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Captain's Log #06 - Tribute System + ...factions?!

[p]Hello Survivors![/p][p][/p][p]December is finally upon us, so let us rejoice![/p][p][/p][p]And before anything, ICYMI, just last week, we announced that Dead in Antares will be released on February 19th 2026! Just over 2 months to wait, we cannot wait![/p][p][/p][p]We're nearing the final stages of the development, everything is finally falling into place. A big majority of all the dialogues are written (you're not ready), we've added a thousand QoL features (for example, dialogue logs!), lots of UI/UX improvements...[/p][p][/p][p]We're very happy with how the game is turning out, we still have about a million things to do before we can reach the Gold version, but it's going to be okay. [/p][p][/p][p]Today, we have 2 main subjects we want to talk: the Return of the Tribute System and... life on Antares?[/p][p][/p]
Tribute System
[p]For Dead in Vinland players, you might remember the Tribute that Björn created, that led to some very... let's say unfortunate turn of events if you missed to give what he requested.[/p][p]We still think about you (not really)[/p][p][/p][p]The tribute system returns in Dead in Antares, although it doesn't work quite the same way as in Dead in Vinland.[/p][p][/p][p]The general idea remains the same: a group from outside your camp asks you to give them a set amount of items each couple of days. You then have a deadline to collect the items they want. If you don't meet the goal, you might get punished. This creates an additional challenge, forcing you to think about how to survive while taking care of it. However, there are several notable differences between Dead in Antares and Dead in Vinland.[/p][p][/p][p][/p][p]First of all, while in Vinland this system was introduced in the early days of the game and was therefore part of the main loop from the start, in Antares it becomes relevant much later. Our goal is to divide the game into more progressive gameplay arcs. Preparing your camp while unlocking characters is the first step, dealing with tributes is another.[/p][p][/p][p]Secondly, while in Vinland the items requested were always the same from one playthrough to the next, in Antares there is an element of randomness: the item chosen for a given tribute will not necessarily be the same from one player to another, which allows for more personalized and more unexpected challenges. Inevitably, given that tributes are less scripted and more systemic, the options for resolving them are no longer customized per tribute, but there are more choices overall.[/p][p][/p][p]Finally, there is no longer a dissatisfaction gauge system. Instead, the consequences of your choices are shorter term yet still impactful. Do you want to pay more this time to get a favor next time? Who in your group will suffer if you don't give the requested items? There is no need to anticipate dozens of days into the future; the result is visible quickly, and then you must adapt to it.[/p][p][/p][p]That's it for tributes! As you can see, it's a new version of the system, that will bring new challenge into the game.[/p][p][/p]
Who is living on Antares Prime?
[p]Ceres, where the original mission was supposed to take place, is a mostly dead rock covered in ice. While organic compounds and hints of atmosphere had been detected, nobody expected to find intelligent life forms on its cold and barren surface. And nobody did, since the Ixion crashed 550 light years away, somewhere in the Antares system…[/p][p][/p][p]But unlike Ceres, this unknown exoplanet is teeming with life. The dense alien forest where the crew has landed is home to countless fascinating species. Animal, vegetal, and even mineral beings thrive. Strange hybrids, advanced fungi and gaseous creatures compete and cooperate for survival.[/p][p][/p][p]It's hard to tell what hides beyond the massive biocristal walls that surround the region, but the Ixion survivors will soon discover that they have a couple of neighbors with a long history of conflict. On Antares Prime, two factions have been at each other's throats for countless generations.[/p][p]One are the children of this land, tied to the ebb and flow of its complex ecosystem, highly adapted to its many wonders and dangers, free as the wind that runs inside their graceful exoskeletons. [/p][p][/p][p]The others fell from the sky millennia ago, in an ancient spaceship. Clinging to their traditions, they proudly tried to subjugate what they saw as lesser species, through brute force and forgotten technologies… With moderate success.[/p][p]Amelia and her crew will disrupt this fragile balance. The only question is, to what extent?[/p][p][/p][p]So yeah, you're definitely not alone. As you can see, the stakes are really different from before. From the moment you make contact with them, your mission will radically change. It won't be about just survival anymore.[/p][p][/p][p]Do you have theories already? ;)[/p][p][/p][p]Take care

Dead in Antares lands on Steam on February 19th 2026

[p]Hello Heroes![/p][p][/p][p]We hope you're doing alright! We will be back very soon with a brand-new blogpost (with more infos about a returning feature we haven't discussed yet!), but in the meantime we have AMAZING NEWS![/p][p][/p][previewyoutube][/previewyoutube][p]That's right, the new episode in the "Dead in" series will finally release on February 19th 2026! Less than 3 months to wait ;)[/p][p][/p][p]We cannot wait for you to finally play this brand-new adventure about a group of people stuck on a planet filled with mystery. They will have no choice but to beat the odds and do their best to survive and cling to their only luxury: hope.[/p][p][/p][p]With Dead in Antares, we're aiming to offer the best version of our survival/management genre since its first appearance with Dead in Bermuda[/p][p][/p][p]You don't need to have played the previous games to understand this one, but if you have, you might get answers to questions we scattered across the first 2 games. (who mentioned weird blue people?)[/p][p][/p][p]See you in February![/p]

Captain's Log #05 - Relationships!

[p]Hello Survivors![/p][p]We hope you're okay! We're a biiiiit late for this month's blogpost, BUT we are still on time![/p][p][/p][p]During this month, we got to do some balancing on the demo, thanks to your feedback, so thank you! And if you haven't checked the demo yet, we strongly advise you to do it (and survive up to the end of it!).[/p][p][dynamiclink][/dynamiclink]We're very happy with the progress of the game. We're now getting closer to the last stretch of the development, and even though we're very much on time, we still have a million things left to do. [/p][p][/p][p]Today, we want to talk about a returning (but improved!) feature from Dead in Vinland: relationships![/p][p][/p][p]As you know, characters are part of the core of the experience of the "Dead in" series. For Dead in Antares, one thing that we find really exciting, narratively speaking, is the fact that all characters share the same goal at the beginning of the game: saving Earth. But at the same time, they all come from very different backgrounds, and the way they work and live together is what's very exciting for us![/p][p][/p][p]So today, I will let Robin, Game Designer on Dead in Antares, talk about the relationships and the way they work in the game![/p]
Relationships
[p]In Dead in Vinland, the relationship system was highly volatile, which was fitting with the overall feel of Vinland's gameplay ; it even led to special events between characters which could create unexpected situations, which were hit or miss depending on the player.[/p][p][/p][p]Something that sets Dead in Antares apart from Vinland is our general intention to further limit this kind of volatility, so we aim for something more structured and predictable.[/p][p]Each relationship is represented by a gauge. Every time two characters work together, whether on an expedition, in combat, or at the camp, their relationship grows. Each time it reaches a threshold, it provides a gameplay bonus to both characters.[/p][p][/p][p]When certain thresholds are reached, you even gain access to exclusive dialogues between characters, which depict a moment in the daily lives of the two characters on the planet, and further develop the dynamic between the two. [/p][p]In Dead in Vinland these interpersonal moments happened automatically during the night, without any player input, now you can choose to experience them whenever you want via the character sheet.[/p][p]Important to note that all the characters in the camp have a relationship with each other, and there are three dialogues available per relationship, which represents a huge amount of content![/p][p][/p][p]We really wanted to give all the characters a chance to shine and justify having a fixed group of survivors. The relationship system allows each pairing to exist, and from the player's perspective, we didn't want to force some of them more than others, so no matter which character you want to pair with a particular other character, there's a reward waiting for you.[/p][p]Now it's up to you to discover in the game when it releases how each relationship will turn out: romance, friendship, rivalry? Wait and see.[/p][p][/p][p]Take care!

DEMO PATCH 0.4.0.3

[p]Hello Survivors![/p][p]A new update is now available for the demo of Dead in Antares:[/p]
  • [p]Fixed the "Creeping Algae" having a +Fatigue value of 1210 instead of 10,[/p]
  • [p]Fixed a soflock happening when clicking on the "Ambush" button before the skill check animation finishes[/p]
[p][/p][p]Don't forget to update your game![/p]

Vagrus - The Riven Realms “At the Heart of Ruin” Expansion is Live Now

[p]Hello![/p][p]We've known Lost Pilgrim Studio for nearly 10 years, since our early days for Dead in Vinland! And we couldn't be happier about their new release![/p][p]Vagrus: The Riven Realms is an award-winning, turn-based, open-world dark fantasy strategy-RPG set in a deeply immersive world shaped by over two decades of tabletop roleplaying. Developed by Lost Pilgrims, a team who built their own setting – the Riven Realms – through countless DnD-style campaigns, the game features over 2.5 million words of story-driven, lore-heavy, richly-branching narrative that captures the spirit of classic tabletop adventures. In the game, the player takes the role of a vagrus - a sort of a caravan leader who makes a living in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]Lost Pilgrims have just posted a huge announcement on their Steam development blog about releasing their second expansion of Vagrus – At the Heart of Ruin along with a Ruinous Supporter Pack – on Steam and various console platforms. This expansion offers a tight but multi-layered and dense region fraught with conflict and rich with opportunities. Vagri who decide to brave the forsaken paths of this broken realm will be challenged not only by new foes and villains, but also by the very nature one must traverse the mountainous terrain.[/p][p][/p][h3]New Content and Features[/h3]
  • [p]A fresh, dangerous region unfettered from Imperial dominance and brimming with peril[/p]
  • [p]A dark narrative adventure with several overarching stories as well as shorter adventures[/p]
  • [p]Deep quests with multiple outcomes and a plethora of personalities[/p]
  • [p]Many new opportunities and challenges for traders, mercenaries, and explorers[/p]
  • [p]A host of new enemies, be they crazed scavengers or creatures cursed beyond recognition[/p]
  • [p]A large cast of NPCs, some new and some old, who can be a part of your story[/p]
  • [p]New minor factions the likes of which few vagri have ever had the chance to befriend or fight against[/p]
  • [p]New obstacles, rewards, lore, and more of our signature visual art[/p]
[p][/p][p]So, if this sounds like something you may like, check out the main game and its expansion![/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]