I just put Dead Reckoning into public beta. It’s a turn-based colony ship sim built in Godot 4, and the central mechanic is Drift — the slow, invisible erosion of your civilization’s values across generations.
You start with 1000 colonists, five resource bars, and five drift meters all sitting at 0%. By the time you arrive at a new world, those meters tell a story you didn’t mean to write.
What’s in the beta: — 20-minute runs — Five interlocking drift paths (genetic, ideological, AI takeover, generational regression, class stratification) — Terminal-aesthetic UI — no HUD outside the fiction — Ten hard-coded events to validate the decision feel — One ending that tells you what civilization you built
It’s rough. That’s intentional. Looking for people who want to play it and tell me what broke, what landed, and what civilization they ended up with.
Free to play, Windows + Linux: https://garanlorn.itch.io/dead-reckoning
#godot4 #indiedev #gamedev

I played through an entire session this morning and here’s a few notes.
On it. Will work through these today. The {character} placeholders I didn’t have time to verify. I thought a on_colonist_update() was the culprit, but it seems I was wrong.
Will write bug report and feedback shortly.
Bug Reports & Feedback — 3.19.2026
DR-01 | Bug | High
{character} placeholder text is still rendering in the latest build. Template variables aren’t being substituted before display.
DR-02 | Bug | Medium
When arriving at a new system with two planets, you can only probe one — and once you do, the other is locked out permanently. You either land on the probed planet or skip the system entirely. The second planet is effectively invisible to the player with no explanation given.
DR-03 | Bug | High
The “merge with second ship” event outcome isn’t reflected on the landing screen. If the player chose to colonize together, the arrival stats should account for the combined population and resources — currently they don’t.
DR-04 | UX | Low
Event log entries like “22 deaths — critical, must be investigated” imply the player can take action, but there’s nothing to interact with. If these are flavor/log entries, the wording should make that clear so players don’t feel stuck.
Community Feedback (elephantium via Lemmy)
Agricultural collapse at year 21 felt too early given the multi-year journey out of the solar system — food security feels like it should hold longer at the start. Player noted they did spend food on early research, so it may be partly self-inflicted. Also confirmed the text cutoff bug reported by tomiant (tab-dependent in the left pane).