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Dead Reckoning: The Long DriftNews0.6.3–0.6.4 — Chronicles and records
In-game event

0.6.3–0.6.4 — Chronicles and records

Dead Reckoning: The Long Drift · published 6 Sep 2026, 23:17 UTC

All newsPlayers around this dateRead on Steam

0.6.3–0.6.4 — Chronicles and records

New features

Chronicles

  • Choose a named Chronicle to keep the same stars between voyages. Read each voyage's file at the station or from its ending screen. Chronicles are available in the full game.

Bug fixes

Population and resources

  • Cryo purge now removes actual sleepers and records their deaths. Landing casualties also update the population and death register.
  • The watch target now scales with living crew. Birth totals no longer count bonus newborns twice.
  • Cryo now suspends age-related mortality. Pod failures and other hazards still apply.
  • Population forecasts preserve crews already above rated capacity. Mortality reports distinguish age-related deaths from other losses.
  • Colonies no longer pay the ship's extra watch power cost after landing.

Colony decisions and records

  • Workshops can be restored when the restoration itself provides the required capacity.
  • Colony readouts, resource ledgers, watch figures, and ending grades now agree more closely with the simulation. Yearly resource records survive reloads.
  • Dome decisions now offer the intended choices.
  • Chronicle files retain more of a colony's played history and final state. Recorded Chronicle outcomes survive archive trimming and cloud synchronization; conflicting outcomes are preserved.

Narrative and interface

  • Crew labels now distinguish living colonists, the standing watch, and people at or away from their posts. The cryo bay accounts for departed colonists.
  • The cryo status card now reads the cryo plant rather than hull integrity. The power tooltip identifies the standing-watch load and designed crew size. A duplicate genetic-diversity figure has been removed.
  • The recorder encounter is temporarily withheld until its location and consequences can be supported. Histories from incompatible mods no longer supply active traces.
  • English events, founding passages, and interface text have been revised for clarity. Several missing localization paths and research hover details are fixed.

Mods

  • Mod fixes cover ship movement, hull presentation, sound overrides, and time-unit readouts.

Still in flight

  • Persistent colonies, wrecks, and archaeological encounters that change later expeditions are still in development. Recorded history must support each encounter’s location and consequences.
  • The new Blender art pass is still in progress.
  • The 0.6 roadmap exit criteria are not yet complete. This release remains on the 0.6.x line.

Thank you for the reports and feedback.

More from Dead Reckoning: The Long Drift

Other announcements

All news
Community10 Sep 2026What's next — September 2026Two new kinds of world are coming to the survey, the ground is getting a new look, and two writers have joined the colony. New worlds Hycean. A world-sized ocean under a thick hydrogen sky. There is no shore. A colony here lives in sealed habitats hung below the surface, joined by pressure walkways. Eyeball. A world locked to its star, one face always in the light. The only ground that can be l…Game update7 Sep 20260.6.5–0.6.6 — Colonies can growNew features No new features in these patches. Bug fixes Colony · Colonies can grow. The ground's birth rate sat below what age and illness take, and every settlement declined however well it was run. A colony with land and full stores now bears children at a settler's rate. · The population card itemises each year's births and losses: illness and accident, age, hereditary disease, the ground.…In-game event4 Sep 2026v0.6.0 — colony salvage, German text passPromotion of the experimental branch to the main build. Includes everything since 0.5.26. Colony survival: salvage is now signposted Players reported colonies failing on worlds the survey rated green, with food and power in surplus. One run: 66% habitability, nobody left after eight years. Another finished with 368 colonists of 1,000; another with one. Cause: salvage from stripping the landed s…