

Children of a Dead Earth
Q Switched Productions, LLC · September 23, 2016 · Simulation, Strategy, Space, Realistic, Sci-fi
Buy Children of a Dead Earth from Steam at $4.99 — the cheapest of 1 store we compare.
Where to buy Children of a Dead Earth — official stores
Children of a Dead Earth price by region
Children of a Dead Earth costs £4.18 in the United Kingdom, €4.87 in Europe (EUR), $4.99 in the United States, CA$6.49 in Canada, NZ$7.24 in New Zealand, A$7.37 in Australia, $10.49 in Georgia (USD), R$14.99 in Brazil and zł22.99 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £4.18 −75% | £4.18 | — | 1 | |
| €4.87 −75% | €4.87 | — | 1 | |
| $4.99 −75% | $4.99 | — | 1 | |
| CA$6.49 −75% | CA$6.49 | — | 1 | |
| NZ$7.24 −75% | NZ$7.24 | — | 1 | |
| A$7.37 −75% | A$7.37 | — | 1 | |
| $10.49 | $10.49 | — | 1 | |
| R$14.99 −75% | R$14.99 | — | 1 | |
| zł22.99 −75% | zł22.99 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About Children of a Dead Earth
Children of a Dead Earth is a simulation of true-to-life space warfare. Design your spacecrafts using real world technologies. Traverse the solar system using actual orbit mechanics. Command fleets as the solar system descends into war, and see if you have what it takes to become the victor.
Features
- REAL SCIENCE, REAL TECHNOLOGY - 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. Every aspect of these systems, efficiency, size, mass, power usage, heat dissipation, are all derived from valid equations.
- 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. Or simply play in the sandbox, designing ships and pitting them against other ships.
- EXTREMELY ACCURATE ORBITAL MECHANICS - With an N-Body Simulator (the kind NASA uses to plot 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.
- 1:1 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 huge. The extremely high orbital speed of your ships deep in high gravity orbits is correspondingly correct.
- 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 nozzle length or stoichiometric mixture ratio of your bipropellant rockets to the armature and rail dimensions of your railguns. The results of every change is seen 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 need 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.
- STEAM WORKSHOP SUPPORT - Subscribe to mods on Steam Workshop, and they will automatically load. In-game export tools allow instant uploading of your own designs to Steam Workshop.
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.
Children of a Dead Earth — game info
- Platforms
- Windows, macOS
- Steam Deck
- Playable
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Players praise the game's deep scientific accuracy and realistic orbital mechanics, which appeals strongly to hard sci-fi enthusiasts and those interested in engineering, but the overwhelming complaint is that the gameplay revolves around tedious orbital manipulation and pathing rather than actual combat, making the experience feel more like a technical puzzle than an engaging game. The lack of updates since 2018 and poor AI that requires players to manually orchestrate encounters further detract from the experience for those seeking traditional gameplay.
The game has been abandoned.3 found this helpful
By far one of, if not the best game I have ever played, it really scratches the itch of a super realistic space warfare game and AFAIK, the only one like it. The building system can get super complex but you can create some really nice looking ships other modules and have a lot of fun building and learning new systems. It is really fun navigating with the newtonian mechanics as well and I think that this game does it quite well, it isn't as intuitive as games like KSP however, but I found I still learnt it quite quickly and if you are coming off of a game like KSP the movement of your craft isn't hard to learn. One thing I would note is I believe this game only runs on one CPU core, so even if you have a modern CPU it can still lag when there are a lot (Hundreds) of objects/ crafts in one battle, but under any regular circumstances it runs perfectly fine and the only time I notice any lag is when I launch high hundreds to low thousands of missiles (Which isn't something you normally are doing).3 found this helpful
If you're a "hard" sci fi fan, there might be something here for you... kinda? If you're a fan of soft sci fi like Star Wars, Star Trek, Stargate, etc., there is nothing in this game you will find interesting or compelling. If you're looking for a cinematic game with space combat that resembles the stuff you've seen on TV or in movies? Hard pass. If you think games like Elite Dangerous, X4, or KSP have a steep learning curve... buddy, this game is a sheer cliff and you WILL fall off the edge. I've tried to "figure" this game out. I'm not super smart when it comes to real-world space science, but I'm not a moron, either. This game made me feel more stupid than any other game I've ever tried before. I'm not sure what it's trying to be. It's ugly. The battles are straight up ugly. I have no idea what I'm even looking at half the time. Really, is this a game? I kinda don't think so. Honestly, I've used this more as a reference guide that helps in research when writing my amateur stories. It's abandoned, but it's got a hardcore, small, cult following. If you're one of those few people who understand what the heck you're even looking at when fiddling around in this game, I envy …1 found this helpful
Yeah, this is big brain time.1 found this helpful
Very good
Not great. It's really just "KSP Maneuver Nodes - The Game". Why is there fuel? I know why there's fuel: So that you have to play the worst kind of puzzle -The kind where there's only one way to solve it and you have to figure out what the developer wants you to do. During an intercept, why is there no local control except to move towards the enemy as fast as possible? -Can't stand-off or move away? Why can't I exit combat? - Have to wait until the flyby is complete and you're out of range or someone dies. I don't see why I shouldn't be able to make a burn at any time and disengage. Upon plotting an intercept you're locked in to whatever the closing velocity was at the point of intercept, no further local maneuvers allowed except to close even faster! Why is there fuel? I might have been expecting a solar system-wide strategic game, but it seems limited to individual encounters orbiting just a single body. So why is there fuel? Fuel exists because despite what you may think by looking, this is a PUZZLE game, not a SPACE COMBAT game! If it does have a system-wide strategic element that I didn't experience, then to be truthful I'm kind of glad, because the maneuver node system is n…
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