New Star Trek games risk missing franchise's hopeful spirit, reader warns

What happens when you remake a franchise built on hope as survival horror?
Two new Star Trek games signal a tonal shift away from the franchise's core themes of exploration and optimism.
Mark

So the reader's main worry is that these games don't feel like Star Trek?

Mimi

Exactly. Star Trek was always about optimism—humanity reaching out, discovering, learning. These new games are about survival and horror. That's a fundamental shift in tone.

Luke

But wait—is that actually a problem? Plenty of good games explore darker themes. Why does a Star Trek game have to be optimistic?

Mimi

Because the franchise's entire identity is built on that optimism. It's not just window dressing. It's the reason people care about Star Trek in the first place.

Mark

The reader mentions that Voyager itself could have been darker—more like the reimagined Battlestar Galactica. So isn't a survival-focused game actually truer to what Voyager *could* have been?

Mimi

That's fair. But the show chose differently. It chose exploration and episodic discovery over survivalism. The game is pivoting away from what the show actually was.

Luke

Here's what I'm not sure about: does the reader have evidence that these games will fail? Or are they just worried based on past failures?

Mimi

They're extrapolating from history. 2000s Star Trek games went action-first and didn't sell well. But that's one data point. We don't know if these new games will flop.

Mark

The demographic angle seems important. Voyager fans are in their 40s now. Is that audience big enough to sustain new games?

Luke

That's the real unknown. The reader admits they don't know. They're speculating about market size, not reporting it.

Mimi

Right. But the speculation isn't unreasonable. Star Trek gaming has a weak track record. And roguelike bunker-builders are a specific taste.

Mark

So the reader's real concern is: these games might be interesting, but they might also be too niche and too late to matter?

Mimi

Exactly. They're not saying the games are bad. They're saying the demographic might be too small, and the tonal shift might alienate the core audience.

Luke

Which means we won't really know if they're right until the games launch and we see the sales numbers.

  • Star Trek's foundational promise — that the future is worth exploring, not merely surviving — is being quietly abandoned in favor of roguelike resource anxiety and visceral VR horror.
  • Voyager's 70-year journey home, once a story of discovery against the odds, is recast as a ticking clock of scarcity, forcing players to choose what breaks and what gets fixed.
  • Star Trek: Infection drops players into a derelict ship as a mutating Vulcan officer, inverting the franchise's outward-reaching optimism into something that asks you simply to be afraid.
  • Past action-oriented Star Trek games — shooters, strategy titles — failed commercially, and the aging fanbase of a 30-year-old series may not overlap neatly with players who want bunker-builders and horror.
  • The deeper risk is not that these games will be bad, but that they will be irrelevant — too niche to grow the audience, too tonally distant to satisfy the faithful, and too late to matter.

For decades, Star Trek has offered humanity a mirror reflecting its better instincts — curiosity, cooperation, and the courage to reach into the unknown. Two newly announced games, one a roguelike survival builder set aboard Voyager and another a VR horror experience aboard a derelict ship, ask instead whether fear and scarcity might be more commercially legible than hope. The question they quietly raise is not whether games can be made from this universe, but whether the soul of a franchise can survive translation into genres built on dread.

Two new Star Trek games are arriving, and together they pose an uncomfortable question about what the franchise has become in interactive form.

The first, Star Trek: Voyager – Across The Unknown, developed by Daedalic Entertainment under a Paramount license, is a resource management roguelike. Players rebuild a damaged starship room by room across a 70-year journey home through the Delta Quadrant — think Fallout Shelter crossed with FTL. The mechanical premise is clever and grounded in Voyager's actual premise of isolation in hostile space. But Voyager, the show, always leaned toward curiosity rather than dread. Its crew explored; they didn't merely endure. A survival game built on scarcity and ticking clocks trades that spirit for anxiety.

The second, Star Trek: Infection, is a VR horror title in which a Vulcan officer aboard a derelict ship encounters an unknown entity that begins mutating their body. It is, plainly, horror — and it represents the sharpest possible departure from Star Trek's core vision of humanity reaching outward through reason and wonder.

Neither game is necessarily without merit. The concern is what they reveal about how the franchise is being interpreted. Star Trek has always been about optimism as a design principle. These games are being greenlit around survival, fear, and scarcity — a tonal inversion that echoes earlier missteps, when 2000s-era Star Trek games went action-first and failed commercially despite being technically competent.

There is also a demographic shadow over both projects. Voyager aired nearly 30 years ago. Its fans are now in their 40s, and roguelike bunker-builders and VR horror are niche tastes. Whether a large enough audience exists at the intersection of Star Trek loyalty and appetite for these specific genres remains genuinely unclear. A similar survivalist Battlestar Galactica game announced around the same time suggests this is a broader industry trend in adapting aging sci-fi properties — not a considered creative choice, but a genre default.

The real question is not whether these games will be fun. It is whether they will find their audience, and whether they will do anything to restore Star Trek's long-troubled relationship with interactive storytelling — or simply add two more chapters to a history of the franchise failing to translate its vision into games.

Two new Star Trek games are coming, and they're raising an uncomfortable question: what happens when you take a franchise built on hope and remake it as survival horror?

The first is Star Trek: Voyager – Across The Unknown, developed by Daedalic Entertainment under a licensing agreement Gamexcite struck with Paramount back in October 2023. From the Steam page and early images, it's shaping up as a resource management game with roguelike elements—think Fallout Shelter meets FTL, with your damaged starship rendered in 2D as you rebuild it room by room for a 70-year journey home across the Delta Quadrant. You'll face challenges along the way, racing against time, making hard choices about what to repair first and how to survive what's coming next.

It's a clever premise, grounded in Voyager's actual history. The show was stranded in hostile space; the game literalizes that premise into mechanical pressure. But here's where the concern sets in: Voyager, when it aired, chose a different path. Yes, the ship was damaged and far from home. But the crew's instinct was always toward discovery and exploration—toward understanding the unknown, not just enduring it. The show embraced an optimistic, episodic structure where each week brought new worlds and new possibilities. A survival-focused game, by contrast, trades that spirit of curiosity for dread. Every turn becomes about scarcity, about what you can't afford to fix, about the weight of that 70-year clock ticking down.

Then there's Star Trek: Infection, a VR title where you play as a Vulcan officer aboard a derelict starship, encountering an unknown entity that mutates your body. It's horror. Pure, visceral horror. And it represents an even sharper departure from what Star Trek has always been about—humanity reaching outward, exploring, learning, growing. Infection asks you to survive monsters. It asks you to be afraid.

Neither game is inherently bad. The problem is what they signal about how the franchise is being understood right now. Star Trek has always centered on optimism about the future, on the idea that exploration and reason could solve problems. The games being greenlit instead emphasize survival, scarcity, and fear. It's a tonal inversion.

This isn't entirely new. In the 2000s, Star Trek games went action-first—Elite Force as a first-person shooter, Birth of the Federation as a 4X strategy game. They were playable but commercially unsuccessful, and they abandoned the franchise's core DNA for genre conventions. Star Trek Resurgence, a narrative-driven Telltale-style game released more recently, tried to reclaim that storytelling focus. But the pull toward action, toward spectacle, toward familiar game mechanics, keeps reasserting itself.

There's also a demographic question lurking here. Voyager aired nearly 30 years ago. The fans who grew up with it are now in their 40s. A roguelike bunker-builder and a VR horror game are niche experiences—they appeal to specific gaming tastes. It's unclear whether there's a large enough audience of Star Trek fans who also want those particular game experiences, or whether the franchise's gaming audience is simply shrinking. A new Battlestar Galactica game with a similar survivalist bent was announced around the same time, suggesting this is a broader trend in adapting older sci-fi properties.

The reader who submitted this piece—comfortablyadv—isn't hostile to the games. They're cautiously interested in Across The Unknown, genuinely curious whether the roguelike structure could work. But they're also honest about the risk: that these games are too late, too niche, and too far removed from what made Star Trek resonate in the first place. The question isn't whether the games will be fun. It's whether they'll find their audience, and whether they'll do anything to revive interest in Star Trek gaming, or just mark another chapter in a long history of the franchise struggling to translate its vision into interactive form.

The actions of the captain and her crew were more aligned to discovery and exploration, the absence of which wouldn't be in keeping with the sanguine spirit and tone of this particular Star Trek series.
— Reader comfortablyadv
I'm cautiously looking forward to playing this particular game, I just fear the demographic of gamers that enjoy Star Trek games is diminishing, and shaking up the status quo may be too little too late.
— Reader comfortablyadv
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