from combat strategy to crew management — shapes your ship’s legacy.
Whether you're navigating a full dynamic campaign or facing tightly designed standalone missions, Deck and Conn challenges you to survive, adapt, and command with precision.
🛰 Command a nuclear-powered space corvette in a Cold War-inspired sci-fi universe
📉 Turn-based tactical combat with limited resources and system management
🎖 Dynamic campaign with war patrols, ship upgrades, and crew promotions
🧠 Individual combat scenarios to hone your tactical skills
🚀 Capture or destroy enemy ships to gain rewards and shape your legacy
🖥 Pixel art visuals inspired by early ‘90s MicroProse classics
📡 Respond to HQ orders and make tough choices in the forever-war
🎮 Inspired by the 1971 Super Star Trek mainframe game
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Languages: English
Engagement
Reviews
Themes across 113 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Would love to recommend this game to scratch the 'Objects in Space' itch, but they dont offer a save option, so if you're mid mission and need to go do something else (or the game crashes), then you'll lose all of your mission progress. Thats just inexcusable. It's not like the missions are 5 minute affairs.. you could sink hours into these things. Hope it's something they're working on as a post-release update!
I love the concept but the game as it is right now is in a very unfinished state. There are several serious issues with the game and in its state it should at least be an early access or playtest. Many others complained the game has no save option (it only saves after patrols). This is a major issue but not my main gripe. The game has no depth. It seems you always get sent on the same patrol and have to do the same things, which is extremely boring. The ship upgrades are extremely limited. After 3 patrols I'm bored out of my mind already. There is no variety, and the few ship upgrades don't do much really. It just remains the same, flat experience. There are also some game breaking bugs. For instance, if you get a third ASR turrent and try to charge them all at the same time, the game soft locks as you can't execute anymore and you can't switch off the targeting. Overall: Extremely disappointing. I will refund this game now and maybe after some major changes and additions I may revisit it again.
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Hours played at review time, across 113 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Although I was very sceptical – as I haven’t forgotten that this developer’s last game, [b] Objects In Space[/b] , was abandoned whilst still somewhat unfinished – I wanted to give [b] Deck & Conn[/b] a chance. It never got beyond ‘wanting to’: the keyboard layout isn’t compatible with mine (sorry, I’m not Australian), can’t be customised, and so effectively excludes me from even such basic shortcuts as ‘switching screens’. Okay, there are quick buttons and a virtual keyboard for that. The tutorial still contains some incorrect references in places – but that’s forgivable; you can work out for yourself that if there’s no ‘ON button’, you can try the ‘START button’. It’s also no big deal that the FTL tutorial skips the final step (JUMP) – you’ll figure it out for yourself eventually. But if, in the docking tutorial, you’re supposed to dock, you’re next to the target station, you can’t find a docking command anywhere (on any of the screens accessible via the quick bar), you can’t find any clues about it in either the handbook or the manual, and you’re edging closer to the refund window… there’s only one button left that matters: the refund button... and that’s exactly what I [b]wanted[/b] to do - hit that button hard, but I didn’t manage it in time. Now, it’s too late for a refund, all that’s left to do at this point is to hope that [b]D&C[/b] takes a different turn than [b]OIS[/b] did... [b]Addendum 2 September 26:[/b] [I]A first patch has already been released (1.0.1), without any announcement, without any patch notes… you don’t know what’s been addressed or what’s changed – and there it is again: the OIS flashback, and once more, hope fades…[/I]
The Good: It's tin cans in space all over again, now with cold war propaganda and NOVEMBER STATUS BABEEE Capsulates the immediate shift between mundane patrol (although I've yet to get a traffic control request) and dancing on a knife's edge as ASR rounds get exchanged and you *PRAY* that your ♥♥♥♥♥♥♥♥♥♥ CIWS locks in (literally) for once You do get a lotta dough for showing restraint with murder, I guess. The Bad: As the other guy said: no saving in mission. Like, period. No FTL style Iron-man saves, no savescumming (I guess), once you go out on a patrol you *better* get back to port in one session, lest your progress be lost to the merciless void. QOL is atrocious: On long range scans Enemy and Merchant traffic get merged into 1 category so have fun sifting through hundreds of false positives; the enemy doesn't adhere to the manual's naming conventions and you have no ID book on what enemy ship types are and their capabilities so have fun guessing if you should panic based on a very vague sprite (average allied intelligence amirite) your "allied" ships will still fire on surrendered ships who don't then make a last stand or try to skedaddle Merchant ships will randomly cut in *TO YOU* for some reason in the middle of a gun fight and declare that they are surrendering cause they got torpedoed *BY THE ENEMY*(excuse me what and why is that happening, also leads into the next point) Your AUTOPILOT DOES NOT DISENGAGE UPON BEING SHOT AT WHAT??? I WILL PERSONALLY FIND WHO PROGRAMMED THIS SLAG HEAP AND SHOOT HIM OUT OF THE TUBES! But yeah you get the point. Game's a mess (to which you may say "But random reviewer that's probably expected of a title that just got released!") The Ugly: This is not Early Access. The devman is not responding to stuff on steam forums (especially the part on asking why did they ditch the last game in a basically raw state) They ditched their stillborn in a river (R.I.P. Objects in Space, you are as beautiful as the day we lost you) And graphics (as the 80's imagined) Tl;dr game half-baked, pls fix thanks
When I saw this game show up on my youtube a few weeks ago, I knew this was going to be either an incredible opportunity for a developer to make a systems intensive game, unhindered by graphics and twitchy gameplay; or a gimmicky shallow button pusher that was going to overstay its welcome. Unfortunately, this game is the latter. When starting Deck & Conn, you will run through a few tutorials that will introduce you to a few mechanics: start up your ship, jump sectors, fight enemies. It all seems a bit... basic, but you are promised being able to manage your crew and being sent on patrols in a dynamic campaign, and even being able to control bigger ships, so hey, not off to a bad start. The problem is that most of it, intentionally or not, is a lie. At the time of writing, the game appears to just keep repeating the same first patrol over, and over and over. You can upgrade your ship, but in two patrols I've received enough renown to completely max out a ship and have enough left over to max it out twice over. Crew management is limited to picking your initial crew, because you can't replace them, and your choice of officer barely matters as to how that station will operate. Systems have... [i]weird quirks[/i], that definitely feel like developer oversights: for example, if you mistarget something with your turrets, you can't break lock unless you press the "fire" button and, without finishing the turn, then break the lock. You can't manually unload torpedo tubes, the game will decide when it does it for you. If you board a ship, the default option will be to scuttle it, but if you select a party to board it, you can't go back to "scuttle" unless you undock, and re-dock again. This all sounds very petty, but considering there's very few interactions in the game, and systems management is like, 75% all there is to it, it's like if in mario 64 you couldn't turn right after jumping unless you paused and unpaused the game. Besides its quirkiness, however, the game is just not very fun to play. You're sent on a patrol, boot up your ship, undock, and spend like 2 hours warping between quadrants of a patrol area. Plot course, "execute", charge FTL, plot course, "execute", jump, "execute". Over, and over, and over again. You load supplies before a mission, yet you can't track your supplies anywhere; you are told to spend at least a week on patrol, yet you can't track how much time you're considered to be in one (On my first patrol I spent 12 days out, yet the game counted a hair under 8 which got me the mother of all reprimands), and add to this that you can't really save mid-patrol, so you'll keep going around unsure when you can head back to port. In the rare case that you do come across an enemy vessel, combat is mildly fun on the opening stages, while you're creeping on an unaware target, and then it becomes a slugging match where very few things matter: you can put your reactor on "emergency" power with no ill effects, having a firing solution matters only for like 2-3 turns while it gets resolved by methods unknown and then never again will go down, you can target the opponent's hull, weapons or engines, but that hardly ever matters, and once the enemy surrenders, you can effectively choose to sacrifice one of your officers to return it to port, or scuttle it. If there's an allied ship around, it will keep shooting to the surrendering ship, unburdening you of this choice. No speed, no maneuvering, no ranges, no sensor interplay, no heat management, no effects of damage on subsystems, *nothing*. And that's it. There's no star trek-like minor decisions to be taken, no events during a patrol, not even the mildly in-depth system simulation you would expect from this. I'm hesitant to say that all of this has been by-design, since the developer has not acknowledged yet what might/could be a bug, they have pushed out a patch that we have had no notes for, and while the game is opaque enough that I might be just missing some nuance on how these systems work since I've been exposed to very repetitive and limited interactions, this, so far, looks like a game that completely runs out of things to show you around the 1 hour mark, but you'll have to play it for 6 before you do realize that this is the case. Finally, this game is by the same infamous developer as Objects in Space, which is a game that, very similarly, promised a very in-depth, systems intensive spaceship simulation that turned out to be much more shallow than it showed, had a bunch of weird quirks, and was abandoned mid early access. So despite me absolutely loving the concept of it, I very much have to recommend against buying this in its current state. This honestly just looks like a prototype you would show a publisher and not a released game, and I hope I haven't just been swindled out of my money by a developer trying to make a quick buck with a demo build.
I like so much about this game so far, with the glaring exception of the inability to save (even on exit) in the middle of a patrol. Lots of people have lives that take precedence over the games they play. I'll flip this review to positive if they implement a save system.
There's not a lot to do after the 1st patrol is completed. Future missions are all essentially similar and it's quite boring. I wish there was more to do because the systems are really interesting, but there's just nothing to hold my interest after exploring everything for the first time. Moving across friendly/neutral systems to get to jump points was a couple of minutes trying to get to one side or another while waiting for other ship AI to move. Combat was fine, but after shooting and destroying/boarding a couple of ships you realize that there's nothing else to this game. You don't unlock any new mechanics or cool things to do.
This is a good ol' starship command game right out of the early 80's. The days when mainframes ruled the earth and chewed up forests with chain printers. Nerds spoke FORTRAN. I played something like this back then and it brings back memories. This is nice and functional and clunky with mechanical switches and old time buzzers. The career mode is fun as you get to upgrade your starship and improve your crew. It's not perfect but it's fun. Who needs graphics? We didn't then and we don't now so it's not there. On purpose, a design choice. Do patrols and hunt down enemies or bug out if it's bigger than you. Bring back an enemy ship as a prize and the green dancing women will be yours. OK, not true but the renown you will gain sure will get you noticed. Fun game, it grows on you at about the third patrol. I also like the available checklist you can whip out to perfom operations. For like slow and/or enebriated people that play the game late at night. Perfect pretzel and beer game, its turn based so you can chill and enjoy the game at your leisure. There are mechanics related to visibility to sensors based on emission and stealth. Percentage to hit by weapons given sensor solutions and lock on. Yeah it may look clunky, but there is math under the hood and being a sneaky little bastard pays off. If you are a good boy and make the chain of command happy, they will give you nukes. Yepers, get your nuke badge, and load'em up at your nearest base and who's messing with who now, punk? I like this little game.
Was going to try this game out, then I happened upon the game's internal documentation, where I discovered that apparently I am going to be fighting a communist Federation where "people are valued over money," and this is horrifying to our capitalist utopia, where apparently the reverse is true. Okay, dev? I'm not sure who taught you history, but... communists don't value people OR money. This is why communism inevitably results in mass murder and a nation's agonizing death spiral when it runs out of things to steal. For proof, you need only look up the most prominent example of the times it's been tried: Cambodia, Russia, China... it's never worked, it never will work, and it's not even supposed to work, which is truly the most insane part. Sorry, dev, I don't want to secretly be the bad guy under some Opposite Day premise. Refunded.
This really hurts. I want to like this game: it's the epitome of cassette futurism, it's extremely granular, and extremely detailed (they give you checklists for complex processes, like initializing your ship's reactor!) ...but the details don't quite match up - those checklists, for example? They're unfortunately vague and sometimes a step has NOTHING to relate to the actual action you need to take. A complete user manual is provided in-game that you can refer to at any time...but it only explains the mechanics in general terms, and doesn't help when you're trying to find where the 'dock' button is that you have to press to complete docking with a station (or a ship). Given the granularity of the game mechanics, it's going to require OOODLES of screenshots to illustrate where each required control is and what it looks like. (it took me a half-hour to identify the 'General Quarters' KNIFE SWITCH you need to flip to get your crew to go to battle stations...that the 'enemy' checklist tells you to "PRESS". Five relatively simple tutorial assignments do get you to complete most of the processes you will need to perform to operate your corvette, but given the obtuseness of the instructions ("...now follow the checklists.") it takes a fair chunk of time, especially if you've been consulting the manual in-game. After 'completing my training' I started a campaign, intuited my way through commissioning the ship for a patrol, and proceeded to hit a Kobyashi Maru situation of reesponding to the mayday call of a legit neutral freighter under attack...and then got overwhelmed by multiple small gunboats that manage to each have equal weapons loadout to my larger corvette. Okay, got an achievement on dying, at least! Created another officer, and started a patrol for them...and got the same distress call; I tried to approach the area more cautiously, circling around...but the game crashed out before I could engage the enemy, and on restarting, I'm back to square one with kitting out my 2nd officer's ship for a patrol. And this all required five hours of 'gameplay' to get to...no progress at all. The UI (and its help info/tutorials/checklists) need a lot more polish, but look promising, but the big sin is taking large chunks of my free time and wasting them. I can't recommend the game in this state; if they resolve the lost progress issue, I may come back to it, but as it is, I'm uninstalling.
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