Compare Battlestar Galactica Deadlock prices across 50+ stores and find the best deal. Developed by Black Lab Games. Published by Slitherine Ltd.. Released on 8/31/2017. Available on PC, Xbox. Genres: Single Player, Multiplayer, Co-op, Bird View, Strategy.

Solid WEGO space tactics wrapped around a middling campaign layer - the combat clicks, the strategic depth has limits, but nothing else on PC puts you in command of a Battlestar line-of-battle quite like this.

I've spent a lot of time evaluating strategy games that promise depth on two levels simultaneously - the grand map and the tactical engagement - and Battlestar Galactica Deadlock is a textbook case of a title that absolutely nails one layer and only half-commits to the other. The tactical combat is the main event. Built on a simultaneous-turn structure (WEGO), both you and the AI lock in orders before anything moves, which means every command you issue is a calculated bet on where the enemy will be thirty seconds from now. Add a genuine z-axis to that and you have positioning puzzles that most space-strategy games simply skip: your guns matter on which side of the ship they sit, your Viper wings need to account for elevation, and an Artemis-class frigate parked below the Cylon line can chew through hulls in ways a broadside approach never would. The campaign structure underneath that combat is X-COM flavored, and it works well enough to keep you invested. You anchor everything around the Daidalos mobile shipyard, spend Tylium to build fleets, recruit and assign officers to ships for passive stance bonuses, and bounce between the Twelve Colonies responding to Cylon pressure. Lose too many colonies and your Tylium income collapses; lose the Daidalos entirely and the run is over. The loyalty system and colony management give the strategic layer a pulse, but critics who called out the campaign as shallow were not wrong. Cylon forces materialize from off-map with no territory you can push into, there is no enemy production base to threaten, and new ship classes unlock through story progression rather than research trees. At higher difficulties - Fleet Admiral in particular - side missions evaporate in a single turn and income tightens severely, but that tension patches over the structural thinness rather than replacing it. For anyone considering entry, the difficulty ladder is generous. The Lieutenant setting is a genuine tutorial in practice, and Commander is a reasonable starting point where the AI is manageable and the resource math stays legible. The four named difficulty levels plus optional modifiers like Persistent Damage give you ways to tune the experience without needing mods. Speaking of mods: the mod ecosystem here is thin by Paradox or Creative Assembly standards, so do not buy this expecting post-launch community content to expand the base game significantly. What Black Lab and Slitherine did deliver instead was a substantial run of DLC packs - Sin and Sacrifice, Broken Alliance, Resurrection, Ghost Fleet Offensive and more - that add ships on both sides (Minerva-class Battlestar, Argos-class Basestar, Assault Raptor), continue the story, and in the case of the Resurrection pack, meaningfully improve the combat controls. The fan wiki explicitly recommends pairing the base game with at least that DLC for the enhanced command system, which is fair advice. The criticisms that have stuck since 2017 still stand. The Cylon hacking mechanic, which can lock down navigation and weapons on your entire front line simultaneously, tips from tense to frustrating more often than it should. Balance between ship classes is uneven - the cheap Adamant punches well above its cost early on, while Battlestars do not always feel like the game-changers the license implies they should be. Story missions can run 45 minutes or longer, and the characters orbiting Rear Admiral Lucinda Cain never develop the weight the TV series built around its cast. The music, however, is excellent throughout, drawing clearly from Bear McCreary's percussion-heavy score for the show. One important practical note: PCGamingWiki flags that the game is no longer available on Steam as of late 2025, so availability may depend entirely on third-party storefronts like the one you're on now. Bottom line for my kind of player: if you treat Deadlock as a tactical puzzle engine with a campaign wrapper, and you go in knowing the strategic layer is a delivery mechanism for fights rather than a grand-strategy experience, the value is real - especially with the DLC included. BSG fans get atmosphere and lore fidelity in generous quantities. Pure strategy players who need a deep resource-and-diplomacy layer to go with their battles will hit the ceiling fast. Diego, Scout Team

Battlestar Galactica Deadlock
Single PlayerMultiplayerCo-opBird ViewStrategy

Battlestar Galactica Deadlock

Aug 31, 2017Black Lab GamesSlitherine Ltd.
GamerScout Says

Solid WEGO space tactics wrapped around a middling campaign layer - the combat clicks, the strategic depth has limits, but nothing else on PC puts you in command of a Battlestar line-of-battle quite like this.

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About Battlestar Galactica Deadlock

I've spent a lot of time evaluating strategy games that promise depth on two levels simultaneously - the grand map and the tactical engagement - and Battlestar Galactica Deadlock is a textbook case of a title that absolutely nails one layer and only half-commits to the other. The tactical combat is the main event. Built on a simultaneous-turn structure (WEGO), both you and the AI lock in orders before anything moves, which means every command you issue is a calculated bet on where the enemy will be thirty seconds from now. Add a genuine z-axis to that and you have positioning puzzles that most space-strategy games simply skip: your guns matter on which side of the ship they sit, your Viper wings need to account for elevation, and an Artemis-class frigate parked below the Cylon line can chew through hulls in ways a broadside approach never would. The campaign structure underneath that combat is X-COM flavored, and it works well enough to keep you invested. You anchor everything around the Daidalos mobile shipyard, spend Tylium to build fleets, recruit and assign officers to ships for passive stance bonuses, and bounce between the Twelve Colonies responding to Cylon pressure. Lose too many colonies and your Tylium income collapses; lose the Daidalos entirely and the run is over. The loyalty system and colony management give the strategic layer a pulse, but critics who called out the campaign as shallow were not wrong. Cylon forces materialize from off-map with no territory you can push into, there is no enemy production base to threaten, and new ship classes unlock through story progression rather than research trees. At higher difficulties - Fleet Admiral in particular - side missions evaporate in a single turn and income tightens severely, but that tension patches over the structural thinness rather than replacing it. For anyone considering entry, the difficulty ladder is generous. The Lieutenant setting is a genuine tutorial in practice, and Commander is a reasonable starting point where the AI is manageable and the resource math stays legible. The four named difficulty levels plus optional modifiers like Persistent Damage give you ways to tune the experience without needing mods. Speaking of mods: the mod ecosystem here is thin by Paradox or Creative Assembly standards, so do not buy this expecting post-launch community content to expand the base game significantly. What Black Lab and Slitherine did deliver instead was a substantial run of DLC packs - Sin and Sacrifice, Broken Alliance, Resurrection, Ghost Fleet Offensive and more - that add ships on both sides (Minerva-class Battlestar, Argos-class Basestar, Assault Raptor), continue the story, and in the case of the Resurrection pack, meaningfully improve the combat controls. The fan wiki explicitly recommends pairing the base game with at least that DLC for the enhanced command system, which is fair advice. The criticisms that have stuck since 2017 still stand. The Cylon hacking mechanic, which can lock down navigation and weapons on your entire front line simultaneously, tips from tense to frustrating more often than it should. Balance between ship classes is uneven - the cheap Adamant punches well above its cost early on, while Battlestars do not always feel like the game-changers the license implies they should be. Story missions can run 45 minutes or longer, and the characters orbiting Rear Admiral Lucinda Cain never develop the weight the TV series built around its cast. The music, however, is excellent throughout, drawing clearly from Bear McCreary's percussion-heavy score for the show. One important practical note: PCGamingWiki flags that the game is no longer available on Steam as of late 2025, so availability may depend entirely on third-party storefronts like the one you're on now. Bottom line for my kind of player: if you treat Deadlock as a tactical puzzle engine with a campaign wrapper, and you go in knowing the strategic layer is a delivery mechanism for fights rather than a grand-strategy experience, the value is real - especially with the DLC included. BSG fans get atmosphere and lore fidelity in generous quantities. Pure strategy players who need a deep resource-and-diplomacy layer to go with their battles will hit the ceiling fast. Diego, Scout Team

Tags

steamWEGO Turn-BasedCapital Ship Combat3D Tactical PositioningColony ManagementOfficer ProgressionBoarding MechanicsSimultaneous ResolutionDLC-Expanded Story

System Requirements

Minimum

Memory
4 GB RAM
Storage
8739 MB
Graphics
1GB NVIDIA Gece 460/ATI Radeon HD 5770
Processor
2.0GHz
System requirements
Windows 7, 8, 8.1, 10

Recommended

Memory
8 GB RAM
Storage
8739 MB
Graphics
2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770
Processor
2.5GHz
System requirements
Windows 7, 8, 8.1, 10

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Game Info

Developer
Black Lab Games
Publisher
Slitherine Ltd.
Release Date
Aug 31, 2017

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