Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
Dead Reckoning — Bug Report & Feedback Log
Last updated: March 18, 2026
Known Bugs
[HIGH] Text clips in “Events & Directives” column — no scroll Reported by: tomiant (Linux, windowed)
Content cuts off at the bottom of the column with no way to scroll. In at least one case this hides available encounter options, so only 2 of 3 choices are visible. Reported twice in the same session. Direct impact on decision-making — fixing this is a priority.
[MEDIUM] Mission log death count doesn’t match cryo bay tab Reported by: tomiant
Mission log shows 3 deaths recorded; cryo bay tab shows 0 deceased. Figures should be consistent, or the discrepancy needs a clear explanation.
[MEDIUM] Emergency interventions can’t be deselected after clicking Reported by: tomiant
Clicking an intervention to inspect it locks it as selected with no way to cancel. Players should be able to browse without committing, or there should be an explicit confirm step.
[MEDIUM] Placeholder tag visible for character name on game resume Reported by: Developer
After resuming a save, a raw placeholder token appears where a character name should be. Variable substitution likely only fires on new game init, not on load.
[LOW] Jupiter encounter triggers on year 6 at sub-light speeds Reported by: tomiant
Jupiter appears as an encounter on year 6, which doesn’t track at sub-light travel — the ship would be well past the solar system by then. Likely a placeholder event with a wrong trigger year. Immersion-breaking but not a blocker.
Feedback & Design Notes
Encounter options feel too limited — Comet encounter only offers harvest or partial harvest, no option to ignore and pass. A pass option should probably always be available. May also be partially masked by the text clipping bug.
Factions tab shows critical tension from turn 1 — “Social tensions critical” fires before the player has made any decisions, and while most of the crew is in cryo. Either needs a design justification or a later trigger — risks undermining the Drift system’s “invisible until it isn’t” pillar.
Tutorial text repeats on every run — Instructions appear in the normal game cycle, so returning players re-read them each run. A one-time flag or skip option would help.
Music loops too quickly — Track is short enough to feel repetitive. A longer or seamlessly looping track would help with immersion. Audio/FX balance was also flagged, though the player found the volume sliders on their own.
Writing is placeholder — Flagged as AI-generated. Developer has confirmed this is known and a writer is being sought.
How to Report a Bug
Leave a comment with what you were doing, what you expected, what actually happened, and your OS / windowed or fullscreen / browser or downloaded. Every report helps — thanks for playing.
I played through an entire session this morning and here’s a few notes.
Bug Reports & Feedback — 3.19.2026
DR-01 | Bug | High
{character} placeholder text is still rendering in the latest build. Template variables aren’t being substituted before display.
DR-02 | Bug | Medium
When arriving at a new system with two planets, you can only probe one — and once you do, the other is locked out permanently. You either land on the probed planet or skip the system entirely. The second planet is effectively invisible to the player with no explanation given.
DR-03 | Bug | High
The “merge with second ship” event outcome isn’t reflected on the landing screen. If the player chose to colonize together, the arrival stats should account for the combined population and resources — currently they don’t.
DR-04 | UX | Low
Event log entries like “22 deaths — critical, must be investigated” imply the player can take action, but there’s nothing to interact with. If these are flavor/log entries, the wording should make that clear so players don’t feel stuck.
Community Feedback (elephantium via Lemmy)
Agricultural collapse at year 21 felt too early given the multi-year journey out of the solar system — food security feels like it should hold longer at the start. Player noted they did spend food on early research, so it may be partly self-inflicted. Also confirmed the text cutoff bug reported by tomiant (tab-dependent in the left pane).