Dead Reckoning: The Long Drift
Playing now
9+1 vs. yesterday
28%of peak
All-time peak
326 Sep 2026
Playing now
9+1 vs. yesterday
All-time peak
326 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | v0.5.23 — the second Russian pass Russian · A hundred and sixty-three more lines of the interface, corrected by hand by the player who did v0.5.22. The cryo bay, the charters, the tutorial, the status readouts and the faction registries move to the newer wording. · The tutorial named the four gauges in the wrong order , and used a word for power that means wattage. Both match the line on screen now. · The crew's watch was a clo… | — | |
| Game update | v0.5.19 — fixes and additions Everything since 0.5.15, gathered in one place. A number of these came from reports here and on Discord — thank you for writing them up. Six more tracks in the voyage soundtrack. Three by Scott Buckley — Phase Shift, Solace and Hiraeth — and three by Alexandr Zhelanov: Space Atmosphere, Space and Star Flow. The Zhelanov tracks sit closer to a held drone than to a piece of music, which is what s… | — | |
| Game update | Русская локализация — что с ней не так Коротко: русский текст в игре сейчас плохой. Претензии справедливые, спорить не буду. Русскоязычных игроков за последнее время стало заметно больше, поэтому переводом я занимаюсь в первую очередь. Сейчас присматриваюсь к Яндексу и другим вариантам — нужно то, что даст нормальное качество уже сейчас, а не через полгода. Чего я пока сделать не могу — заказать полную профессиональную локализацию.… | — | |
| In-game event | v0.5.10 — Colony century moves to stable, and Shakedown: A New Tutorial Stable. Everything the experimental branch has been working on since v0.4.7, in one build. · Landing used to be the end of the game. It isn't any more. The colony now has a century of its own — decisions, resources, its own way of failing, and endings that answer to what you actually did on the ground rather than to how you flew. · The departure has changed too. Year one used to be a button. It… | — | |
| In-game event | Dead Reckoning 0.5 — The Colony Century Experimental branch. Opt-in public beta. Landing used to be the end of the game. You spent a century and a half getting a ship somewhere, a closing paragraph told you what became of the people who stepped off it, and that was the run. 0.5 gives the colony a century of its own — decisions, resources, a record of its dead, and endings that answer to what you did on the ground rather than what you… | — | |
| Game update | Devlog update - 07.08.2026 Hey all! Just some updates. Colony work is going well and scope is expanding. As well, identity wiring has now begun as I have the scaffolding in place to start having impactful events. The biggest changes are to resource management in the colony; I don't want to explicitly declare things as this round will go through much more rigorous testing as it will have a large content update, but the co… | — | |
| In-game event | 0.40 release - The crew society changes are live! Devlog — The crew becomes a society A generation ship is a long argument about how to live. For the last stretch of development, everything we've built has served one idea: the crossing should change who the crew is , not just how much food is in the hold. That work is here. It has left the experimental beta and is live for everyone as 0.4.0 . Here's what's come together. The crew forms a named… | — | |
| In-game event | Devlog — 0.40 — The crew becomes a society A generation ship is a long argument about how to live. For the last stretch of development, everything we've built has served one idea: the crossing should change who the crew is , not just how much food is in the hold. That work is nearly ready to leave the experimental beta and land on the default branch as 0.4.0 — we're aiming for the coming week. Here's what's come together, and what's sti… | — | |
| Game update | Dead Reckoning — the approach, up close (v0.3.1–0.3.3) Three updates that together rebuild how you arrive at a world: the star chart learns to move between the far view and the near one, a system becomes a place you can see, and a world keeps its secrets until you look. Along the way the plotted course reads true and the colony's dead are named. Seeing a system · The star chart switches between the interstellar view and a system's top-down map. Arr… | 24210881 | |
| Game update | 0.30 is now on main! Notes are the same from 0.30 experimental — now on main. Four systems land in 0.3.0: named identities the crew hardens into, the departure board, genetic decline as a force that can end the voyage, and the science team's long projects. The voyage also runs materially longer before it comes apart. Named identities · The ship becomes something, and it has a name. Ideology and the loss of knowledg… | — | |
| Game update | Dead Reckoning v0.3.0 — Corridors & Bloodlines (experimental) Three systems land on the experimental branch: the departure board, genetic decline as a force that can end the voyage, and the science team's long projects. This build ships to the experimental beta branch (opt-in) only — the stable branch stays on 0.2.125. The departure board · The ship commits its departure corridor at the launch board. Year 1 offers three corridors on file — the nearest rea… | — | |
| Game update | Pre-launch screens are on experimental Pre-launch screens are on the experimental branch now, if you want to look. This is part of the roadmap announced two weeks ago, and I promised to keep things updated. Before the crew goes into cryo, you set what the ship carries and why it left Earth — the charter, the research, the crew you wake first, the ship's fittings. It's the part I'm working on next. Fair warning: it doesn't do anythin… | 23989504 | |
| Game update | v0.2.116 — Steam Deck legibility, WORK & wake-crew, skip intros A Steam Deck legibility pass, a clearer ship-maintenance readout, a real reason to wake the crew, an option to skip the intros, and a batch of fixes to the research display, the mission archive, and the early flyby logs. Note: I will be off-grid as of July 1 to July 5. I'll be silent during this time, but I will be back to read your bugs, comments, and suggestions. Ping me on Discord or here if… | — | |
| Game update | v0.2.114 — Hardlock hotfix A hotfix for several player-reported ways to get stuck — plus fixes to the survey/colony readout, the Captain's Brief, and the Steam Deck layout. If your save hardlocked after rejecting a planet, this build should recover it automatically on load. Hardlocks fixed · Rejecting a planet could break the star chart and strand you. After rejecting a world the chart could stop working and you couldn't… | — | |
| Game update | v.0.2.111 & 112 - Updates Dead Reckoning — v0.2.111 — Steam Deck Compatibility Brings Dead Reckoning's interface, input, and saves up to Steam Deck standards. Most of this is Deck-specific and not visible on desktop. Steam Deck · Fullscreen by default on Deck. Fixes the mouse-input misalignment. The cursor now lines up with the UI everywhere, not only at the top of the screen. · Larger, legible text. The UI scales up on… | — | |
| Game update | v0.2.110 — To the Stars (Actual Ones) The navigation overhaul has landed. Every star you can steer toward is now a real catalogued star , the departure chart reads like an actual course, and a long list of playtest snags are gone. And with that, the last graphical vestige of Dead Reckoning 0.1 is gone. Navigation — every destination is a real star · Real stars, everywhere you steer. Nav candidates, the maiden course, and mid-flight… | — | |
| Game update | Dead Reckoning — v0.2.109 An end game calc fix plus a few writing fixes. Thank you for the reports. New · The colony's year-100 population now reflects its century. The settled end screen used to show your landing headcount, fixed no matter the world or your choices. It now projects the population across the hundred years the screen describes, from the world's habitability and type and the drift your society carried dow… | — | |
| Game update | Dead Reckoning v0.2.108 Fixes — the star chart, a cluster of soft-locks, event timing, and a balance pass. Thank you all. Fixes · The star chart keeps your route and target while you move it. Panning or dragging the chart no longer drops the dashed trajectory line or the NEXT SYSTEM marker — they stay put (the marker rides the screen edge if you pan past it). The real cause this time was the target being culled off-sc… | — | |
| Game update | Dead Reckoning v0.2.106 A follow-up to v0.2.105; more fixes straight from your reports. Thank you for the detail, as always. Fixes · No more soft-locks after you land. Settling a world left the voyage running underneath the colony — probes still in flight, the navigation window still open, ship events still queued — and any of those could jam the game once you were on the ground. Landing now closes out the voyage clea… | 23929896 | |
| Game update | Dead Reckoning v0.2.105 — Hotfix Another batch straight from your reports — thank you for the detail. Fixes · Anniversary events now wait for the actual anniversary. Events that look back on a past decision — the fifteenth anniversary of the night of arrests, the chaplaincy's twentieth year, the engineering guild's twenty-fifth report, the seceded ship's faint signal — were becoming eligible the moment the year-floor passed in… | — | |
| Game update | v0.2.104 — Hotfix: counts, softlocks, achievements, and event-text fixes Dead Reckoning v0.2.104 — Hotfix Thanks for the flood of reports today — a fast batch of fixes. Fixes · Crew counts now show your living colonists. The register and roster were still counting colonists who had died, so your totals read high (e.g. register 1023 vs. a true 998). (bug-1551) · Landfall and First Refusal achievements now unlock on Steam, and any you already earned are granted automa… | — | |
| Game update | Dead Reckoning — Update notes (v0.2.97 → v0.2.101) Dead Reckoning — Update notes (v0.2.97 → v0.2.101) The demo and the full game both ship from v0.2.101. The headline since the last notes: survey probes became a real system — a scarce bay you fabricate and aim, and now you can target actual stars and get back their real worlds. Plus the Mars flyby returns, planet temperature finally reads sensibly, and a batch of crash/freeze/save fixes. v0.2.1… | — | |
| In-game event | 24 hours to launch: One Final Thank You Well, it's here. 4 months ago I had a tiny, broken game that I had put on itch. I had started making it as a way to relax from starting a theatre festival from the ground up, never thinking that it would be interesting to anyone. The most I was hoping for was a little feedback. Over the next few months, what I received was something more valuable: a community. This post is a huge thank you to e… | — | |
| Major update | What's Ahead — A Roadmap for Dead Reckoning: The Long Drift The poor, procedural art depiction up here isn't the future; it's the past. This was the first asset I built in Dead Reckoning. It was the start of a concept, and I hope it shows how far it's come — and that it's these iterative steps that will take the game to the next level. Time to get to work Here's what I'm working on next. The basic game logic runs end to end now — the voyage, the drift,… | — | |
| Game update | Dead Reckoning v0.2.96 — Living Death Toll, Named Voices, Landing-Scenes A narrative-correctness and clarity release. This folded additional minor releases into this release. The demo and the full game both ship from v0.2.96. Casualties, and the people behind them · Losses are counted from your actual colony. Impact strikes, cryo failures, and other disasters now report a toll that scales with how many people are really aboard, instead of fixed numbers — a catastrop… | — | |
| Game update | v0.2.93 — A bigger star map, a cleaner voyage, and the sound in your hands Everything new since the last update: a wider star chart, a run that's harder to break, the soundtrack and the typing under your control, and a great deal of writing pared back to the bone. The demo and the full game both update to v0.2.93. A bigger star map · Set course for distant stars. Past the heliopause you can steer for far-off named stars — centuries-long voyages are allowed, hard-cappe… | — | |
| Community | It Takes a Colony: Another Thank You I've said I made Dead Reckoning as a "solo developer"; that's not really true. I made it and coded it on my own. But a game this size doesn't get built by one person, and every screen you sit in front of is held together by people I've never met — people who were passionate enough to do the work, then put it out, sometimes as Creative Commons to build on. I had a tiny budget, so there are some… | — | |
| Community | Press Continue: a Personal Dedication Press Continue This game is dedicated to my childhood friend Franco. I met Franco in Grade 7, and we bonded immediately. The common ground was video games, and it turned into a fast friendship. We were about one thing, really: games. Baldur's Gate II . Betrayal at Krondor . Dark Sun . Fallout . System Shock . King of Dragon Pass . Then there were the endless sleepovers — chugging Coke, gathered… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.