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Children of a Dead Earth
Platforms: PC, Mac
Languages: English
Players: Single-player
Apr 26, 2016 @ 1:31pm
Sep 23, 2016 @ 9:00am

View Children of a Dead Earth in the store

Store page
Recent Announcements View All (4)
We're on the Steam Store! An exact release date in September will be announced soon.
We've been Greenlit!
Release date: Fall 2016
The Most Scientifically Accurate Space Warfare Simulator Ever Made.

Children of a Dead Earth is a simulation of true-to-life space warfare. This game is implemented entirely using actual engineering equations. Every technology in the game has been validated and prototyped in the real world; nothing is fictional, nothing is glossed over.

Play through a story of the solar system's descent into war, and see if you have what it takes to become the victor, or simply design your own spacecrafts and test their destructive capabilities in sandbox mode.

  • Real Space Warfare - All of the combat is a physically and scientifically accurate simulation. Every railgun accelerates its armature based on numerical integration of force equations. Every propellant tank, filled or empty, affects the delta-v and the mass distribution of ships, affecting how the ship will tumble when torqued. Every projectile impact damages each tile of armor based on actual hypervelocity impact studies.

  • Real Technologies, Real Science - Every technology, from the Nuclear Thermal Rockets, to the Railguns, to the Magnetoplasmadynamic Thrusters, was implemented using actual equations from Engineering and Physics textbooks and white papers. Everything aspect of these systems, from the efficiency, to the size and mass, to power usage, are all derived from equations, not estimated or faked.

  • Extremely Accurate Orbital Mechanics - With an N-Body Simulator (the kind NASA uses to plot actual spacecraft trajectories), all orbital phenomenon from hyperbolic orbits, Lagrange points, and orbital perturbation are all correctly simulated. Spacecrafts can stationkeep orbits, or enter into free falling perturbed orbits. You'll never see the highly inaccurate Patched Conic Approximation used in this game, unlike other spaceflight simulators.

  • Completely to Scale - The solar system is modeled completely to scale. The sizes of all planets, moons, and asteroids are accurately enormous, and the distance between them is similarly mindboggling huge. Gravitational attraction is precisely modeled, and the extremely high orbital speed of your ships that results around low orbit of large celestial bodies is correspondingly correct.

  • Campaign and Sandbox Modes - Assume the role of an admiral and fight through a detailed storyline chronicling the descent of the solar system into all out war, spanning every planet in the solar system and everything in between. After you beat each level, try to top the leaderboards in terms of minimum delta-v spent, minimum damage taken, and much more! Or simply play in the sandbox, designing ships and pitting them against other ships.

  • Freeform Ship Design - Build your spacecrafts out of rockets, propellant tanks, weapons, powerplants, radiators, and crew modules. Wrap it all up with multiple armor layers, and maybe a Whipple Shield to boot. The acceleration, moment of inertia, delta-v, and much more are all correctly calculated for all spacecrafts you design.

  • Highly Granular Module Design - Tweak everything from the stoichiometric mixture ratio of your bipropellant rockets to the armature and rail dimensions of your railguns. Every change you make is backed by real life equations, and you can the see the results in real time, from the change in your rocket's exhaust velocity, to your railgun's inductance or muzzle velocity.

  • Physically Accurate Material Properties - All materials, chemical reactions, and spectra are physically correct. When your arclamp pumps your solid state laser, the pumping bands are going to have to match up with the actual emission spectra of your excitation gas. When the photon absorption of a material is needed, it is derived from actual refractive index spectra data.

  • In-Engine Mod Support - The engine supports black box creation of untested or far future technology for modders to work with. All other game data, from levels to material properties, is also accessible to modders.

All of the above aspects combine to yield a space warfare simulator that is unparalleled in scientific realism. No other game combines the extremely accurate orbital mechanics, 1:1 scale of the solar system, and technology which is implemented 100% by scientific equations. If you ever wanted to know what space warfare would actually be like, this is the game for you.

***Note: In the video, those are not lasers, those are colored tracers on projectile weapons. Actual lasers in game are invisible, just like in real life.***
Popular Discussions View All (1)
Aug 21, 2016 @ 10:27am
Common Misconceptions
Q Switched Productions, LLC
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unwinged Aug 23, 2016 @ 1:35pm 
I'm fine with pushing realease date. It is better to wait longer for polished game, than get some buggy mess and get frustrated... And that game looks like it will be so much worth waiting for!
Also is there some estimation on price? I don't knwo how much I have to save for this...
DeltaV112 Aug 20, 2016 @ 8:36pm 
Spheres also run into serious fabrication issues. Generally, it's easiest to make flat rectangular shapes. Cylinders mean bending the plates, but spheres can't be made at all with flat plates, you need to either cast it as pieces or have it made of tessellated faces.
Antonin Aug 20, 2016 @ 8:44am 
Look here:
Spheres have drawbacks: cross section (easy to hit compared to a long cylindrical shape point on), distancing nuklear powerplant and engines far from the crew (or heavy shields), hard to pack (much unused space at the edges).
templariomaster Aug 20, 2016 @ 3:06am 
Oh well, I guess I will have to wait.

Just curious about one thing, I get why most ships are giant hubbles but not why I haven't seen any spherical design(or maybe I missed them?)
Q Switched Productions, LLC  [author] Aug 19, 2016 @ 6:11pm 
Also, for those who wish to closely follow the progress, the DevBlog is updated weekly.
Q Switched Productions, LLC  [author] Aug 19, 2016 @ 6:09pm 
The release date has been pushed back to fall 2016. More complete announcement on this will be coming soon.
josephw71 Aug 16, 2016 @ 9:24pm 
I can wait, maybe a progress up date, but I can wait. As someone who doesn't usually pay any attention to message boards, do people get super impatient? Quality takes time, and I could be wrong, but there doesn't seem to be hundreds of programers at work here.
Antonin Aug 16, 2016 @ 4:42pm 
@templariomaster You keep on waiting until the product is finished.
Software is one of the things that's hard to predict how long it is going to be, and as always:
Low cost, Quickly finished, Few bad bugs --- choose any two and the opposite of the third.

You may prefer a non-working product delivered on time to a working product delivered somewhat later.
{RISE}Mittens Aug 16, 2016 @ 3:43am 
@templariomaster there's so much math and effort being put in the game that it's going to be a long while until it pops up. And that's not including UI changes and refinement.
templariomaster Aug 16, 2016 @ 2:44am 
Its summer
Its 2016
And I'm still waiting

Now what?