I just put Dead Reckoning into public beta. It’s a turn-based colony ship sim built in Godot 4, and the central mechanic is Drift — the slow, invisible erosion of your civilization’s values across generations.

You start with 1000 colonists, five resource bars, and five drift meters all sitting at 0%. By the time you arrive at a new world, those meters tell a story you didn’t mean to write.

What’s in the beta: — 20-minute runs — Five interlocking drift paths (genetic, ideological, AI takeover, generational regression, class stratification) — Terminal-aesthetic UI — no HUD outside the fiction — Ten hard-coded events to validate the decision feel — One ending that tells you what civilization you built

It’s rough. That’s intentional. Looking for people who want to play it and tell me what broke, what landed, and what civilization they ended up with.

Free to play, Windows + Linux: https://garanlorn.itch.io/dead-reckoning

#godot4 #indiedev #gamedev

  • Garan Lorn@lemmy.caOP
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    17 days ago

    v0.1.7

    Thank you so, so much for the feedback!

    Just pushed a patch this morning that fixes the two issues reported in this thread, plus a couple of things I caught while investigating.

    Settings screen clipped on 1440p / Steam Deck max font

    The panel was centre-anchored with no height constraint. On anything taller than 720p, or with a larger font, it silently overflowed off the bottom of the screen. The bottom buttons — including CHANGELOG and RESUME — were unreachable. It’s now constrained to 94% of the viewport and scrolls internally. Should be fully accessible at any resolution and font size.

    CPU spike and silent crash after ~10 minutes Two things, both embarrassing in retrospect. First, the status bar was rebuilding a BBCode string and pushing it to a RichTextLabel on every single frame — 3,600 parses per minute for no reason, since the values only change once per turn. Second, the event log had no size limit and just grew forever. Combined, they were enough to eventually spike the CPU and get the process killed with no error. Both are gone.

    ESC in the intro now exits cleanly rather than skipping to the fade.

    Thanks to @[email protected] and @[email protected] for the specific reports — they made both fixes straightforward to find. If anything else surfaces, the bug report link on the itch page goes straight to me.