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Dead in Antares News

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]

Steam Next Fest + HUGE Demo update!!

[p]Hello survivors! [/p][p][/p][p]We hope you're doing okay. Development of Dead in Antares is moving forward nicely, and we can't wait to show you more in the next blogpost![/p][p][/p][p]In the meantime, we're VERY happy to take part in this edition of the Steam Next Fest! This is a perfect occasion for many new players to try the demo of Dead in Antares and tell us what they think of it! :)[/p][p][/p][p][/p][p][/p][p]Since the release of the demo in August, we got a lot of feedback regarding QoL, balancing, and more, and we want to thank you for that, as it allowed us to improve the demo quite a lot![/p][p][/p][p]So, without further ado, let's dive into the changelog![/p][p][/p][h2]Improvements and Qol[/h2][p][/p][h3]Camp[/h3]
  • [p]Added previews on usable items inside the inventory.[/p]
  • [p]Added notification on most UI to show the player when something new has happened (new item added, new trait added on a character, a camp station newly deteriorated, etc.)[/p]
  • [p]Added new feedback on characters when they have level up.[/p]
  • [p]Added a new button inside the inventory interface to filter item with no stock.[/p]
  • [p]Added a new button to send everyone to the shelter.[/p]
  • [p]The game now has an auto save every phase instead of every day.[/p]
  • [p]Added a new shortcut to select characters (numbers from 0 to 9).[/p]
  • [p]Added a new shortcut to scroll through characters during the exploration phase (arrows keys). [/p]
  • [p]Added new feedback on unidentified items.[/p]
  • [p]The camera won’t move anymore when navigating inside the condition popup.[/p]
  • [p]Players can now left click on a character to select them and then click on a slot to assign them instead of performing a drag & drop (this feature was previously available when right-clicking).[/p]
  • [p]Added new tooltips on some UI and improved the general behavior of tooltips.[/p]
  • [p]Entries equal to 0 in the “effect” category in the trait tab of the character sheet are now hidden. [/p]
[p][/p][h3]Night[/h3]
  • [p]The weather interface is now accessible during the night phase. [/p]
  • [p]Left click on a stack of food or water will take the entirety of the stack allowing the player to distribute more easily.[/p]
  • [p]Double clicking on a water stack will fill the empty slots with the selected water.[/p]
  • [p]Added a reset button during the water phase.[/p]
[p][/p][h3]Battle[/h3]
  • [p]Added contextual lexicon on hover of the battle skill buttons.[/p]
  • [p]Damage inflicted on the block of a character will now be displayed.[/p]
  • [p]Characters now have a starting row during battle depending on their classes.[/p]
  • [p]Added a new option to deactivate the confirmation on end turn skills and on the move skill.[/p]
  • [p]Added more visible feedback when the power surge can be used.[/p]
[p][/p][h2]Balancing[/h2][p][/p][h3]Camp and Expeditions[/h3]
  • [p]Increased William’s positive Historical Trait effect. [/p]
  • [p]Liu’s negative Historical Trait no longer produces less yield when working with a partner, only more penalty. [/p]
  • [p]Increased the amount of Sickness/Injury healed via the Infirmary, as well as the chance to heal a Disease/Wound. [/p]
  • [p]Decreased the amount of Fatigue and Stress gained by the doctor via the Infirmary. [/p]
  • [p]Botany Station now gives access to a pop-up allowing to convert Plants into various medicinal Powders. [/p]
  • [p]Increased the amount of Hunger healed by Food. [/p]
  • [p]Food and Healing items now have a small % of chance of inflicting Diseases or Afflictions. [/p]
  • [p]Decreased the impact of Condition on penalty. [/p]
  • [p]Decreased the impact of Natural Resources on yield. [/p]
  • [p]Condition and Natural Resources now decrease per use of the station instead of per worker using the station. [/p]
  • [p]Shelter’s Condition now does not wear down when it is used, only during the night. [/p]
  • [p]Weather Forecast upgrade now allows you to predict the weather for the next 2 days directly, instead of only the following day. [/p]
  • [p]Increased Weather Forecast upgrade crafting cost. [/p]
  • [p]Tweaked a couple of weather effects. [/p]
  • [p]Tweaked the Murky to Clean Water conversion ratio. [/p]
  • [p]Expeditions now only cost 0.5 water per explorer, instead of 1. [/p]
  • [p]Interactions during Expeditions are more worthwhile: increased yield and decreased penalty. [/p]
  • [p]Decreased the amount of Knowledge gained through all its means. [/p]
[p][/p][h3]Battle[/h3]
  • [p]“Disarmed” (Status) reworked: it now increases the cost of Attacks by 1 AP, instead of completely disabling them. [/p]
  • [p]When a character uses a Power Surge, the gauge is now only disabled until the end of the character’s current turn, instead of the start of the character’s next turn. [/p]
  • [p]“Move” (Skill) now only costs 1 AP, instead of 2. [/p]
  • [p]Ace class “Pistol Shot” (Skill) now deals the same amount of damage regardless of the caster's current Row. [/p]
  • [p]Sapper class “Glue Spray” (Skill) now targets all enemies in the targeted row instead of only one enemy. [/p]
  • [p]Increased how much negative status is applied by “Don’t Shoot Please” (Noemi’s Power Surge), notably to compensate for the change to how Disarmed works. [/p]
  • [p]Decreased health restored by “Medical Emergency” (William’s Power Surge) slightly. [/p]
  • [p]Ace class “Hail of Bullets” (Skill) now deals more damage in Back Row and less damage in Front Row.[/p]
[p][/p][h2]Visuals[/h2]
  • [p]Added some new backgrounds for the jungle biome during the exploration phase. [/p]
  • [p]Improved visuals for William’s portrait and William’ sprite inside the camp and during battle. [/p]
[p][/p][h2]Known Issue[/h2]
  • [p]There is a missing feedback when using an item in the inventory adds a trait to the character [/p]
[p][/p][p]So, even if you played the demo back in August, this might be the perfect occasion to try it again![/p][p]And for all the new players: we hope you'll like the demo![/p][p][/p][p]Take care!