Compare Star Trek: Voyager - Across the Unknown prices across 50+ stores and find the best deal. Developed by Gamexcite. Published by Daedalic Entertainment. Released on 2/18/2026. Available on PC. Genres: Indie, Strategy.

FTL meets XCOM in the Delta Quadrant: a cycle-based ship-management roguelite where every deuterium tank, morale point, and research choice is a dominoes tile waiting to fall. Trekkies will be hooked; patient strategy fans should follow closely.

My spreadsheet instincts lit up within the first sector. The cycle-based progression framework here is tighter than it initially looks: every action, from node travel to tech research, burns time and deuterium simultaneously, and the two resources are in constant competition for your attention. Run low on fuel and you stall; linger too long scavenging and crew morale degrades toward mutiny. That knife-edge is the game's best design idea, and it stays sharp across all twelve randomly-ordered sectors of the journey home. The ship management layer is where Across the Unknown earns serious respect. Voyager is rendered as a side-view grid of rooms, each requiring resources to construct, power from the warp core to run, and often prior tech research to unlock. The tech tree splits across five branches: Engineering, Crew, Science, Combat, and Borg, and committing too early to one line leaves obvious gaps. Want phaser control stations and shield generators on every deck? Fine, but then you are skipping the holodeck and hydroponics bay that fight morale decay, which forces heavier use of power-hungry replicator stations to feed the crew. Every build path creates a cascading problem somewhere else. That is exactly the kind of systemic depth I look for. Comparisons to XCOM 2's base-building and FTL's scarcity loop are fair and not flattering by accident; this game was clearly built by people who studied both. Away missions and ship combat round out the loop. Away missions are text-and-percentage-chance affairs where the skills of your three chosen hero characters determine success odds, which can frustrate if RNG goes against you repeatedly. Ship combat puts you in the captain's chair issuing targeting orders, directing torpedo use, reallocating shield quadrants, and triggering hero abilities rather than flying manually. The autopilot positioning has a known weakness against large targets like Borg cubes, and several reviewers flagged the combat as the weakest pillar. That assessment is fair. The narrative and resource layers carry far more weight, and the combat functions adequately as a pressure release valve rather than a standalone draw. Voice acting coverage is thin outside the sector-opening logs voiced by original actors Tim Russ and Robert Duncan McNeill, and most story beats are delivered in text, which will suit fans of interactive fiction but may disappoint players expecting a voiced production. For non-Trekkies wondering if the license gates them out: it does not, but it does add a ceiling on how much you will get from the story. The game includes genuine franchise deep cuts, in-universe jokes, and branching decisions that break canon in meaningful ways, including named crew deaths and choices around Borg technology adoption. Modders on PC are already active post-launch, and the developer has shipped several patches quickly, including a substantial Delta Flyer update that adds a new Tom Paris questline in Sector 7, construction mechanics for the Shuttlebay, and combat ally functionality. The autosave-only structure remains divisive in community feedback, but it does enforce the rogue-lite tension the design clearly wants. Three difficulty levels exist, and the in-game tutorial respects newcomers without hand-holding experienced strategy players to death. The budget ceiling shows in animation quality and audio depth, and the RNG can pile bad luck in ways that feel unfair rather than challenging. But the systemic decision-making, the genuine "what if" branching across all seven seasons of the show, and a post-launch support cadence that suggests the developers are listening all point in the right direction. If your comfort zone is management-heavy strategy and you have any affinity for the source material, this is a better-built game than its modest production values initially suggest. Diego, Scout Team

Star Trek: Voyager - Across the Unknown
IndieStrategy

Star Trek: Voyager - Across the Unknown

Feb 18, 2026GamexciteDaedalic Entertainment
GamerScout Says

FTL meets XCOM in the Delta Quadrant: a cycle-based ship-management roguelite where every deuterium tank, morale point, and research choice is a dominoes tile waiting to fall. Trekkies will be hooked; patient strategy fans should follow closely.

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About Star Trek: Voyager - Across the Unknown

My spreadsheet instincts lit up within the first sector. The cycle-based progression framework here is tighter than it initially looks: every action, from node travel to tech research, burns time and deuterium simultaneously, and the two resources are in constant competition for your attention. Run low on fuel and you stall; linger too long scavenging and crew morale degrades toward mutiny. That knife-edge is the game's best design idea, and it stays sharp across all twelve randomly-ordered sectors of the journey home. The ship management layer is where Across the Unknown earns serious respect. Voyager is rendered as a side-view grid of rooms, each requiring resources to construct, power from the warp core to run, and often prior tech research to unlock. The tech tree splits across five branches: Engineering, Crew, Science, Combat, and Borg, and committing too early to one line leaves obvious gaps. Want phaser control stations and shield generators on every deck? Fine, but then you are skipping the holodeck and hydroponics bay that fight morale decay, which forces heavier use of power-hungry replicator stations to feed the crew. Every build path creates a cascading problem somewhere else. That is exactly the kind of systemic depth I look for. Comparisons to XCOM 2's base-building and FTL's scarcity loop are fair and not flattering by accident; this game was clearly built by people who studied both. Away missions and ship combat round out the loop. Away missions are text-and-percentage-chance affairs where the skills of your three chosen hero characters determine success odds, which can frustrate if RNG goes against you repeatedly. Ship combat puts you in the captain's chair issuing targeting orders, directing torpedo use, reallocating shield quadrants, and triggering hero abilities rather than flying manually. The autopilot positioning has a known weakness against large targets like Borg cubes, and several reviewers flagged the combat as the weakest pillar. That assessment is fair. The narrative and resource layers carry far more weight, and the combat functions adequately as a pressure release valve rather than a standalone draw. Voice acting coverage is thin outside the sector-opening logs voiced by original actors Tim Russ and Robert Duncan McNeill, and most story beats are delivered in text, which will suit fans of interactive fiction but may disappoint players expecting a voiced production. For non-Trekkies wondering if the license gates them out: it does not, but it does add a ceiling on how much you will get from the story. The game includes genuine franchise deep cuts, in-universe jokes, and branching decisions that break canon in meaningful ways, including named crew deaths and choices around Borg technology adoption. Modders on PC are already active post-launch, and the developer has shipped several patches quickly, including a substantial Delta Flyer update that adds a new Tom Paris questline in Sector 7, construction mechanics for the Shuttlebay, and combat ally functionality. The autosave-only structure remains divisive in community feedback, but it does enforce the rogue-lite tension the design clearly wants. Three difficulty levels exist, and the in-game tutorial respects newcomers without hand-holding experienced strategy players to death. The budget ceiling shows in animation quality and audio depth, and the RNG can pile bad luck in ways that feel unfair rather than challenging. But the systemic decision-making, the genuine "what if" branching across all seven seasons of the show, and a post-launch support cadence that suggests the developers are listening all point in the right direction. If your comfort zone is management-heavy strategy and you have any affinity for the source material, this is a better-built game than its modest production values initially suggest. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaRogueliteShip ManagementCycle-Based StrategyBranching NarrativeCanon-Breaking ChoicesAway MissionsTech TreeText-HeavyPost-Launch Updates

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 38 ProtonDB community reports.

System Requirements

Minimum

OS
WIn 11 64 Bit
Memory
16 GB RAM
DirectX
Version 12
Storage
11 GB available space
Graphics
NVIDIA GeForce GTX 1060 (6GB) or AMD Radeon RX 580 (8GB)
Processor
AMD Ryzen 5 2600 or Intel Core i5-8500

Recommended

OS
WIn 11 64 Bit
Memory
16 GB RAM
DirectX
Version 12
Storage
11 GB available space
Graphics
NVIDIA GeForce RTX 3060 or AMD Radeon RX 5700 XT
Processor
AMD Ryzen 7 7800X3D or Intel Core i5-14600K

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Game Info

Developer
Gamexcite
Publisher
Daedalic Entertainment
Release Date
Feb 18, 2026

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Star Trek: Voyager - Across the Unknown is available on PC.

When was Star Trek: Voyager - Across the Unknown released?

Star Trek: Voyager - Across the Unknown was released on 18 February 2026.

Who developed Star Trek: Voyager - Across the Unknown?

Star Trek: Voyager - Across the Unknown was developed by Gamexcite and published by Daedalic Entertainment.