Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Dead Reckoning: The Long DriftNewsv0.2.116 — Steam Deck legibility, WORK & wake-crew, skip intros
Game update

v0.2.116 — Steam Deck legibility, WORK & wake-crew, skip intros

Dead Reckoning: The Long Drift · published 30 Jun 2026, 19:06 UTC

All newsPlayers around this dateRead on Steam

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 you haven't seen things resolved.

Cheers!

Steam Deck

  • Boxes and panels keep their borders. Buttons, cards, and panels no longer drop their outlines on the Deck.

  • The bottom action bar fits. The shaded gap under the buttons is gone, and the WARNING / CAUTION / ALARMS indicators no longer run off the right edge.

  • Star names are readable. Map labels are larger and grow as you zoom in.

  • The top status strip stays on one line.

  • Colony Status scrolls, so "Close The Archive" is always reachable.

The ship & your year

  • "ACT" is now "WORK." The yearly maintenance indicator read like a story act; it now reads "WORK 3/3," with a WORK THIS YEAR line beside the repair controls and a tooltip that explains it.

  • Waking crew is a real choice. Thawed crew work the hydroponics — more food while life support and the farm decks hold, at the cost of more power draw and faster hull wear. On a failing ship the food gain falls away while the costs remain.

Options

  • Skip the intros. A new "Skip Intros On Startup" toggle opens straight on the menu; ESC during any intro jumps to the menu.

Fixes

  • Research reads true. Committing a research no longer flashes a one-time effect as if it were a yearly rate.

  • Past runs log once. A landed run no longer records two Mission Archive entries; existing duplicates collapse on your next completed run.

  • The Jupiter flyby reads right. The waypoint sighting and the probe's return are told on the same year, the planet is described once, and the Jupiter log can no longer appear during the Saturn pass.

  • The return-to-Earth estimate fits your voyage instead of a fixed "six centuries."

  • Smaller touches. The colony school waits until there are children old enough for it; the star-chart map button no longer covers the readout; the ALARMS toggle no longer resizes/

Soundtrack

  • The music ships with the game, each track tagged with its title, artist, and license, alongside a credits file.


Thanks to Strato, Caelum, Efflixi, and the Discord crew for the reports.

v0.2.115 — Aging, endings & readout pass

A balance-and-readout pass: colonist lifespans now follow a real human curve, the settled-colony epilogue tells the truth about who arrived and how the colony fared, endings match how you actually played, and a batch of clarity fixes.

Colonists & aging

  • Realistic lifespans. Mortality follows a real human curve — living past 110 is rare, 120 nearly unheard-of. Ship-born colonists rest in cryo between watches like the founders, so a long voyage no longer ages anyone past a human lifetime.

The settled colony's story

  • The epilogue tells the truth. A settled colony no longer reports a population frozen at the landing count a hundred years on — it shows who actually reached the ground, a count at colony year five, and the hundred-year figure clearly marked as a projection.

  • "Arrived intact" means it. No longer claims every name on the departure roster reached the surface when the voyage took losses.

  • Less repetition, a tighter read. The founding decisions are each told once instead of two or three times over, and the failing-colony epilogue is meaningfully shorter.

Endings

  • Forced landings show the world you settled. The split-the-colony ending and the harder landing outcomes show the same terrain readout as a normal landing.

  • Endings match how you played. Ship-loss endings no longer fire after you've founded the colony; the AI-contact ending only arrives if you saw the contact that sets it up; the cargo-cult ending only befalls a colony whose beliefs fit that story.

Choices & systems

  • Your choices stick. Choices that protect genetic diversity hold instead of bouncing back, and a late-voyage choice's previewed resource cost matches what actually happens.

  • The first building matches your founding priority instead of always a gathering hall.

  • A tended garden helps the colony — it now reads as a benefit, not a cost.

  • Fusion Optimization reads true — its effect now matches its description.

Polish

  • Steam Deck: boot text and menu fit the screen.

  • The Jupiter flyby is described once — the probe-calibration and waypoint logs no longer both describe the same view a year apart.

  • Clearer Wake Crew tooltip, explaining its real cost.

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 event6 Sep 20260.6.3–0.6.4 — Chronicles and records0.6.3–0.6.4 — 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 re…