HomeGamesUpdatesPricingMethodology
Steam News26 June 20261mo ago

Dead Reckoning v0.2.106

A follow-up to v0.2.105; more fixes straight from your reports. Thank you for the detail, as always. Fixes No more soft-locks after you land.

In this update2

Full notes

Full Dead Reckoning: The Long Drift update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes1 addition0 changes3 removals
  • Events
  • Gameplay
  • Maps
  • UI and audio
removedFixesNo more soft-locks after you land. Settling a world left the voyage running underneath the colony — probes still in flight, the navigation window still open, ship events still queued — and any of those could jam the game once you were on the ground. Landing now closes out the voyage cleanly, and probe launches are disabled once you've settled. This was the root cause behind several of the post-landing lock-ups you reported.
removedFixes"The air does not support a person" no longer appears on breathable worlds. A world you could actually breathe on could still throw the sealed-habitat warning if its habitability was merely marginal — the two were tangled together. That warning is now tied to genuinely sealed worlds only.
fixedFixesEmpty systems can't strand you. Arriving in a system with no obvious heading could leave you with nothing to pick and no way to advance. Navigation now always offers a way onward, and a nav window that somehow opens with no route recovers on its own.
removedFixesElectromagnetic surges and binary stars. EM-surge events now correctly draw down power and hull; binary systems use their real star names; and binary / twin systems no longer share state with each other.
fixedFixesThe star chart stops hiding your route when you pan it — for real this time. Last patch fixed the route forks, but the heading line and your destination marker still vanished while you dragged the map. Every route indicator now stays visible while you pan. (Caleb)
fixedFixesThe "Crew Will" tooltip reads cleanly now. Its description was breaking in the middle of sentences ("...a long voyage with / no world in hand"). It now breaks only at natural pauses. (Tygre) Note: this indicator currently is in progress and does not affect gameplay.

Dead Reckoning: The Long Drift changes

removedNo more soft-locks after you land. Settling a world left the voyage running underneath the colony — probes still in flight, the navigation window still open, ship events still queued — and any of those could jam the game once you were on the ground. Landing now closes out the voyage cleanly, and probe launches are disabled once you've settled. This was the root cause behind several of the post-landing lock-ups you reported.
removed"The air does not support a person" no longer appears on breathable worlds. A world you could actually breathe on could still throw the sealed-habitat warning if its habitability was merely marginal — the two were tangled together. That warning is now tied to genuinely sealed worlds only.
fixedEmpty systems can't strand you. Arriving in a system with no obvious heading could leave you with nothing to pick and no way to advance. Navigation now always offers a way onward, and a nav window that somehow opens with no route recovers on its own.
removedElectromagnetic surges and binary stars. EM-surge events now correctly draw down power and hull; binary systems use their real star names; and binary / twin systems no longer share state with each other.
fixedThe star chart stops hiding your route when you pan it — for real this time. Last patch fixed the route forks, but the heading line and your destination marker still vanished while you dragged the map. Every route indicator now stays visible while you pan. (Caleb)

A follow-up to v0.2.105; more fixes straight from your reports. Thank you for the detail, as always.

Fixes

  • No more soft-locks after you land. Settling a world left the voyage running underneath the colony — probes still in flight, the navigation window still open, ship events still queued — and any of those could jam the game once you were on the ground. Landing now closes out the voyage cleanly, and probe launches are disabled once you've settled. This was the root cause behind several of the post-landing lock-ups you reported.

  • "The air does not support a person" no longer appears on breathable worlds. A world you could actually breathe on could still throw the sealed-habitat warning if its habitability was merely marginal — the two were tangled together. That warning is now tied to genuinely sealed worlds only.

  • Empty systems can't strand you. Arriving in a system with no obvious heading could leave you with nothing to pick and no way to advance. Navigation now always offers a way onward, and a nav window that somehow opens with no route recovers on its own.

  • Electromagnetic surges and binary stars. EM-surge events now correctly draw down power and hull; binary systems use their real star names; and binary / twin systems no longer share state with each other.

  • The star chart stops hiding your route when you pan it — for real this time. Last patch fixed the route forks, but the heading line and your destination marker still vanished while you dragged the map. Every route indicator now stays visible while you pan. (Caleb)

  • The "Crew Will" tooltip reads cleanly now. Its description was breaking in the middle of sentences ("...a long voyage with / no world in hand"). It now breaks only at natural pauses. (Tygre) Note: this indicator currently is in progress and does not affect gameplay.

  • Tooltips are the right size. Every tooltip stretched to nearly the full height of the screen no matter how little it had to say. They now fit their text. (Tygre)

Under the hood

New regression tests for the post-landing hand-off, the sealed-habitat air check, the electromagnetic-surge and binary-star behaviour, and tooltip sizing — plus a new audit that keeps stale tests from hiding in the harness. The classes of bug above are now guarded against recurrence.

Source

Steam News / 26 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.