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Dead In BermudaNewsCaptain's Log #06 - Tribute System + ...factions?!
Community

Captain's Log #06 - Tribute System + ...factions?!

Dead In Bermuda · published 4 Dec 2025, 13:58 UTC

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Hello Survivors!

December is finally upon us, so let us rejoice!

And before anything, ICYMI, just last week, we announced that Dead in Antares will be released on February 19th 2026! Just over 2 months to wait, we cannot wait!

We're nearing the final stages of the development, everything is finally falling into place. A big majority of all the dialogues are written (you're not ready), we've added a thousand QoL features (for example, dialogue logs!), lots of UI/UX improvements...

We're very happy with how the game is turning out, we still have about a million things to do before we can reach the Gold version, but it's going to be okay.

Today, we have 2 main subjects we want to talk: the Return of the Tribute System and... life on Antares?

Tribute System

For Dead in Vinland players, you might remember the Tribute that Björn created, that led to some very... let's say unfortunate turn of events if you missed to give what he requested.

We still think about you (not really)

The tribute system returns in Dead in Antares, although it doesn't work quite the same way as in Dead in Vinland.

The general idea remains the same: a group from outside your camp asks you to give them a set amount of items each couple of days. You then have a deadline to collect the items they want. If you don't meet the goal, you might get punished. This creates an additional challenge, forcing you to think about how to survive while taking care of it. However, there are several notable differences between Dead in Antares and Dead in Vinland.

First of all, while in Vinland this system was introduced in the early days of the game and was therefore part of the main loop from the start, in Antares it becomes relevant much later. Our goal is to divide the game into more progressive gameplay arcs. Preparing your camp while unlocking characters is the first step, dealing with tributes is another.

Secondly, while in Vinland the items requested were always the same from one playthrough to the next, in Antares there is an element of randomness: the item chosen for a given tribute will not necessarily be the same from one player to another, which allows for more personalized and more unexpected challenges. Inevitably, given that tributes are less scripted and more systemic, the options for resolving them are no longer customized per tribute, but there are more choices overall.

Finally, there is no longer a dissatisfaction gauge system. Instead, the consequences of your choices are shorter term yet still impactful. Do you want to pay more this time to get a favor next time? Who in your group will suffer if you don't give the requested items? There is no need to anticipate dozens of days into the future; the result is visible quickly, and then you must adapt to it.

That's it for tributes! As you can see, it's a new version of the system, that will bring new challenge into the game.

Who is living on Antares Prime?

Ceres, where the original mission was supposed to take place, is a mostly dead rock covered in ice. While organic compounds and hints of atmosphere had been detected, nobody expected to find intelligent life forms on its cold and barren surface. And nobody did, since the Ixion crashed 550 light years away, somewhere in the Antares system…

But unlike Ceres, this unknown exoplanet is teeming with life. The dense alien forest where the crew has landed is home to countless fascinating species. Animal, vegetal, and even mineral beings thrive. Strange hybrids, advanced fungi and gaseous creatures compete and cooperate for survival.

It's hard to tell what hides beyond the massive biocristal walls that surround the region, but the Ixion survivors will soon discover that they have a couple of neighbors with a long history of conflict. On Antares Prime, two factions have been at each other's throats for countless generations.

One are the children of this land, tied to the ebb and flow of its complex ecosystem, highly adapted to its many wonders and dangers, free as the wind that runs inside their graceful exoskeletons.

The others fell from the sky millennia ago, in an ancient spaceship. Clinging to their traditions, they proudly tried to subjugate what they saw as lesser species, through brute force and forgotten technologies… With moderate success.

Amelia and her crew will disrupt this fragile balance. The only question is, to what extent?

So yeah, you're definitely not alone. As you can see, the stakes are really different from before. From the moment you make contact with them, your mission will radically change. It won't be about just survival anymore.

Do you have theories already? ;)

Take care <3

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Community19 Feb 2026Dead in Antares is NOW AVAILABLESometimes, we long for the sweet escape. Death, at last. But this is not our way. We have found unexpected allies. And... Hope? Hello Survivors! Today's the day! We're SO HAPPY to finally announce that Dead in Antares is now available on Steam! And for the occasion, we've made a brand-new trailer! Please take a look: To celebrate the launch, Dead in Antares is 15% off until March 5th 2026! Dead…Esports18 Feb 2026Dead in Antares will be available TOMORROW!This is it, survivors! Dead in Antares will be available TOMORROW on Steam in less than 24 hours! (the game will be released at 4PM CET) To celebrate the launch, Dead in Antares will have a 15% launch discount! And for the SUPER fans of the game who already own Dead in Bermuda and Dead in Vinland (+the 3 DLCs), they will get an extra 10% discount to get Dead in Antares and its supporter's pack!…Esports11 Feb 2026What changed since Dead in Vinland? + Supporter's Pack announcement!Hello survivors! There are only a few days left before the release of Dead in Antares and we couldn't be more excited! We know some of you played Dead in Bermuda and/or Dead in Vinland (and we thank you for that <3). When we started to work on Dead in Antares, we didn't want to do "just" a sequel that was too similar to the previous games, even though we still wanted to keep the "Dead in" feel…