Dead Reckoning: The Long Drift · published

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.
Your decisions across the voyage now converge into a named identity the crew becomes — eleven of them across two lines. Six ways of ruling: officer rule, shared rule, ship religion, engineer rule, family rule, charter rule. Five ways of forgetting: by the manual, machine worship, hand skills, improvised repair, forbidden knowledge. At a threshold the ship lays out the decisions that formed it, year by year, and asks whether to make it official. A formed identity hardens through three tiers and never switches — it recolours events you already know, adds options you didn't have before, and eventually replaces the neutral ones entirely.
An identity isn't a renamed menu. Officer rule spends named people and keeps a list. A commune's assembly takes its time — and sometimes decides without you. A ritual technocracy scores its offerings to the drive as uptime. The guild-houses hold a weld to one bloodline. A recited charter is obeyed long past the point of sense. Where one of the six ways of ruling meets one of the five ways of forgetting, you get a distinct society — with decisions no other crew will see, and its own account of itself at journey's end.
The complaint we heard most was that choices moved numbers and nothing else. So:
Some commitments don't come due for decades. A hard call made in the opening years can detonate long after the people who made it are gone — the ship keeping its own account of what you decided, and presenting the bill when it chooses.
Genetic diversity can now end the voyage. It drains across generations; a depleted pool kills colonists and suppresses births, and when a founding line's last carrier dies childless, that line is gone for good. Two endings record where the genome went.
The science team works long projects — drive harmonics, closed-loop agronomy, a hull-fatigue atlas — decades-long efforts whose pace follows the living staff and slows as knowledge regresses. Field data recovered along the way joins the same queue and takes years to master. What you finish goes on the record, with its year and its source.
Arriving at a star opens a top-down map of its system — the star, its worlds on their orbits, the belts — with the candidate world marked. A world keeps its habitability to itself until you run the surface scan; a probe gives only a rough read beforehand. Every system you chart stays on the map, and you can always set a course back to it.
A standing complaint was that a subsystem could sit at zero and nothing much happened. That is finished.
As technical understanding slips, or the society hardens around a way of ruling, the crew drifts to its own names for its people and its compartments. An engineer becomes a reactor-hand on a ship that learned by the bench, a reactor-priest on one that learned to worship the machine, the one who is allowed near it on a ship that sealed the knowledge away. The roster and the crew postings panel both follow, and the ship tells you the year the founding word went out of use.
Dead Reckoning now speaks Simplified Chinese. Not just the menus — the whole crossing: every event and decision, the mission log, the endings, and the names the crew drifts into for its own people and compartments. It joins German, French, Italian, Spanish and Russian.
We'll be straight about what it is: a machine-assisted translation, done on a small studio's budget. It is complete, and it has been checked for the things that quietly break a translation — the placeholders, the formatting, the font that has to render every character. But it has not yet been read by a native speaker, and the game tells you so the moment you select 简体中文. A proper human pass will follow when the budget allows. If you play in Chinese and something reads wrong, we would genuinely like to hear it on the Discord.
One more thing worth saying plainly, because it took the longest and is the least visible: the translations are level with the English now. The paragraphs that name what your society became at the end of a voyage — the payoff of everything above — were still English-only in German, French, Italian, Spanish and Russian. They are not any more. Neither is the ship's drifted vocabulary, or the crew postings panel. There is no longer a backlog of text waiting for a translation pass.
All of this is live now on the default branch as 0.4.0. Still on the bench and rolling out after it: more of the settled-society endings written out in full, and a readable ship's-log so you can look back over the decisions that formed your crew.
Everything above is live now — just update Dead Reckoning on Steam or itch and play. Bug reports and arguments about how to run a starship are both welcome on our Discord.