Garan Lorn
Solo dev and content engineer based in Montreal.
Building Dead Reckoning — a generation ship sim where you make system-level decisions for a crew that’s been asleep for decades. In development in Godot, available in public beta on itch.io.
Day job is knowledge architecture and documentation systems. Nights are spaceships.
Sci-fi reader. Linux user. Interested in the overlap between how systems store knowledge and how games tell stories. garanlorn.itch.io/dead-reckoning
- 16 Posts
- 38 Comments
Garan Lorn@lemmy.caOPtoGamedev@lemmy.world•I've been building a generation ship sim as a solo developer. Here's what that's actually been like.English
1·25 days agoAwesome stuff! I’ll definitely add it. Difficulty will be one thing that will have to be fleshed out before release. Thanks for the feedback!
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agoFixed in 1.26! My apologies Efflixi! I need to stop big change pushes before bed.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agoYep. I broke the game last night going to bed. Fixing it ASAP!
Garan Lorn@lemmy.caOPtoGamedev@lemmy.world•I've been building a generation ship sim as a solo developer. Here's what that's actually been like.English
1·1 month agoOh for sure. For any new systems I’m going to make sure I have the coverage. Any tips for QA as a solo Dev?
Garan Lorn@lemmy.caOPtoGamedev@lemmy.world•I've been building a generation ship sim as a solo developer. Here's what that's actually been like.English
2·1 month agoAs a shoutout I also highly recommend playing Seedship on mobile to see the inspiration!
Garan Lorn@lemmy.caOPtoGamedev@lemmy.world•I've been building a generation ship sim as a solo developer. Here's what that's actually been like.English
1·1 month agoThank you! Please feel free to leave any feedback!
Garan Lorn@lemmy.caOPtoGamedev@lemmy.world•I've been building a generation ship sim as a solo developer. Here's what that's actually been like.English
2·1 month agoYes. Also I’m learning to get one system down pat before expanding elsewhere. Right now I know the star chart is too linear, but I need to do a flow chart to make sure that it doesn’t break anything else. For example — I added coloinist genders and search and it ended up making a game-breaking bug 15 min after I released. I stubbornly searched for 12 hours before finding the culprit and not rolling it back because I was stubborn — a good lesson.
Garan Lorn@lemmy.caOPtoGamedev@lemmy.world•I've been building a generation ship sim as a solo developer. Here's what that's actually been like.English
2·1 month agoYes there is! https://garanlorn.itch.io/dead-reckoning Any comments there will be read and included in the next bug report/update. I also track names so feel free to post or send a DM as well. I hope to reward playtesters at the end of all this.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agoBug 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).
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agoI played through an entire session this morning and here’s a few notes.
The {character} placeholders are still showing on the latest version for me. I didn’t mention it previously but it bugged me and I wanted clarification. When you get to a new system you’re presented with two planets but you can only ever choose to probe one and you can’t go back and probe the other. Once you probe one planet, you’re done. You either land on that planet or leave the system entirely. Ignoring the other planet entirely. When you DO land on a planet none of the stats (seemingly) take into account the event where you meet up with the second ship and choose to merge with them. The directive from that event says that both ships will colonize the planet together (if you chose that route) but when you actually land, it’s not reflected at all. The event log will show something like “22 deaths, critical must be looked into” (I don’t remember the exact wording) but you can’t do anything about it or investigate or do anything else. It’s just text. If this is just flavor text then maybe it needs to be slightly tweaked so that the player doesn’t feel like they are supposed to do something and can’t.On it. Will work through these today. The {character} placeholders I didn’t have time to verify. I thought a on_colonist_update() was the culprit, but it seems I was wrong.
Will write bug report and feedback shortly.
Garan Lorn@lemmy.cato
PC Gaming@lemmy.ca•Developers Were Left in the Dark About DLSS 5English
9·1 month agoWhat a bone-headed move. I guess we’re in the “Benevolent dictator” portion of the AI Boom - Gaming relationship. I feel like we’re at such a disconnect now that gamers are looking elsewhere.
Hot take: I think these decisions will drive gamers back to simplicity, community, and y’know…gameplay rather than flash and boom.
It’s no surprise that smaller studios are profiting while the big ones are languishing.
Then again people keep buying NHL, NFL, and FIFA 26, so what do I know.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agov0.1.10 — Bug fixes, tutorial overhaul, Mac build
Thanks to everyone who filed reports and played through the early builds. This is a combined bug fix and feature update based on that feedback.
Bug fixes
Event log clipped silently. The Events & Directives column was cutting off text at the bottom with no scroll. In at least one case this hid a decision option entirely. Fixed.
Emergency interventions fired on single click. One-time-use buttons (Emergency Repair, Power Surge, etc.) committed immediately with no confirmation. They now require a second click — the button shows CONFIRM? and you click again to commit, or anything else to cancel.
Cryo Bay death count didn’t match the mission log. These are different counts: the log tracks all population deaths, the Cryo Bay tracks only the 300 named colonists individually. The labels now make this clear.
Character name showed as {character} in the mission log after loading a save. Fixed.
Tutorial
The year 0 briefing is now a pre-launch checklist. It opens with your live hull/power/food readout and walks you through what to do before advancing — which research to consider, what power allocation does, what drift will cost you. First-time players get a real orientation.
The solar system events (Mars, Jupiter, Saturn) no longer have tutorial tips bolted on. Those moved to year 0 where they belong. The events are now pure narrative.
Fast Transit
Returning players can skip years 1–15 at the pre-launch screen. The skip runs all real simulation math — mortality, drift, resource decay, the asteroid belt decision, the last Earth signal — then drops you at year 15. A research reminder fires before you confirm.
macOS
Universal binary, native on Intel and Apple Silicon. Unsigned — on first launch, right-click → Open to get past Gatekeeper. Standard for itch.io games without an Apple Developer account.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
2·1 month agoDead 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.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agoAdded. I’m sorry it wasn’t scrolling. The ui panels were not my forte. Once again will have it fixed by tomorrow.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agoThanks again. Will add it to the laundry list. Should have a bug fix by tomorrow eve (1800) EST.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
2·1 month agov0.1.9 — Crash Fix
FINALLY!
If you hit a silent freeze or crash between years 18–24, this update is for you.
What was happening
The event log panel used a RichTextLabel with fit_content = true. That sounds innocuous, but it meant every character the typewriter animation drew triggered update_minimum_size(), which cascaded up through the entire UI tree — scroll container, events panel, main layout, all five tab panels, 200+ nodes. At 60 FPS in watch mode, that’s roughly 30 full-tree layout recalculations per year. Over a 20-year run, the engine’s internal message queue filled up and died with Container::_sort_children — Message queue out of memory.
A secondary culprit: the drift threshold glitch effect was calling add_theme_stylebox_override() with varying content margins, which kicked off the same cascade 8 more times per threshold event.
What was fixed
fit_content = false on the event log label. Text changes now call queue_redraw() — a cheap repaint with no layout impact. The label fills its container via size flags instead. Glitch effect rewritten to use modulate tinting only. No style overrides, no margin changes, no cascade. Choice button removal is now properly deferred. The previous free() call was causing signal-emission crashes during decision handling. Message queue ceiling raised to 256MB as a secondary safety net.Minor layout change
The decision choices panel now sits below the event log rather than scrolling inside it. Choices are always visible without scrolling — which is an improvement regardless.
Thanks to Efflixi and waterSticksToMyBalls for the reports.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agoJust an update: As of 1.7 the crash bug is still there. Sucks as I’ve traced it back to something I implemented before being ready for playtesting. Trying to retrace my steps with my old events and weed out the bug.
Sorry everyone. I hope to get this fixed ASAP.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
3·1 month agov0.1.7
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 @Efflixi@lemmy.world and @waterSticksToMyBalls@lemmy.world 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.
Garan Lorn@lemmy.caOPtoGame Development@lemmy.ml•Dead Reckoning — colony ship sim where your civilization drifts across generations [beta, free]
1·1 month agoBoth issues are fixed in v0.1.7, just pushed. The settings clip was a layout bug – the panel was centre-anchored with no height constraint, so at 1440p it silently overflowed off-screen. It now scrolls and fits any resolution.
The crash was two things: a status bar update that was running on every frame at 60fps even when nothing had changed, and an event log that grew without limit across a long session. Both are gone. Should be stable through a full run now. Sorry you hit both in one sitting.















Thanks! That’s exactly what I was going for. It’s a big loveletter to movies and games of the late 80s/early 90s.