Solo dev and content engineer based in Montreal.

Building Dead Reckoning — a generation ship sim where you make system-level decisions for a crew that’s been asleep for decades. In development in Godot, available in public beta on itch.io.

Day job is knowledge architecture and documentation systems. Nights are spaceships.

Sci-fi reader. Linux user. Interested in the overlap between how systems store knowledge and how games tell stories. garanlorn.itch.io/dead-reckoning

  • 4 Posts
  • 20 Comments
Joined 9 months ago
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Cake day: January 7th, 2026

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  • Garan Lorn@lemmy.catoCanada@lemmy.caAmerican Boycotts
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    23 days ago

    Well I’ll boycott all except Costco.

    Boycotting everything else makes sense, but there’s no reason to choose Canadian cronyism and monopolies over Costco saving me hundreds of dollars of years every year and getting more for less.

    Costco can’t be replaced because Canadian interests dont have competition.

    Despite everything I think now is the time to institute a full stop on foreign purchases of Canadian companies, force the sale of all American shares in Canadian media companies, and break up Canadian monopolies to force competition and innovation back. Into our market.







  • Awesome stuff. Agree on the e-waste. Game should work on all screens.

    I agree on the gameplay. I’m also frustrated with the placeholder writing now. I did have two writers reach ojt, so I’m hoping at the very least I can give them some cards and start working on expanding logic.

    Unit tests went in today too, so hopefully no more surprises! Let me know if you had any ideas on what you’d like to see! I agree it needs a bit more to make it a good game. I’ll keep brainstorming.

    Thanks again for all your feedback! As this gets stale it might get lost but follow on itch and make sure to send me a message if your username is different.



  • Awesome stuff. Have incorporated feedback here:

    Bug Reports & Feedback — 3.19.2026 DR-01 | Bug | High {character} placeholder text is still rendering in the latest build. Template variables aren’t being substituted before display. DR-02 | Bug | Medium When arriving at a new system with two planets, you can only probe one — and once you do, the other is locked out permanently. You either land on the probed planet or skip the system entirely. The second planet is effectively invisible to the player with no explanation given. DR-03 | Bug | High The “merge with second ship” event outcome isn’t reflected on the landing screen. If the player chose to colonize together, the arrival stats should account for the combined population and resources — currently they don’t. DR-04 | UX | Low Event log entries like “22 deaths — critical, must be investigated” imply the player can take action, but there’s nothing to interact with. If these are flavor/log entries, the wording should make that clear so players don’t feel stuck.

    Community Feedback (elephantium via Lemmy) Agricultural collapse at year 21 felt too early given the multi-year journey out of the solar system — food security feels like it should hold longer at the start. Player noted they did spend food on early research, so it may be partly self-inflicted. Also confirmed the text cutoff bug reported by tomiant (tab-dependent in the left pane).


  • Awesome. DM me and send me some samples. I’m happy to discuss this further! Honestly the writing is the story, and I agree on building it out from x or y. The main challenge is making sure the logic works for the basics, and then adding to the schema after it works (Hence the placeholder writing).

    But I love your ideas of skilled workers. It’s nice to balance the personal and systemic.

    Anyways, let me know! At the very least I can promise to give you whatever payment I receive if you’re down. Would love to enrich the tone through actual, thoughtful writing. Cheers!


  • For Number 9, there were some placeholders done by AI. For the code, it’s about 40/60. Most of the logic is done by me, but for the display I used AI.

    Writing is all placeholder for now, unfortunately. I had about 20 events I wrote but they have since been expanded on for flavour. I’m in the process right now of looking for a writer & pixel artist because I firmly believe that a game that uses AI for either should be free, as it steals from creators. I wish I could write this but with a full-time job I don’t have the time, so this is all hobby work.

    Tutorial will be shortened or killed.




  • I agree with this comment on unions AND contractors (though not all). I think the problem is when service becomes a game or grift and not actually being efficient.

    City of Toronto was one of the worst performing unions in most sectors and stank of corruption and over employment, and then on the other side you have MetroLinx which has been one of the biggest wastes of money a government has ever seen.

    Then on the flip side you have Parks Canada and the National Archives doing amazing work with limited budgets.

    I know with Toronto the culture came from the top, but these days I think contract farming and middle management bloat is what is really killing efficiency.

    Also let the damn people work from home.




  • After years of the NDP playing weak and rather performative politics, I’m glad to see aggressive and blunt political messaging.

    The NDP catered to some leftist bourgeoise and left the working class in the dust. It always needed to be a party of ushers, not gatekeepers, and the kind of righteous individualism needs to make way for collectivism. People have forgotten that banding together powerless people with discrete experiences against power and subjugation is the only answer right now. Its what the Carney speech got completely right.