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Citizen Sleeper 2: Starward Vector - narrative RPG sequel where you play an escaped android

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


The first game was very popular with gamejournos, I guess it did well enough.
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
First game is excellent (and 40% off right now), but is not for most Codexers, who will be enraged there are no rocket launchers and you don't get to look at every character's genitals.

Very excited about a sequel. I like how the trailer implies that it takes place traveling through space instead of on one big station.
 
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Will be exciting to see where they take it for a direct sequel. Considering the short turnover I'm guessing it'll use the same system and narrative mechanics, but in a fresh context.
 

Van-d-all

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The first game is fairly good. Solid setting, decent writing, intriguing characters. But at the same time, mechanically it's such a minimalist game, virtually a counter manager, and an easy one at that. Hardly a problem finishing every questline in time, not particularly good for a management game IMO. That said, the setting itself was interesting enough I'd gladly see it expanded.
 

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://jumpovertheage.substack.com/p/what-to-expect-in-2024

The Path to Citizen Sleeper 2

I know you’ve all been waiting for more info on the sequel, and while I can’t give you that today, I can promise that by the end of this year you will be very familiar with what the sequel plans to offer. There’s around a year left of development, and already the sequel is looking bigger and more varied than the original.

I’m really proud of what we’ve been able to do, and I ask you to be patient for a little while longer, as we prepare for our big reveal, and a few small teases between now and then too…
 

lightbane

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Not a rpg, excessive woke stuff such as the only male blonde of the game being a dumb AND cowardly bad guy with no redeeming qualities, excessive use of "they" pronounm for men and women (and then there's that scene where TWO "they" persons are around, confusing as hell), no real C&C other than passing or failing a quest, annoying time-limit mechanics that can be gamed early on, etc. Writing was good at least, but it was quite depressing even though the tone of the game pretends to be uplifting, when it cannot really be so when the MC lives with literal borrowed time.
 

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/2442460/view/4679893541746213271
Citizen Sleeper 2 Demo Goes Live October 14 for a LIMITED TIME
Wishlist today to be notified immediately when the demo releases!
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Big news, Sleeper! A limited-time demo for Citizen Sleeper 2: Starward Vector has just been announced!
It will ONLY be available during Steam Next Fest (14-21 October)!

During Steam Next Fest, you'll be able to explore Starward Vector's first location. Visit the hostile Hexport, and meet locals both friendly and untrustworthy. Your goal is to repair your ship and escape before you are caught - but will you be able to do so in time?

So make sure to wishlist Citizen Sleeper 2 right now if you haven't already, and you'll be notified the moment the Hexport demo is live. Get ready to assemble your crew and complete your first two contracts!
 

Oropay

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Demo is up



Protip: seems like you get your dice refunded once you embark on a contract
 
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Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Coming January 31st:



https://store.steampowered.com/news/app/2442460/view/4447963238493062346

Citizen Sleeper 2: Starward Vector heads into space on January 31
Experience the Starward Belt with the limited-time Hexport demo on Steam

Are you ready to wake up, Sleeper? The dice-driven RPG Citizen Sleeper 2: Starward Vector will be available on Steam on January 31, 2025!

Citizen Sleeper 2: Starward Vector is the sequel to the award-winning Citizen Sleeper. We recently celebrated the 1,000,000 players (‼️) who took their Sleeper into the degrading space station Erlin’s Eye and made a living at the edge of interstellar society.

If you liked Citizen Sleeper, Citizen Sleeper 2: Starward Vector dives deeper into its roleplaying roots with the dice of the original game taking on an even more important role. As an escaped Sleeper with a malfunctioning body, you commandeer a ship, find a crew, and take on contracts as you explore the Starward Belt. Choose between stretching for greater rewards or potentially taking on stress that damages your dice - your Sleeper’s only true means of survival - and accrues glitches in your system.


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How will you handle the stress? Will you damage your only chance for survival in an effort to push your luck?

But that's not all! By popular demand, the limited-time Hexport demo returns to Steam from TODAY until December 8!

For more information on the dice RPG Citizen Sleeper: Starward Vector, join the Jump Over the Age Substack, follow Gareth Daimian Martin on Twitter/X and Bluesky, and Fellow Traveller on Twitter/X, Bluesky, TikTok, Instagram, Threads, or join the official Fellow Traveller Discord.
 

v1c70r14

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I was bored.

Cyber Dreams of Leftism Qua Capital

Nothing situates the left arm of capital quite as clearly as the digital dreams it produces for the elitist cliques that make up not just the userbase of pedophile networks like BlueSky, or internet concentration camps like ResetEra, but also the thirdworldists who usually complains about Western degeneracy and the mental illness of any form of communist ideology more recent than Lenin. All of them far removed from any laborer or worker, they collectively fantasize about unshackled tech-capital.

From the depths of Deleuzesian fever visions of escaping the spirations of Fascism, which have been the bread and butter of civilized human existence since the dawn of time, comes attempts at hyperstition, the notion that capitalism will conquer the stars and that Elon Musk’s project will be ultimately successful, even if the millenarian Marxist prophecy of some further collapse and fall must at the same time take place even as the apotheosis of galactic capitalism is a fundamental part of the fiction and fantasy being sold in Citizen Sleeper. In the Gramski mode there is a hope that if it is culturally propagated enough this will make it happen and attain reality.

For just £129.99 you too can get the boutique art book and an RPG splat book, just like any communist the developers are good bourgeoisie entrepreneurs, peddling luxury items at insane markup to an audience of the rich alone, looking down at the tastes of the larger working class. It’s not just the pricing that is restrictive and self-selecting for this audience though, it's the very material itself. Rather than diving into the bog standard critiques of commoditization of culture and critique, or the ouroboros of capitalism producing the empty semiotic noise of its own supposed counter-culture, it’s much more interesting to look behind the curtain at the consumers of this premium goyslop with a Disco Elysium flair.

Writing at the present the contrast of the response between the traditional fantasy with these ideological conventions inserted into Veilguard, and not just Citizen Sleeper 1/2 but also the triple-A disaster that was Cyberpunk 2077 is so concrete you can touch it. Perhaps the most misunderstood part of leftism was that the science fictions they produced, like the very genre of cyberpunk, was never a genuine critique or satire of capital but rather the desire of the creatives.

Felipepepe, Brazilmonkey BlueSky profile and compiler of one of the least reliable and factual books about CRPGs, wrote about this when Cyberpunk 2077 was in the news in some now lost tweet or blogpost. Leftists never even mildly disliked the prospect of exchanging their bodies for artificial parts with corporate enslavement or planned obsolescence built in. The Judge Dredd megacity filled with addicts, criminals, and other lumpenproles, high-rises overlooking ghettos filled with brown mystery meat consumers and mountains of garbage and irradiated landfills is rather the ideal destination of the progressive, with galactic conquest of mass production, automatization and transhumanism being the endgame. This is why Felipepepe was so angry about Japan being too Japanese still and not another Brazil, every city should be some detached mass of foreigners, even the few natives remaining should be deterritorializationized and alienated from their own homeland. In order to be the cool cyberpunk with pink hair and a non-binary quasi-African open-relationship partner fighting "the man" (Who in this alternative universe isn't jewish for some reason) you first have to let capitalism run its course. Leftism is only the unrestricted hunger for the decadence of infinite surplus after the fact.

Whereas Veilguard isn’t defended by many for transposing this image into the fantasy genre, even those usually critical of this kind of thing are vibing with the all the plateaus and fanged noumenas of both Polish diversity Deus Ex done Ubisoft as well as boutique Western visual novels. Marxism, in any form, is begging for the tech-capital to be unleashed and every communist is a Landian transsexual waiting to come out. Beyond the protests from Bulgarians or Romanians of Western excess and degeneracy lies a deep approval of the judeo-capitalist project, walking in lockstep with core ideological suppositions and expectations. The tin-can floating in space containing brown they/thems is not a vision restricted to obdurate Californians alone. The fundamental realization is that the anti requires the thing itself to exist and is for this reason married to it.

Fascism is anathema to this binary system of push and pull because it threatens to rob the adherents of their artificial consciousness being granted a total will-to-desire in a run down slum of Night City of the future, or an abandoned Elon Musk space station in this case, or a server farm in either. Fascism wages war on it even from beyond the grave of ideology, a ghostly apparition of Hitler and Mussolini wielding the fiery sword of God to protect the heavens and paradise from the rotten cancer of capital-marxism, cutting through schizophrenic gray orgasm slime to supplant it with genuine life and vitality. The arboreal hierarchy remains strong and sound despite every attempt to diminish it, untouched by unworthy clawing hands. May these dreams stay the deranged digital dreams they remain as, the cocaine of e-progressives.
 

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.eurogamer.net/citizen-sleeper-2-will-be-the-last-citizen-sleeper-video-game

Citizen Sleeper 2 will be the last Citizen Sleeper video game​

But the series may live on elsewhere.

Citizen Sleeper creator Gareth Damian Martin has said their warm-hearted series of sci-fi video games will end with Citizen Sleeper 2: Starward Vector, which releases 31st January. However, Citizen Sleeper as a series of games won't necessarily end there.

The intention, as Damian Martin laid it out to me in a recent interview, is to create a full tabletop role-playing version of the game, and thereby handover future adventures in the series to the TTRPG space that has so inspired it.

Responding to whether that would be it for Citizen Sleeper games after the sequel, Damian Martin replied: "I think it is for video games. I'll leave myself a backdoor somewhere that I can climb through and dig it out the grave again... But no. I think especially the ending - and I hope people feel this when they reach the ending - I really felt like, okay, this is me saying the final word on it. I really like where I'm leaving it. I'm really happy with that.

"But Citizen Sleeper has meant a lot to a lot of people and so I'm not about to leave that behind," they added. "The next big project for me will be to work on a Citizen Sleeper tabletop game in full, but I need to find the right collaborator and I need to work that out, and I need to do that alongside other stuff. So that's something that will be a more long-term project."

Martin has collaborated on tabletop projects before. Their game In Other Waters was adapted for tabletop via a collaboration with Lone Archivist, and Citizen Sleeper was adapted into a solo, tarot-based tabletop game with Alfred Valley's help, so there's a strong precedent there.

The video game Damian Martin will make next is actually the game they were pitching to their publisher Fellow Traveller before development on Citizen Sleeper 2 began. It was only the runaway success of Citizen Sleeper 1 - now at one million players and counting - that derailed those plans, turning Martin's head towards add-on content and, eventually, a sequel.

"I was actually already pitching my next game, which was not Citizen Sleeper 2, to my publisher," they said. "That's actually going to be the next game."

Citizen Sleeper 2 arrives to much anticipation on 31st January. Demos have already given us a glimpse of a game that's quite different from Citizen Sleeper 1, with a much stronger sense of tension in it and more developed, and distinct, role-playing systems. The changes work brilliantly; this could be special.

The development cycle, however, hasn't been easy. Personal challenges, as well as the pressure of living up to expectations, have made life difficult, as I discovered speaking with Damian Martin. Success, as much as we court it, can be hard to deal with.

Look out for my full Citizen Sleeper interview soon.
 

KeAShizuku

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I am looking forward to this one. I discovered the first one on a 4chan thread were someone called the game pretentious- which immediately piqued my curiosity.
 

Oropay

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https://www.eurogamer.net/citizen-sleeper-2-will-be-the-last-citizen-sleeper-video-game
"I was actually already pitching my next game, which was not Citizen Sleeper 2, to my publisher," they said. "That's actually going to be the next game."
As much as I like the vibe, overall world design (queer shit aside), and mechanics of Citizen Sleeper, I'm not a fan of series running forever, as they quickly overstay their welcome. I'd rather the developer work on his passion projects. Even if the new game turns out not to be for me, I'm interested in whatever new project this Damian fag can come up with. Considering the commercial success of Citizen Sleeper, I'm sure there will be clones to keep the torch burning: let this guy blaze new territory.
 

KeAShizuku

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https://www.eurogamer.net/citizen-sleeper-2-will-be-the-last-citizen-sleeper-video-game
"I was actually already pitching my next game, which was not Citizen Sleeper 2, to my publisher," they said. "That's actually going to be the next game."
As much as I like the vibe, overall world design (queer shit aside), and mechanics of Citizen Sleeper, I'm not a fan of series running forever, as they quickly overstay their welcome. I'd rather the developer work on his passion projects. Even if the new game turns out not to be for me, I'm interested in whatever new project this Damian fag can come up with. Considering the commercial success of Citizen Sleeper, I'm sure there will be clones to keep the torch burning: let this guy blaze new territory.
I agree. Just look at Metal Gear Solid.
 

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tomorrow:



https://store.steampowered.com/news/app/2442460/view/542220900843388980

AMA Developer's Answers
Discover more about Citizen Sleeper 2 from today's AMA with Jump Over the Age!
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Earlier today, Gareth hosted an AMA on r/NintendoSwitch with the lovely community there who had many interesting questions. While some were Switch specific, others were more general. We thought we'd share a selection of these questions with you ahead of Citizen Sleeper 2's launch on the 31st of January, to give you a bit more of an insight into the game's development!

If you'd like to check out the full AMA, you can find it here.

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Q: I'm curious, what has a normal day working on the game looked like for you? What kind of non-gamedev activities you feel helped preserve the balance of life, or enhanced the game whether intentionally or unintentionally?
Everyday looks mostly the same for me--I walk to my studio, turn on the computer and work on the game, haha!

But as a solo developer that means a lot of different things, from engineering systems to making 3D art. The majority of CS 2's dev time was spent on writing, and I also do my best to fill my studio with ideas and inspiration, from pinned up postcards and art, to books and toys and things that give me ideas.

In terms of preserving the balance of my life, having a 9yo daughter does a lot of that for me! When I do have a spare moment, and I am not playing games or reading a novel from my massive pile, I will usually watch Rugby, something that helps me take my mind off my work.

Q: I was wondering what inspirations you have drawn upon for the sequel?
So this time around I'd say some big inspirations were episodic ship and crew classics like Cowboy Bebop, Firefly, FarScape and Deep Space 9. There's also more of Becky Chambers books in this one too. Oh, and I switched over to Gibson's "Bridge Trilogy" especially Virtual Light this time, to bring some inspiration in from there. If you know that book you'll definitely spot some references in CS 2!

Q: How well do you think CS2 lends to hacks and mods? Just to say, there’s a tradition in tabletop of remixing and reworking a system to fit one’s own ideas. I think it would be neat to see games “powered by sleepers”, but what’s your take on that, as a software designer?
As a solo developed game, I wouldn't recommend ANYONE try to mod my game haha! It's pretty crazy in that code! But I am very open to the idea of people taking inspiration from the systems to build TTRPG or game systems. Just as I took inspiration from the design of others, I think it'd be really cool to see people using my design as a leaping off point. I am actually aware of some citizen-sleeper-likes that seem like they might release in the next few years, and I can't wait to play them!

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Q: Is Citizen Sleeper 2 of a similar length to Citizen Sleeper, or is it longer/shorter?
It is definitely longer, and the difficulties and classes add more value to replaying too! I'd say the average play through is 12 hours, but it can vary a lot depending on route and how thorough you are.

Q: What is “Dangerous” difficulty? Permadeath? Or just "hard" mode?
Dangerous difficulty is both harder and has permadeath enabled if you break all your dice. I'd say its similar to something like "Honor Mode" in Baldur's Gate 3. If you do die in it you can reload the save and turn the difficulty down, so while its not intended for first playthroughs, people might give it a shot.

Q: Do you ever consider the 'vibe' of your game as you are mid-development on it? In Other Waters is quite chill and relaxing, while Citizen Sleeper is a litany of things - tense, hopeful, stressful, fulfilling. Do you try to hit a specific emotion when it comes to certain moments or gameplay systems?
I definitely have a bit of a vibes-based process, it's kind of where I start with my games. I always want everything to be pushing in the same direction, from the logos and key art, to the systems and story, to the soundtrack and effects. I would say I am always thinking of how to produce a certain vibe while I work, something that is often a bit indescribable but that has been inspired in me by media, experiences or games where I myself have also felt that vibe! For me, this is what's exciting about games--they are able to provoke emotion and feeling in a very evocative way, they are somewhat atmospheric, and I love that quality in art. I also have to credit Amos for his incredible work in this regard, we often have conversations about mood and emotion, and I think he has an amazing ability to inspire emotion naturally in players, without them feeling "forced." Overall I think both of us are interested in the ambient nature of games.

Hope you enjoyed the read! If you haven't already, make sure to wishlist the game before the release on the 31st:

Not long to go now, Sleepers!
 
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Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
5/5 https://www.eurogamer.net/citizen-sleeper-2-review

Citizen Sleeper 2 review​

Bedder than ever.

With a new found sense of tension, and showpiece Contract missions, Citizen Sleeper is transformed. This follow-up has improved the RPG formula in every way.

There's a moment a few hours into Citizen Sleeper 2 where I'm on the back foot and failing. The dice I use to do things in the game are breaking, and the mission I was confident about finishing is ending in failure. Timers tick down before I can do anything about them. Enemies I'm running from catch up with me and beat me down and break me. Things explode. Whatever I do, I can't seem to get a foothold in the game, and I realise at that moment I'm not having fun.

Simultaneously I realise: I love it.

Citizen Sleeper 2 isn't afraid to let you fail. A whole new suite of mechanics is designed to pile the pressure on and put you in uncomfortable situations. And knowing you can fail does a tremendously powerful thing: it grips you, pulls you forward, and makes you pay close attention to what you're doing. It pulls you deeper into the sci-fi world, and in Citizen Sleeper 2, it's as though a whole new side of the game has emerged, coming forward to energise the tender-hearted formula of the original. Under tension, the series is transformed.

At the heart of it all is the game's new set-up: a ship and crew. This time, you're not stuck on one station but immediately, in a ship, and on the run. From the beginning, you're also partnered with another other person called Serafin, who saved you from a vicious crime lord - Laine - the latter of whom will continue to dog you throughout the game. You - a sleeper (and a different sleeper to the one in the first game) were Laine's property, an android remotely connected to a person somewhere in the galaxy, destined to work off their debt. But as in Citizen Sleeper 1, there's something different about you, something more human, something that's changing, and you will have to find out what.

This ship and crew set-up opens up the game enormously. It alters the structure to be about flying around an asteroid belt to different locales - asteroids, clusters of floating ships, small space stations, larger space stations, hidden habitats on moons, mining stations - and what this gives the game in abundance is variation, visually and tonally. Each of these places looks and feels like somewhere else, and has a personality of its own. Some have neon pink pops of colour and cyberpunk stylings, while others are icy asteroids with crevices where humanity clings like barnacles. Their smaller scale also allows the camera to get right in and blow up the dinky dwellings for us, so we can better imagine life there.

The ship brings something else vitally important too: companionship. Not with the ship, that would be weird (although it does become something of a character in its own right), but with people who are drawn to it. Ships are rare and represent opportunity in this part of Citizen Sleeper's universe, and so like iron filings to magnets, people are attracted to them. Can you help someone out? They'll make it worth your while. Maybe they can hop on and join you? Whereas Citizen Sleeper 1 was a game about individually dealing with people, in relationships scattered across Erlin's Eye, Citizen Sleeper 2 is a game about a collective, about a group, which you're the shepherd (Shepard, perhaps) of. And what this allows the game to do is take stories on the move with you. It means it can tell your collective story while you travel and weave it in and out of everything you do. Rarely a day - a Cycle, in the game's parlance - goes by without something happening, a character approaching you for a chat, a complication, a conflict. It works much better this way.

A ship in Citizen Sleeper 2. Your ship. Your home.Look at that cute little fishy of a ship. I call it home. There are pictures I have of it later in the game but I don't want to spoil the names of the crew!
Mechanically, the other characters on your ship present a huge gameplay opportunity too - tied as they are to the game's big new development: contracts. These are special events involving great danger and reward, moments in the game where big things go down, and where the game's suite of new mechanics are really brought to bear.

Contracts usually take place off-world (or off-asteroid or off-moon or whatever the hub is you're on), so you fly away a short distance to them, and then they lock you into a scripted adventure for a handful of Cycles that you will either succeed on, or fail. For example, you fly to recover something from a shipwreck, but when you arrive, you discover it's in such a volatile state it will fall apart if you disturb it too much - or worse, explode. Your mission is to find and retrieve something, but locating it and getting it will take a few steps, likely a few Cycles. There's also something of value out here to salvage too. You can't do everything - you don't have time - so what do you do?

This is a Contract. Note the drone stress gauge in the middle of the screen - if I fluff things up, I'll aggravate it, and the whole mission could collapse.
Your other crewmates will help you on these missions - you can take two of them with you - and they bring two dice each to use, plus their own set of skills. The dice-rolling system of the first game returns here. It's based around six-sided dice, which are automatically rolled for you each Cycle, then spent on actions in the game, your skills modifying the outcome up or down. Sixes are guaranteed successes, for example, fives are usually good, threes and fours are a risk, and ones and twos - well, only use them if you must, or on safe actions where the risk of a negative outcome is less harmful. Other characters, then, are enormously useful - they bring four more dice to the table and a wider spread of skills to use.

Citizen Sleeper 2 has another trick here: you can tamper with crew dice using a Push ability, native to each individual character class. As an Extractor, I could add two points to their dice rolls, for example, potentially changing a four to a six, or a three to a five - both incredibly useful leaps. But there's a price: Stress. Every time I Push, I accrue Stress, and Stress is the most important new mechanic in the game.

As Stress increases, the health of your dice can deteriorate, and if they break, they're temporarily out of the game. Similarly, if a companion's stress maxes out, they will be temporarily taken out of the game. This only happens on Contact missions, I should add, but it's when these elements start piling up that you can find the game not going your way. Already tight missions become orders of magnitude harder. Bowl into a mission blasé, under the assumption you'll do everything, and you will come undone.

Strangely, for a game that doesn't move much, it's strangely hard to show it in screenshots. Perhaps it's the ambience you need with it. Regardless, there's much more visual variation this time around. It's not just one grey space station but lots of different kinds of locale with their own look and feel.
Now, this might sound tense in a way you don't want, and quite different to the vibe of the original, but there's a safety net underneath it all (on normal difficulty; there isn't on the hardest difficulty). There's still a consequence to completely filling your Stress bar and breaking your dice, but it's not the end. Should that happen, you will be somewhat reset and gain a permanent Glitch die, which always appears in your rolled hand of dice and gets in the bloody way. It has an 80 percent chance of a negative outcome and a 20 percent of a positive one, so it's devilish, but it's not a complete write-off - there are situations where that's useful. And I love this; I think failure in tabletop RPGs especially is a really interesting thing to play with, and it feels like Citizen Sleeper 2 agrees.

The game's newfound energy doesn't all come from mechanics. Solo developer Gareth Damian-Martin (who made the game with character art from Guillaume Singelin and music from Amos Roddy) has a knack for putting players in exciting situations. It's there in the 'run for your life' beginnings, but it's also laced into every activity in the game you do. Be it a conversation or a Contract, it always feels as though there's something inherently interesting to do. A forgotten archive encased in an asteroid, storing knowledge thousands of years old: tell me more. A prison-like mining planet ready to mutiny: let me at 'em. Deceptive crewmates: bring it on. I don't think I ever found myself bored - and the times I nearly was, a surprise soon appeared to turn it around.

This is the Extractor class I chose. I felt seriously hampered not having access to the Intuit skill - another restrcition that was tough but I really liked. Note the Push tree on the right - that's the one that affects crew. There's just more to spend your skill points on now, and it feels like that choice really matters.
This craft is evident right down to the delivery of the writing itself. There's very little wastage - I've always loved this about Citizen Sleeper. Playing it feels like being led personally on a tabletop adventure, yanked into the eyes of a character and shown what they see. Short sharp chunks: that's how it's delivered. You see this, you do this, and someone says that. There's a motoring sense of momentum to it. Click to interact to receive another dollop. It never swamps you. And it's so important, this writing, because it's the engine of the game. The character art may be delicate and delicious, and the plinks and plonks and starry pops of music may be celestially transportative, but there's no inherent energy in them. The writing powers it all.

And it's through this writing that Damian-Martin conjures the magic people remember Citizen Sleeper for: the heartfelt moments. Here is a world where people say what they mean, where in a few words they fire a truth into your heart like an unwavering arrow, popping it and causing the leaky rush of blood to warm your core. It's a game where people see people, see into the insecurities that make us up, and say it's okay, you're okay. Be yourself. There's a sense that here, on the edge of everything, amidst so much collapse, of course only hope can rule.

Citizen Sleeper 2 tells a longer story (roughly 10 hours) than Citizen Sleeper 1, and a wider one, given the various companion permutations. But it's broken quite nicely into what loosely feel like chapters, encasing each new place you fly to. One or two a night feels like a nice pace to play the game at. These are self-contained stories, to a degree, dangling like baubles from the main string you're following - a story about falling apart. It's a theme you might remember that haunted Damian-Martin throughout development, as they struggled with their own health, and I think you can feel that lived experience palpably here.

There won't be any more Citizen Sleeper video games after this, as you might have already heard; the intention is to make a full tabletop RPG and hand it to the tabletop space that so inspired it, to do with as they will. I'm glad for many reasons, not least because I don't know how you'd follow this. I didn't know how Damian-Martin would follow Citizen Sleeper 1, to be clear, but in Citizen Sleeper 2 they've done that and done it in some style. They've found a way to make the game part of the equation make sense, to bring it forward from the shadows and weld the adventure inseparably to it. It works wonderfully.

If I'm picky, I felt some threads in the game ended up dangling loose, and when I looked for closure with certain companions at the very end, I couldn't find them, our interconnected stories left hanging. Some aspects of the story failed to properly convince me, too, like the Overseer arc, and, I have to say, the main baddie. But I am really splitting hairs. Citizen Sleeper 2 is terrific. There are few other games that can reach out like this and clutch as unerringly at my heart, and few other games I would want to.

https://www.rockpapershotgun.com/citizen-sleeper-2-starward-vector-review

Citizen Sleeper 2: Starward Vector review: a sci-fi RPG that explores new space, yet I yearn for old ground​

No more mister dice guy

Don't get too comfortable. As an RPG that puts you in the synthetic boots of an escaped robo-person, Citizen Sleeper 2 often has you on the run. It's a crunchy, dicey machine of vibrant world-building that sometimes forgets itself in wandering prose. A compelling universe to sail through, with more habitats and hovels than its predecessor, more stations and stellar gateways. It can't - for me - escape the dense gravity of the first game's compact storytelling and novel character building, no matter how often it funnels you from one space caper to the next. But it has a good time trying.

Once again you play a "Sleeper", a biomechanical being designed to work as slave labour. At the start of your story, you are in thrall to a crime boss called Laine, who's been keeping you under his thumb in exchange for a drug called stabiliser (an injectable pick-me-up all sleepers need to prevent their bodies deteriorating). But here comes a friendly spacepal, called Serafin, who reboots your body and hauls you cold turkey off your captor's space station. Together in a stolen ship, you'll explore a belt of inhabited shucks, seeking to put ever more distance between you and the abusive Laine.

The previous game took place on a single rotating station, Erlin's Eye. But here you'll gradually unlock a map full of places to jump to, provided you have the fuel. There's a slender trading spire called the Far Spindle, where a water freighter has ruptured and needs emergency repairs. Or a flotilla of ships called the Scatteryards, where a shipmaker will pay you to paint an advertisement on your vessel. Or an asteroid called the Greenbelt, which grows food in precarious conditions for the whole belt.

In splintering its sci-fi stories into these many small hubs, Citizen Sleeper 2 can feel more sweeping in its space drama. Each place offers "contracts" that send you into a bubble of local space nearby to complete a task, like rescuing lost crew members or salvaging data from a destroyed ship. But it can also feel less deep and more formulaic with each passing hub-hop, too.

Kadet and Juni work together on a contract, with the screen showing several dice offering various results.Image credit: Rock Paper Shotgun / Fellow Traveller

Perhaps this is down to the expansion of the game's more cog-like components. Once again, you'll roll a bunch of dice at the beginning of each "cycle" (every morning, basically). You slot these into various squares to take an action. Drag a five into working a shift in a "risky" scrapyard, for example, and you'll probably get paid well and won't lose energy or accrue stress (two important meters you'll need to juggle). Slot a one into a "safe" activity, like resting. The twos and threes? Well, those are iffy. But gamble away, work another shift. Why not? On contract missions you'll also be able to use extra chance cubes provided by your fellow crew members.

But dice can break under certain conditions, making them unusable, or they can become "glitched", meaning they'll have a much bigger chance of resulting in a negative outcome. Ideally, you'll keep all your dice neatly maintained as you go along (you meet an engineer who can gluegun them back into shape). But it's possible all your dice will rupture in one desperate mission gone awry.

Five broken dice is a tough fail state that puts you on your robot ass and leaves you with a permanent, unfixable glitch dice every cycle. Definitely something to avoid. It'll mean you'll have fewer actions every day. Less noodle broth to slurp, fewer cargo shifts to pick up, or perhaps no dice-time to explore dodgy shantytowns spinning in the void. The game's easiest mode forgoes this punishment, so you can simply carry on the story. The hardest mode doesn't even humour you. You simply croak it - game over, start again.

A flotilla of ships makes up an ad hoc space station, with one of the ships labelled the Narrow Escape.A scrap scavenger wearing green called Alma chastises the player, as the Rig floats in space behind her.An all white hologram called the Warden speaks to the player.Serafin and Juni must work together to gain access to a derelict ship floating in space behind them.Image credit: Rock Paper Shotgun / Fellow Traveller

That I have to spend this many paragraphs explaining the dice is itself a sign that the systems and item management feel bulkier this time around (and I have not even mentioned "supplies", class bonuses, dice-altering abilities, or various other currencies). As before, it's a solid way of giving the story some gamey bones. But this heavier emphasis on the technicalities sometimes feel overbearing.

The more linear hubs especially can feel like there's only one railroaded way to distribute dice. You simply pump your gambleblocks into the only slots that seem to matter, making it feel less like you're gambling with story outcomes and more like a forgone narrative conclusion is being click'n'dragged out for the sake of a fancy system that needs to be implemented everywhere. For me, these numerical systems were always less interesting than the characters and stories that orbited them.

There's still a lot to like in the people here. The character art has the bright stylishness of a well-inked comic book, soft shadows falling over faces and endless folds of fabric non-fluttering in zero gravity. If you’ve ever bought a concept art book just to see what the artists designed before the modelers got their hands on things, you’ll appreciate the figures that stand against the glowing windows and drifting ships of the 3D animated background.

Crucially, when these characters speak they feel alive. Laine is a heinous pusher man with a slave owner's cruelty, not to mention a ghostly pursuer whose voice arises in your mind at various intervals. In his eerie desire for total control of your Sleeper's body, he is a classically dislikable if ultimately diluted villain. Imagine Kilgrave of Jessica Jones poured into a glass with a spritz of Harvey from the 2000s fugitive sci-fi show Farscape (a show the game's creator cites as an influence). Laine is a systemic stressor as much as a storyful one - a little red clock often ticks down when you're exploring a hub, to show that he is on your scent. You will have to get out of dodge before he arrives.

Laine steps towards the screen with his coat tail fluttering, above a sea of city lights.Image credit: Rock Paper Shotgun / Fellow Traveller
There are other memorable folks. Nemba is a straight-talking chef who might fire you from a part-time gig in his kitchens, but only because he has a cheeky side-mission in mind. Kadet is a leatherclad space biker who coolly saves your life from a cargo hauler, then uses her biker chick charisma to rope you into dodgy data dealings. There are a lot more examples of such characters. But what unites many is a sense of transience. Like you, these people are often on the move, disappearing from your station but reappearing in far-flung hubs hours later.

That said, they're not all so compelling to me. Many of your shipmates seem to suffer a dose of the "niceys". Conflict is resolved readily, and kindness prevails more often than conflict erupts. The drama you might expect from a crew of misfits forced into proximity on a starship is set aside for a quieter, familial bonding that sometimes makes me smile sweetly, and sometimes makes me yawn and wish for an abrasive bastard to show up. For many others, a kinder-hearted crew may be a winner. But I know I'm not alone in yearning for a scumbag or two in my fictional ensemble.

Take your saviour Serafin, for example. He's a good-hearted and competent pilot, and your close buddy throughout the game. I would like a friend like him in real life. In-game, I wanted to hiss him out the airlock. As your first companion he fulfills the role of a Mass Effect starter companion - someone who will explain things to you and voice vanilla misgivings. He is strong-willed, caring, thoughtful, and resolute. I wanted to abandon him in an asteroid field after a couple of hours.

Serafin speaks to the player, looking injured with his arm in a sling.Image credit: Rock Paper Shotgun / Fellow Traveller
Instead, Serafin accompanies you along a main quest that never quite interested me as much as the various side gigs. I found his narrative hand-holding irritating even - frequently taking you aside to tell you which spacerock will be the next best hub to visit. It's nothing a Bethesda main quest character doesn't do, but after the relative looseness of Erlin's Eye, where I really did feel in control of my wanderings, there is sometimes a feeling here of being shuttled from plot point to plot point, rather than meandering through the world at your own pace, picking up the stories you want and dropping others at will.

In fairness, some of the shuttlestops are fine adventures. You may help a union organise an interstellar strike, or delve back into the shadowy streets of the Darkside (scumbag territory that belongs to Laine). But I was anticipating a more open-ended tale right from the beginning. By the time this freedom is afforded to you as a player, you've basically seen the whole system and met everyone of note. It is geographically a broader game than the first, yet it feels somehow more confined.

Don't let me scare you too much. Scenes are still well-written, the expressive prose maintaining a good eye for body language and mannerisms. An engineer will wipe their hands on rags as they speak to you, hacker kids will betray their mysterious ulterior motives with steely looks. It has all the panache of well-crafted genre fiction, yet doesn’t overload you with paragraphs of lore, keeping to the cadence of good interactive fiction. At least, this is the case for much of the game. Later sequences can get bogged down in long descriptions of abstract hacking or space architecture, the game sometimes forgetting to check its own wordy enthusiasm.

Kadet holds her hoverbike while the player decides how to respond to her.Image credit: Rock Paper Shotgun / Fellow Traveller
Thematically, it's loyal to its progenitor. The first Citizen Sleeper hauled its disdain for interstellar capitalism right to the centre of your story. You were a gig economy robot with a terrible addiction to a repair drug; a walking iPhone that grew a heart and ran away from the Apple store. Starward Vector doesn't deviate from those themes of coercion under capital, except to sometimes explore the fate of refugees fleeing war. It also revisits the dysmorphia that results in having a body that doesn't feel truly yours, and the relief that might come from realising you are not alone in such a struggle.

In all this, it again treads a line between thoughtful speculative fiction and popcorn sci-fi the likes of Space Sweepers. I liked befriending a stray cat in zero gravity to summon the memory of my previous bio-self in a poetic passage about identity and comfort. But I also enjoyed meeting an ancient drilling worm in the belly of a cursed asteroid, still digging after thousands of years like some robot Shai-Hulud coached by the Energizer bunny.

It often loses itself in the long spool of its main quest, in the runaway passages that could have been shorter, and in the stories of characters who sometimes feel like they're hijacking your tale, turning it into a choose-their-own-adventure. But Citizen Sleeper 2 still manages to deliver some heartfelt moments in a sci-fi world that feels more colourful than the likes of Starfield (again), despite being the work of a much smaller team over far less time. It's finely made sci-fi, even if I still prefer the noodles on Erlin's Eye.

Disclosure: Jump Over The Age's developer Gareth Damian Martin has written for RPS

80/100 https://www.pcgamer.com/games/rpg/citizen-sleeper-2-starward-vector-review/

Citizen Sleeper 2: Starward Vector review​

Reckoning with flaws in the machine.​


I try not to think about my body as a 'vessel' too much, if I can help it. The idea that my mind is just a rider in something that can wear, tear, and break down isn't a comforting thought—but it's an increasingly pressing one. Citizen Sleeper 2 reminds me of this fact twofold: It's a game about the slow degradation of the body, sure, but it's also a sequel. It's an attempt to show growth, to do more. But in trying to grow, it's become fuzzier around the edges. Fractured, bumpy, nicked in places, and lovely in its own way.

Citizen Sleeper 2 understands that you don't get to choose how your body grows. You can decide on some things if you're one of the lucky ones, sure, but eventually everything bends and falls apart. The solution for your character, an android 'Sleeper', is to start stapling bits of yourself back together with spare parts.


As a story, it understands that for Sleepers and humans alike, our bodies barely belong to us in the cosmic scheme of things—they belong to the universe that made them, subject to its weights and pressures. Which is a pain in the arse, really, because I'd like to not have back problems and my shoulders hurt.

While Gareth Damian Martin's first game hinged around building and finding community in a strange place, Citizen Sleeper 2 turns the gaze inward to the self. The body and how it might change—naturally or because of others—is the threat. But it pushes ambitiously outwards, as well, broadening its scope from one space station to an entire slice of asteroid belt, and its quality suffers a tad, much like my aching shoulders do.

Take my eyes, take them aside​


Two characters, Nia and Juni, from Citizen Sleeper 2: Starward Vector float in zero gravity.



In case you haven't played the first game, here's a primer: Citizen Sleeper 2: Starward Vector is a game about dice that mimics tabletop RPG systems like Powered By The Apocalypse and Blades In The Dark. Each day, you get a batch of dice. Each day, these dice let you do stuff, and your chances of failure scale with how well you rolled.

Citizen Sleeper 2 has four things to keep a track of: energy, stress, dice breakages, and glitches. Lose all your energy, and you start taking stress. Take too much stress, and your dice start breaking. Break all your dice, and you get a glitch, which saddles you with a chance to roll a glitched out die. These chuck away all your stats to give you a 20% chance at success or a 80% chance at failure, no matter what.

It's a fun way to represent the slow degradation of one's body—as for why that's happening, well, you're a Sleeper: An android copy of a living, breathing person invented to circumvent anti-AI regulations, while also allowing heartless corporations to benefit from what is, essentially, slavery. You escaped your corporate masters and stumbled right into the yoke of a criminal one, a right bastard named Laine, and the game begins as you scramble away from his clutches—a botched reboot wiping most of your memory.

Laine's belief that your body belongs to him looms over the whole narrative. It also drives you and your flesh-and-blood buddy (and fellow escapee), Serafin, to leg it in a little rust-bucket. Cue a series of Firefly-esque missions, packaged into an adventure-of-the-week style format. You balance a bunch of other secondary resources—cyro (space dollars), fuel, supplies, and the like—while trying not to let your body crumple apart.

This setup plays out well on the whole, because Citizen Sleeper 2's story is filled with charming characters, excellent knife-twists to the heart, and fascinating worldbuilding. While the first game limited you to a single space station, this Citizen Sleeper 2 feels like a DM taking their training weights off and finally showing off their lore documents. Revelations about the mysteries of the bleak, corporate war universe abound.

Each mission is a fun exercise in risk assessment, one that rewards you with charming narrative as well as in-game resources: You meet rogue, lonely AIs in destitute space stations. You scramble to dodge cannibalistic drill machines in desolate mining rocks. You help an old, stranded woman fix her mess of a ramshackle engine. Citizen Sleeper 2 is a great adventure, with enough texture to get me thinking about a campaign of my own.

It's also a warm, thoughtful treatise on what it means to be a broken thing. The Sleeper is a machine, so the metaphor is writ large, but the game also makes it clear that your fleshy friends are going through the exact same thing on a drawn-out timescale. It outright states this to you: "No one gets to choose their own body. Everyone has to contend with the entropy of their flesh."

It's fitting, then, that the game itself suffers from its own kind of entropic pull. Citizen Sleeper 2 is more ambitious, widening the scope and increasing the amount of plates you need to spin. But it's this desire to go bigger that ultimately makes it a little flawed, much like your body's own degenerating machinery.

My arms and legs, they get in the way​


Laine and Serafin from Citizen Sleeper 2: Starward Vector float in the game's iconic yellow.



Citizen Sleeper 2's mechanics just don't gel as well with its themes. In the first game, your initial scrambling for resources—and the slow, gradual comforts you achieve afterwards—paired nicely with the desperate circumstance you found yourself in. Citizen Sleeper 2, meanwhile, never quite properly gets its dice rolling in harmony with its storytelling.

The game is keen to start you off with a sense of feeling hunted, and it's not impossible to slide into a death spiral from the get-go—but as long as you build up just the slightest bit of momentum, this pressure rarely ever risks catching up to you.

It's possible I just got lucky, but I only had a little difficulty stockpiling the resources I needed. All Laine's initial pursuit produced was a "right, move along now" clock I had to pay the barest bit of attention to, one that sort of just melts away in the latter half of the game. There comes a point where, outside of the mild stresses of missions, you're just pleasantly ticking off a list of errands as you nip across the galaxy in your clown car of well-written buddies.


Lambert, the head of a ship, looms intimidatingly as you greet him during a contract.



This slow easing of pressure worked wonders in the first game, because the slide into comfort, familiarity, and routine was sort of the point—it doesn't work nearly as well in a game that's meant to be aping the 'adventure of the week' structure of shows like Cowboy Bebop, even though its story nails the vibe.

There is a harder difficulty, mind, but it also fights with the game's themes as well—instead of fearing a slow breakdown of your body via glitches (which manifest when all of your dice break due to stress), it's just game over. Thematically, the permanent scar from a mission gone wrong is far more interesting—and the hardest difficulty has to throw that away in the interest of challenge.

Take my hands, they'll understand​


A crew selection screen for Citizen Sleeper 2: Starward Vector.



The crew system, while neat and novel, also doesn't quite click. Because your Sleeper is forever barred from being good at one task, the choice of which crew members to take along isn't determined by story, but convenience. Because you never know what stats a mission'll demand of you, you're only really trying to patch up your blind spots.

When the story's working its magic, your crew are a fleshed-out set of misfits with complex motivations and flawless characterisation. When you're on a mission though, they're just meatshields and dice vendors, there to hedge your bets with the occasional dialogue bubble.

There's also a little weirdness when you're not on missions—in which case, your crew is completely unavailable to help. Here I am, busting my Endure-adverse arse to scrounge enough fuel from Helion Gate, and you're telling me Yu-Jin's too busy to help? We're in the middle of nowhere! What's keeping him, a stirring game of holochess?

There's also an absence of real, proper friction between your crewmates—while there are some fun early choices to make, the more I played, the more Citizen Sleeper 2 made me realise that my 'unilaterally trust everyone' bleeding heart wasn't ever going to get punished in a meaningful way, other than a few less Cyro here and there.
That's not to say the game never has its moments. One mission in particular was very memorable. To be as spoiler-free as possible: I was isolated, cut off from my crew, and desperately scrounging to survive. I almost broke my whole tray of dice just pushing myself to get things done in time, and it worked beautifully with the narrative swings I was taking. The fact remains, though, that I had to have most of my toys removed before I started to feel the burn.

I've (not) grown tired of this body​

Serafin from Citizen Sleeper 2 floats in space, a determined expression on his hardy features.

Despite my gripes and complaints, though, I can't help but look at Citizen Sleeper 2 with a burning fondness—there are parts of it I don't like, but they don't spoil the parts I do enjoy.
This is, after all, a game about the beauty of broken, flawed, and fractured things—and it's fitting that the machine of it all creaks and groans under the strain of being well-loved by its creator. There are enough instances of this sort of thematic representation in the story that I almost suspect Martin and Co. knew this was happening, but forged ahead regardless.
I would almost get this pleasant feeling of kayfabe whenever some of these foibles (in some instances, minor spelling mistakes and grammatical errors) showed their ugly mugs. The feelings of frustration at missed opportunities somehow managed to resonate with what it was trying to tell me.
I felt like I was being invited—earnestly, often, and with a lot of intimacy—into a world that had been pent up in a busy mind, and was coming out all at once. It's a universe that's desperate to share itself, but the more it lets that yearning show, the more things start to flake and peel. As such, Citizen Sleeper 2 is not the perfect sequel, but I think that's more than fine.
It's a game that overextends itself, rattling against the mechanical bars of game balance, budget, and scope. It yaws steeply into unfamiliar territory and groans under its own weight. But it trades mechanical grace for a more developed, complex, and fragile glimpse into its world—and its Sleeper's body. I've come away energised, moved, and inspired by its busted-up heart.

The Verdict
80


Citizen Sleeper 2's broader scope stretches its mechanics thin, even while its story flourishes.
 
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lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,748
I can't wait to pirate it to see how many "they" men are there. Extra points if there are multiple "they" in the same room to make it needlessly confusing. And a hateboner for guns and blondes, of course. That reminds me: Soon we'll have games where DRUMPF stand-ins start showing up. Again.
 
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