Compare Dead in Antares prices across 50+ stores and find the best deal. Developed by Ishtar Games. Published by Nacon. Released on 2/19/2026. Available on PC. Genres: Adventure, Indie, RPG, Simulation, Strategy. Metacritic score: 84/100.

Juggling five crew health bars, an alien energy grid, and a branching mystery that asks whether saving Earth justifies dooming another planet - Dead in Antares is the series at its sharpest, if you have the patience for its slow burn.

My first sit-down with Dead in Antares lasted longer than I planned, mostly because every time I solved one resource crisis another quietly formed in the background. That feedback loop - the hallmark of good management design - is alive and well here. This is the third entry in Ishtar Games' Dead In series, following Dead in Bermuda and Dead in Vinland, and it carries every lesson learned from those games into a sci-fi setting that gives the studio more mechanical room than any campfire or Viking longhouse ever could. The core loop is dense by design. Each in-game day splits into structured phases: assign camp jobs, send an expedition team of three out on a tile-based exploration grid, then watch the consequences stack up. Every crew member tracks five condition bars - Fatigue, Hunger, Sickness, Injury, and Stress - and any one of them hitting the ceiling ends the run permanently. The new Energy system replaces the earlier campfire mechanics, meaning workstations, the forge, the workshop, the research lab, and the recreation area all compete for a shared power budget. Decide wrong and you lose production; decide right and the satisfaction of a fully fed, rested, productive crew is genuinely hard to beat. The tile-based expedition model is a clear upgrade over the abstracted events of prior entries: distance now costs fatigue, water consumption during fieldwork is tracked separately, and skill checks show you exactly which stat is being tested and what the success or failure consequences are before you commit. That transparency matters. It turns dice-roll anxiety into actual decision-making. Character progression layers on top through traits, leveled skills split across Physical, Survival, Mental, and Scientific categories, and over 60 combat abilities. Turn-based fights use positioning and skill timing rather than raw damage math, and the Power Surge mechanic gives each character a signature ultimate that can genuinely swing an encounter. The catch: community feedback has flagged that certain characters - particularly one whose Power Surge is dramatically stronger than peers - can trivialize the early combat entirely if you roster them for every fight. Ishtar has already patched in combat rebalancing post-launch, which is the right response, but it is worth knowing that combat is the weakest pillar of the three. Fights can drag, especially early, and the sound design during those encounters lacks the punch the rest of the game carries. Players who want constant tactical firefights will find the pacing frustrating. This is primarily a management and narrative game with combat as punctuation, not the main text. The story structure rewards patience more than action. Two alien factions, a slowly unraveling mystery around whether the crash was accidental, multiple endings tied to branching choices, and relationship dynamics that evolve based on stress levels and past decisions across the crew - it reads like a visual novel with a survival sim grafted on. Some players find the character writing thinner than Dead in Vinland's, and the central ethical conflict (exploit this planet to save Earth, or refuse) does not land with equal force for everyone. Replayability is also limited for now: the ten-person crew is fixed, the story beats are consistent run to run, and there is no randomized mode yet. If you bounced off Dead in Vinland's lack of roguelike variety, that problem is still present here. The hand-drawn art across bioluminescent jungles, volcanic wastelands, and crystal forests is genuinely striking, and the watercolor upgrade over previous entries is noticeable. For newcomers to the series, the tutorial does its job without condescending, though the sheer number of interconnected systems can overwhelm in the opening days. The good news: the game is mechanically forgiving enough that a cautious first run teaches you the rhythms without punishing every mistake. Strategy and management fans who read tooltips carefully will find a well-constructed system with real consequence to assignment choices. Veterans of Dead in Vinland should treat this as the definitive version of the formula with a stronger setting and more transparent mechanics, even if the narrative does not quite match the emotional highs of the Viking entry. Diego, Scout Team

Dead in Antares
AdventureIndieRPGSimulationStrategy

Dead in Antares

Feb 19, 2026Ishtar GamesNacon
GamerScout Says

Juggling five crew health bars, an alien energy grid, and a branching mystery that asks whether saving Earth justifies dooming another planet - Dead in Antares is the series at its sharpest, if you have the patience for its slow burn.

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About Dead in Antares

My first sit-down with Dead in Antares lasted longer than I planned, mostly because every time I solved one resource crisis another quietly formed in the background. That feedback loop - the hallmark of good management design - is alive and well here. This is the third entry in Ishtar Games' Dead In series, following Dead in Bermuda and Dead in Vinland, and it carries every lesson learned from those games into a sci-fi setting that gives the studio more mechanical room than any campfire or Viking longhouse ever could. The core loop is dense by design. Each in-game day splits into structured phases: assign camp jobs, send an expedition team of three out on a tile-based exploration grid, then watch the consequences stack up. Every crew member tracks five condition bars - Fatigue, Hunger, Sickness, Injury, and Stress - and any one of them hitting the ceiling ends the run permanently. The new Energy system replaces the earlier campfire mechanics, meaning workstations, the forge, the workshop, the research lab, and the recreation area all compete for a shared power budget. Decide wrong and you lose production; decide right and the satisfaction of a fully fed, rested, productive crew is genuinely hard to beat. The tile-based expedition model is a clear upgrade over the abstracted events of prior entries: distance now costs fatigue, water consumption during fieldwork is tracked separately, and skill checks show you exactly which stat is being tested and what the success or failure consequences are before you commit. That transparency matters. It turns dice-roll anxiety into actual decision-making. Character progression layers on top through traits, leveled skills split across Physical, Survival, Mental, and Scientific categories, and over 60 combat abilities. Turn-based fights use positioning and skill timing rather than raw damage math, and the Power Surge mechanic gives each character a signature ultimate that can genuinely swing an encounter. The catch: community feedback has flagged that certain characters - particularly one whose Power Surge is dramatically stronger than peers - can trivialize the early combat entirely if you roster them for every fight. Ishtar has already patched in combat rebalancing post-launch, which is the right response, but it is worth knowing that combat is the weakest pillar of the three. Fights can drag, especially early, and the sound design during those encounters lacks the punch the rest of the game carries. Players who want constant tactical firefights will find the pacing frustrating. This is primarily a management and narrative game with combat as punctuation, not the main text. The story structure rewards patience more than action. Two alien factions, a slowly unraveling mystery around whether the crash was accidental, multiple endings tied to branching choices, and relationship dynamics that evolve based on stress levels and past decisions across the crew - it reads like a visual novel with a survival sim grafted on. Some players find the character writing thinner than Dead in Vinland's, and the central ethical conflict (exploit this planet to save Earth, or refuse) does not land with equal force for everyone. Replayability is also limited for now: the ten-person crew is fixed, the story beats are consistent run to run, and there is no randomized mode yet. If you bounced off Dead in Vinland's lack of roguelike variety, that problem is still present here. The hand-drawn art across bioluminescent jungles, volcanic wastelands, and crystal forests is genuinely striking, and the watercolor upgrade over previous entries is noticeable. For newcomers to the series, the tutorial does its job without condescending, though the sheer number of interconnected systems can overwhelm in the opening days. The good news: the game is mechanically forgiving enough that a cautious first run teaches you the rhythms without punishing every mistake. Strategy and management fans who read tooltips carefully will find a well-constructed system with real consequence to assignment choices. Veterans of Dead in Vinland should treat this as the definitive version of the formula with a stronger setting and more transparent mechanics, even if the narrative does not quite match the emotional highs of the Viking entry. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:aaaCrew ManagementPermadeathMultiple EndingsTile-Based ExplorationPower Surge AbilitiesStress MechanicsChoice ConsequenceSci-Fi SurvivalParty BuildingSlow Burn Narrative

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 9.0
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 1050 | AMD Radeon Graphics
Processor
Intel(R) Core™ i3-7100 | AMD Ryzen 5 2600

Recommended

OS
Windows 10
DirectX
Version 9.0
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 1050 Ti | NVIDIA GeForce GTX 1650 Ti
Processor
Intel(R) Core™ i5-8400 | AMD Ryzen 5 4600H

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Reviews & Ratings

Metacritic
84

Game Info

Developer
Ishtar Games
Publisher
Nacon
Release Date
Feb 19, 2026

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Dead in Antares is available on PC.

When was Dead in Antares released?

Dead in Antares was released on 19 February 2026.

Who developed Dead in Antares?

Dead in Antares was developed by Ishtar Games and published by Nacon.

Is Dead in Antares worth buying?

Dead in Antares holds a Metacritic score of 84/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.