Your ship. Your home.
Every patch has a story.
Every upgrade is a chance to make it back.
OUT BEYOND THE LAST LIGHT.
Freedom runs on fuel.
One worn-out ship. Four people with a past.
Take the job. Cross the frontier. Bring them home.
Deadlight Frontier is the universe. Dustwake is this chapter: a space western about a captain, a beat-up freighter, and a crew with nowhere else to belong.
Take honest work. Or whatever pays better. Trade, take chances, stay ahead of the patrols — and decide what your freedom is worth.
JUST ANOTHER DAY ON THE FRONTIER ↘Every patch has a story.
Every upgrade is a chance to make it back.
Everyone has a past.
And a reason not to talk about it. Yet.
The contract ends.
The consequences tend to stick around.
Not the fastest. Not the prettiest.
But every light inside means someone made it home.
Patched armor. Faded paint. Engines that have outlived their warranty. Dustwake is a working ship built for the long haul — and for jobs that rarely go to plan.
A bunk to call your own. A crowded table after a bad job. A cargo hold that pays for the next departure. Between contracts, this is where strangers become a crew.
FROM THE SHIPYARD ARCHIVE
Life above, livelihood below. The upper deck brings the cockpit, cabins, mess and medical nook together. Beneath it, the cargo bay shares space with the machinery that keeps everyone breathing.
CONCEPT SPECIFICATIONS · SUBJECT TO CHANGE
SELECT ANY IMAGE TO INSPECT THE DETAILS
LIFE BETWEEN CONTRACTS
Meals, arguments, and plans for the next run. A worn table at the heart of the ship, where a collection of strangers starts to feel like a crew.
DEADLIGHT FRONTIER: DUSTWAKEBehind the loading ramp: tonight’s contract, tomorrow’s fuel, and the occasional question nobody wants answered.
DEADLIGHT FRONTIER: DUSTWAKECargo moves. Engines cool. Beyond the hangar doors, the frontier is already asking where you will go next.
DEADLIGHT FRONTIER: DUSTWAKEWatch the port lights from a familiar seat. Out here, a little warmth and a view can feel like a luxury.
DEADLIGHT FRONTIER: DUSTWAKEA different sky for every player.
An open world with no prescribed route.
The open world of Deadlight Frontier: Dustwake is procedurally generated. Every player starts in their own universe, with a different arrangement of star systems, worlds, and routes to discover.
Go where the work takes you. Venture off the trade lanes. Make allies, take risks, and let your decisions shape the journey. A new universe with every new game. A story that belongs to you.
SHIPS OF THE FRONTIER
Low, lean, and ready for the next departure. The frontier has a place for ships that carry a little less and keep moving.
DEADLIGHT FRONTIER: DUSTWAKEA broad cargo ramp, scarred plating, and a hull built around the load. These are the silhouettes that keep remote ports supplied.
DEADLIGHT FRONTIER: DUSTWAKEExposed machinery. Stacked containers. A working hull that wears its purpose on the outside.
DEADLIGHT FRONTIER: DUSTWAKEBright paint over hard use. A compact workhorse for the short hops and awkward jobs that bigger ships leave behind.
DEADLIGHT FRONTIER: DUSTWAKEFrom the last quiet port
to the first shot through the airlock.
Reach Kestrel port
Cargo bay: sealed
Give your orders on pause. For the next five seconds, both ships act at once. Target their engines, cover your escape, or close in for boarding. Winning doesn’t have to end in an explosion.
BEYOND THE INTERFACE
One ship against an enormous sky. Every departure starts with a destination — and the hope that the ship will see it.
DEADLIGHT FRONTIER: DUSTWAKERock, shadow, and engine trails. Out beyond the shipping lanes, even open space can feel like a narrow corridor.
DEADLIGHT FRONTIER: DUSTWAKEThrough the airlock and into the unknown. Cargo stacks break the sightlines; every doorway asks for a decision.
DEADLIGHT FRONTIER: DUSTWAKESmoke in the corridor. Shots beyond the cover. When the contract falls apart, the people beside you matter more than the cargo.
DEADLIGHT FRONTIER: DUSTWAKEDock the ship. Meet the locals.
Find out what they’re not telling you.

SOME JOBS TAKE MORE THAN A GUN.
Alongside space battles and boarding actions, Deadlight Frontier: Dustwake features branching text quests. Follow a missing shipment, talk your way through a checkpoint, or pick apart a deal that sounds a little too good.
Atmospheric scenes set the stage. The people you meet, the questions you ask, and the crew you bring shape what happens next.
Read between the lines.Uncover secrets through dialogue, investigation, and uneasy bargains.
Let your crew open doors.Their skills and histories give you different ways through a job.
Carry the story forward.Earn a contact, lose someone’s trust, or leave with a debt that follows you.
“We’ll fix the engine.
We’ll find the money.
Everyone came home. That’s enough.”
IN DEVELOPMENT / SOLO INDIE PROJECT
“I’m building Deadlight Frontier: Dustwake on my own — one ship, one story, one working piece at a time.”
A NOTE FROM THE DEVELOPER
Dustwake is an independent game in active development, made by a solo developer. The full adventure is still taking shape; the artwork and prototype offer an early look at the world I’m building.
I’m raising donations to support development. Your contributions help me keep working on the game and turn more of these ideas into something you can play.
Thank you for being here early. Every bit of support means a lot.
TRY THE CURRENT PROTOTYPE ↗Deadlight Frontier is the main title; Dustwake is the subtitle of this installment. It is a single-player browser RPG concept set on a space western frontier. Each player explores their own procedurally generated open world. Trading and contracts connect crew stories, ship combat, and dangerous expeditions.
Deadlight Frontier: Dustwake is being made by one independent developer. Donations are being raised to support ongoing development and help bring the full game to life. Thank you for supporting a solo indie project while it is still taking shape.
I’m designing Deadlight Frontier: Dustwake to run in a desktop browser. This website already works without installation. System requirements and supported devices will be confirmed as development progresses.
In space, plan on pause and watch every ship execute its orders over five seconds. On boarding missions, exploration shifts to turn-based combat when you meet resistance. Crew members can be lost for good.
These are concept illustrations with interface mockups, showing the intended direction. A playable top-down boarding prototype is available. The full RPG is in development; no release date has been announced.
THE ’VERSE WON’T WAIT.
A solo indie game, still in the making.
Donations help keep development moving.