

Thank you, thank you, thank you! This is the gameplay data I needed! Incoroprating all of this. Putting it on the itch profile so I don’t lose track of it! Thank you so much.
Solo dev and content engineer based in Montreal.
Building Dead Reckoning — a generation ship sim where you make system-level decisions for a crew that’s been asleep for decades. In development in Godot, available in public beta on itch.io.
Day job is knowledge architecture and documentation systems. Nights are spaceships.
Sci-fi reader. Linux user. Interested in the overlap between how systems store knowledge and how games tell stories. garanlorn.itch.io/dead-reckoning


Thank you, thank you, thank you! This is the gameplay data I needed! Incoroprating all of this. Putting it on the itch profile so I don’t lose track of it! Thank you so much.


Well 1.26 is iterating live. Might be unstable today, but I think it’s back to working order. Busy over the weekend but next Monday I’m going to hit the ground running. People have asked for it to be on steam because of steam deck (hadn’t thought of that), so I applied today. Once there, DM me your Discord name and I’ll send you a license key.

Fixed in 1.26! My apologies Efflixi! I need to stop big change pushes before bed.


I will have to check. The AI ones were some of the first cards I wrote so I might’ve made a typo, but the UI is supposed to degrade as the game goes on. Reported and on it.


I would be totally down! Send me a DM and any samples! The bar to help is low, so if you want to be involved I’d be happy to involve you!

Yep. I broke the game last night going to bed. Fixing it ASAP!


Awesome stuff. Agree on the e-waste. Game should work on all screens.
I agree on the gameplay. I’m also frustrated with the placeholder writing now. I did have two writers reach ojt, so I’m hoping at the very least I can give them some cards and start working on expanding logic.
Unit tests went in today too, so hopefully no more surprises! Let me know if you had any ideas on what you’d like to see! I agree it needs a bit more to make it a good game. I’ll keep brainstorming.
Thanks again for all your feedback! As this gets stale it might get lost but follow on itch and make sure to send me a message if your username is different.


Ugh I thought I got the character one.
Thank you for the feedback! Was it fun, though? Stressful? Any thoughts on gameplay?
The bar at the top I will take care of ASAP

Oh for sure. For any new systems I’m going to make sure I have the coverage. Any tips for QA as a solo Dev?

As a shoutout I also highly recommend playing Seedship on mobile to see the inspiration!

Thank you! Please feel free to leave any feedback!

Yes. Also I’m learning to get one system down pat before expanding elsewhere. Right now I know the star chart is too linear, but I need to do a flow chart to make sure that it doesn’t break anything else. For example — I added coloinist genders and search and it ended up making a game-breaking bug 15 min after I released. I stubbornly searched for 12 hours before finding the culprit and not rolling it back because I was stubborn — a good lesson.

Yes there is! https://garanlorn.itch.io/dead-reckoning Any comments there will be read and included in the next bug report/update. I also track names so feel free to post or send a DM as well. I hope to reward playtesters at the end of all this.

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).


Awesome stuff. Have incorporated feedback here:
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).

I played through an entire session this morning and here’s a few notes.
The {character} placeholders are still showing on the latest version for me. I didn’t mention it previously but it bugged me and I wanted clarification. When you get to a new system you’re presented with two planets but you can only ever choose to probe one and you can’t go back and probe the other. Once you probe one planet, you’re done. You either land on that planet or leave the system entirely. Ignoring the other planet entirely. When you DO land on a planet none of the stats (seemingly) take into account the event where you meet up with the second ship and choose to merge with them. The directive from that event says that both ships will colonize the planet together (if you chose that route) but when you actually land, it’s not reflected at all. The event log will show something like “22 deaths, critical must be looked into” (I don’t remember the exact wording) but you can’t do anything about it or investigate or do anything else. It’s just text. If this is just flavor text then maybe it needs to be slightly tweaked so that the player doesn’t feel like they are supposed to do something and can’t.
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.


What a bone-headed move. I guess we’re in the “Benevolent dictator” portion of the AI Boom - Gaming relationship. I feel like we’re at such a disconnect now that gamers are looking elsewhere.
Hot take: I think these decisions will drive gamers back to simplicity, community, and y’know…gameplay rather than flash and boom.
It’s no surprise that smaller studios are profiting while the big ones are languishing.
Then again people keep buying NHL, NFL, and FIFA 26, so what do I know.

v0.1.10 — Bug fixes, tutorial overhaul, Mac build
Thanks to everyone who filed reports and played through the early builds. This is a combined bug fix and feature update based on that feedback.
Bug fixes
Event log clipped silently. The Events & Directives column was cutting off text at the bottom with no scroll. In at least one case this hid a decision option entirely. Fixed.
Emergency interventions fired on single click. One-time-use buttons (Emergency Repair, Power Surge, etc.) committed immediately with no confirmation. They now require a second click — the button shows CONFIRM? and you click again to commit, or anything else to cancel.
Cryo Bay death count didn’t match the mission log. These are different counts: the log tracks all population deaths, the Cryo Bay tracks only the 300 named colonists individually. The labels now make this clear.
Character name showed as {character} in the mission log after loading a save. Fixed.
Tutorial
The year 0 briefing is now a pre-launch checklist. It opens with your live hull/power/food readout and walks you through what to do before advancing — which research to consider, what power allocation does, what drift will cost you. First-time players get a real orientation.
The solar system events (Mars, Jupiter, Saturn) no longer have tutorial tips bolted on. Those moved to year 0 where they belong. The events are now pure narrative.
Fast Transit
Returning players can skip years 1–15 at the pre-launch screen. The skip runs all real simulation math — mortality, drift, resource decay, the asteroid belt decision, the last Earth signal — then drops you at year 15. A research reminder fires before you confirm.
macOS
Universal binary, native on Intel and Apple Silicon. Unsigned — on first launch, right-click → Open to get past Gatekeeper. Standard for itch.io games without an Apple Developer account.

Last updated: March 18, 2026
[HIGH] Text clips in “Events & Directives” column — no scroll Reported by: tomiant (Linux, windowed)
Content cuts off at the bottom of the column with no way to scroll. In at least one case this hides available encounter options, so only 2 of 3 choices are visible. Reported twice in the same session. Direct impact on decision-making — fixing this is a priority.
[MEDIUM] Mission log death count doesn’t match cryo bay tab Reported by: tomiant
Mission log shows 3 deaths recorded; cryo bay tab shows 0 deceased. Figures should be consistent, or the discrepancy needs a clear explanation.
[MEDIUM] Emergency interventions can’t be deselected after clicking Reported by: tomiant
Clicking an intervention to inspect it locks it as selected with no way to cancel. Players should be able to browse without committing, or there should be an explicit confirm step.
[MEDIUM] Placeholder tag visible for character name on game resume Reported by: Developer
After resuming a save, a raw placeholder token appears where a character name should be. Variable substitution likely only fires on new game init, not on load.
[LOW] Jupiter encounter triggers on year 6 at sub-light speeds Reported by: tomiant
Jupiter appears as an encounter on year 6, which doesn’t track at sub-light travel — the ship would be well past the solar system by then. Likely a placeholder event with a wrong trigger year. Immersion-breaking but not a blocker.
Encounter options feel too limited — Comet encounter only offers harvest or partial harvest, no option to ignore and pass. A pass option should probably always be available. May also be partially masked by the text clipping bug.
Factions tab shows critical tension from turn 1 — “Social tensions critical” fires before the player has made any decisions, and while most of the crew is in cryo. Either needs a design justification or a later trigger — risks undermining the Drift system’s “invisible until it isn’t” pillar.
Tutorial text repeats on every run — Instructions appear in the normal game cycle, so returning players re-read them each run. A one-time flag or skip option would help.
Music loops too quickly — Track is short enough to feel repetitive. A longer or seamlessly looping track would help with immersion. Audio/FX balance was also flagged, though the player found the volume sliders on their own.
Writing is placeholder — Flagged as AI-generated. Developer has confirmed this is known and a writer is being sought.
Leave a comment with what you were doing, what you expected, what actually happened, and your OS / windowed or fullscreen / browser or downloaded. Every report helps — thanks for playing.
Awesome notes. The show all should’ve been a text speed up, but Godot panels have been…difficult with me (as you can see with bugs coming back and going).
Going to be at it again sometime tomorrow on this. Probably early evening, but going to file on itch.io as well!