
Game intel
Deck and Conn
Take command of a nuclear-powered space corvette in a Cold War-flavored sci-fi campaign. Balance tactics, crew, and limited resources in a dynamic forever-war.…
It’s not every day a new game announcement gets my retro tactics nerd senses tingling, but MicroProse just pulled it off. Deck and Conn, their latest publishing move, promises “turn-based tactics” in the cockpit of a Cold War-era nuclear corvette-except this one’s doing patrols through deep space, not the Atlantic. The setup is wild in all the best ways for anyone who still mourns that FTL and Into the Breach don’t get updates every few weeks. Let’s dig into why this one matters, and why it’s more than just a nostalgia cash-in.
The pitch is as unashamedly old school as it gets—a single-player tactics game set “fifteen minutes into the future of 1989.” For those of us who grew up poring over MicroProse manuals and burning through endless Super Star Trek sessions, it’s an obvious wink. But there’s a real risk here: plenty of pixel-art tactics games talk a nostalgia game but play like watered-down clones.
What caught my attention about Deck and Conn is the promise of actual strategic depth. You’re not just flying space missions—you’re juggling crew, supplies, system upgrades, reputation, and progression through a “relentless forever-war.” Branching choices, rogue-like consequences, and the fate of your ship hanging on imperfect information and limited options? That’s not just window-dressing. The “dynamic campaign” and standalone scenarios tease replayability that real tactics fans crave; too many games these days settle for one-and-done, narrative-on-rails experiences.
Let’s be real: MicroProse isn’t what it was in its ’90s heyday, but their recent revival has surprised me with polish and an understanding that “classic” means more than just a marketing label. Their recent publishing choices—like HighFleet—show a willingness to back systems-driven, tactically demanding games, not just cozy nostalgia baths.

Even more encouraging? The indie dev behind Deck and Conn, Funtime Electrics, is fronted by Elissa Black (Objects in Space, Metrocide). If you’ve played Objects in Space, you know this team isn’t afraid to go deep on systems or demand patience from players. “AAA games… from 1992” isn’t just a punchline—Objects in Space required you to actually think like a ship’s captain, not just mash ‘fire’ and pray.
This isn’t shaping up to be a game for Twitch streamers who want endless dopamine hits or folks hoping for a cozy, combat-light space sim. If the pixel-art charm is a disguise for shallow “press X to win” mechanics, this crowd will walk away in a heartbeat. But if you want tense, meaningful choices—like sacrificing a crew member to save the ship or risking resources on a hail-Mary upgrade—it looks like this might actually deliver.

Of course, press releases always oversell “legacy” and “dynamic campaigns.” The real test will be in the balance: will every run feel unique, or will meta-progression and branching paths quickly become predictable? After so many roguelites with beautiful ideas but little replay value, that’s the biggest reason I’m cautiously optimistic, but not ready to crown it the next FTL just yet.
Deck and Conn’s announcement scratches an itch I didn’t realize was so strong—a yearning for tight, punishment-heavy tactics in a universe that actually respects your decisions. It’s retro, sure, but stacked with the sort of campaign structure and systems complexity a lot of modern tactics fans have been asking publishers for (and rarely getting).

Ultimately, if MicroProse and Funtime Electrics can stick the landing on variety, consequence, and mechanical clarity—without letting the “retro” part devolve into clunky UX—it could become a staple for tactics diehards. That’s a big if, but at least it’s not playing it safe or trying to be everything to everyone. If you care about “meaningful decisions” as more than just a tagline, keep Deck and Conn on your radar. For now, all we can do is wishlist and wait.
Deck and Conn looks like one of the few indie tactics games that gets what made the old MicroProse hits tick—deep, punishing, and actually strategic. Whether it builds true replayability or falls into the roguelite trap is the question, but for fans of tough, meaningful ship command, it’s easily one of the most intriguing announcements in months.
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