
A dice-driven RPG, in a human and heartfelt sci-fi world. You are an escaped android, with a malfunctioning body, a price on your head and no memory of your past. Get a ship, find a crew, and take on contracts while you navigate across the Starward Belt.
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The highly anticipated sequel to one of 2022’s most acclaimed RPGs, Citizen Sleeper 2: Starward Vector takes players to the Starward Belt, a richly realised, ramshackle set of habitats in an asteroid belt full of secrets, stories, and characters trying to make ends meet.
You are a sleeper, an emulation of a human mind housed in an artificial body. You are on the run from the corporation that made you and the gang that seeks to control you. Commandeer a ship, build a network of crew and allies, and take on challenging contracts as you seek to build a future for yourself.
Choose a class, configure your skills and assemble your crew in unique tabletop-inspired gameplay. Your future depends on the roll of a dice, as you make difficult choices in a complex world. Reinventing the award-winning systems of Citizen Sleeper, this dice-driven RPG will satisfy both fans of the original game and new players alike.



To stay one step ahead of your pursuers you’ll need three things: A belt-worthy ship, a tight crew and a contract or two.
The ship you stole. It’s a ragged old Rig that’s seen better days, but it’s all you’ve got. Upgrade your ship to extend its range, reach new locations and turn it from a hovel to a home.
Your crew starts with Serafin, your fellow escapee and a rock-solid pilot. But you’ll need scrappers, engineers and all sorts to take on the work that’ll keep you flying. From temporary contractors to new residents of the Rig, each of these characters has their own story, skills and troubles. Choose carefully.
Contracts take place far from the bars and shops of the Belt’s many hubs. These high-risk jobs each have their own challenges. From exploring treacherous derelicts and risky heists, to asteroid surveying and ship repair, you’ll need to make the most of your skills, crew and resources to complete the contract and get paid.


Soon after escaping from your corporate overlords, you fell under the control of a local criminal gang and its leader, Laine. Now, after a desperate attempt to free yourself from servitude by rewriting the very code that governs your system, you are on the run again, this time with a malfunctioning body, a price on your head and no memory of your past.

Each character class now has a unique “Push” ability, upgradable and customisable, that can help you turn the tide of a difficult job or send you into a dangerous spiral depending on how and when you choose to use it. Reroll your dice to change your fate, or focus a single die to bet everything on a big success. Each class offers different tactical possibilities.

Nothing in the Belt ever runs smooth, including your artificial body. Citizen Sleeper’s revolutionary dice system returns, revised for the sequel. Manage your stress or take damage to your dice. Deal with glitches as they accrue in your system. Push yourself to get lucky and make this cycle count.

Contracts offer a new kind of focussed, tactical gameplay to the Citizen Sleeper experience. You’ll need to prepare carefully and choose the right approach for these multi-cycle, high-risk, high-reward jobs, but you’ll also have to react and adapt to both the roll of the dice and the twists and turns of each task.

The Starward Belt offers a bigger, more varied world than the original game. Instead of living on a single station, you'll chart a course from hub to hub with complete freedom, taking on jobs and setting goals as you see fit. A living world, the Belt rewards curiosity and care, but it's up to you to decide which locations and stories deserve your time and resources.

Player choice is a massive part of the Citizen Sleeper experience, and the sequel deepens this with new skill checks that allow you to express your class and character in scenes, as well as branching storylines that will ask you to make hard choices. The future of your character is up to you.



Jump Over the Age is a one-person game development studio founded by Gareth Damian Martin (they/them). Gareth is the winner of GDCA and Indiecade awards, and has been nominated for a Games Award, multiple IGF Awards, a GDC Award, and four BAFTAs. They have been named both “An accomplished world-builder” (Edge Magazine) and “one of the most exciting indie talents around” (Eurogamer).
For Citizen Sleeper 2: Starward Vector Gareth is once again joined by renowned comic book artist, Guillaume Singelin and celebrated composer, Amos Roddy - the same exceptionally talented development team responsible for Citizen Sleeper’s moving narrative, eye-popping art and immersive music and sound.
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Stats
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Engagement
Hours played at review time, across 70 reviews with recorded playtime.
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
IF YOU ARE FINDING THE GAME TOO DIFFICULT: Do NOT choose the operator class. I don't know why it's the first option offered to new players, but it's the most dangerous class especially if you're not familiar with citizen sleeper and/or it's your first playthrought of the second game. You WILL get into bad rolls death spirals if you're even a little unlucky, and without the Endure skill there are locations where you might find yourself completely stuck. The machinist class is the safest, the extractor class is also strong depending on your gameplay style. Go with whichever looks the most fun, or with the machinist if you really want to be safe. I have finished the game on hard mode multiple times and I have never struggled with machinist or extractor. With operator though? I've died multiple times and I even had to save scum a bit to survive till the end. Don't choose it for a first run. Just don't. With that out of the way I LOVE this game, even more than the first. The gameplay is addictive, the story is excellent, it looks gorgeous, the music continues to be brilliant. My only feature request would be to add an auto-skip for dialogues and a way to toggle off the tutorial for repeat players, it's a bit annoying to have to click through everything again every time.
Basically it's Citizen Sleeper 1 but with a ship which allows you to travel between different stations — there are about 9 distinct explorable stations instead of THE big Erlin's Eye. And I'm guessing if you were to add up all the content from all these stations, the overall amount of playtime would be just a little bit more than the first game. (It took me ~15 hours to beat this one, whereas it took me ~14 hours for the first one). For those concerned about whether the writing or the story is of lesser quality — do not worry, it is still as good as you'd expect it to be. The main characters are memorable and they feel alive, you even get to meet some of the NPCs from the first game. The biggest problem with this game — it is just ridiculously hard at times. You can get broken dice (just no dice at all lol), you can get glitched dice (20% positive, 80% negative outcomes, but it returns to normal in a couple of cycles), you can get PERMANENTLY glitched dice (same as the previous but it doesn't go back to normal at all). And when you have only 5 dice in your pool, it becomes really frustrating to complete the contract and/or just to do regular tasks on stations. For example, I finished the game with 2 permanently glitched dice and the entire experience sucked hard: you have to buy fuel to go to stations where you can buy scrap components to fix your broken dice, then you have to farm some cryo to buy those components, then you have to farm some more cryo to buy more fuel to come back to the station where your quest is, then you have to farm some more cryo to buy supplies.... and so on.
[h1]星舟载温,长夜有伴——《深空梦里人 2:逐星之旅》简评[/h1] 当我走完《深空梦里人 2:逐星之旅》全部航线、清完所有船员支线,关掉游戏屏幕时,脑海里还回荡着厄灵之眼空间站的冷白灯光与轻舟号船舱暖黄的照明形成的强烈对照。每一位喜欢《深空梦里人》初代的玩家,都曾沉浸在厄灵之眼密闭空间站里,见证权力倾轧、资本压榨、底层彼此猜忌又互相搀扶的矛盾众生相;而续作打破单一空间站的封闭桎梏,驾驶老旧飞船穿梭整片逐星小行星带,将叙事重心从 “绝境里夹缝求生的拉扯博弈” 转向 “漂泊途中彼此托付、互相治愈的绵长温情”。初代是困在牢笼里,于残酷生存缝隙中捡拾零星善意;二代是挣脱牢笼驶向星海,让温柔成为贯穿全作的核心底色,哪怕黑帮追杀、企业通缉、躯体故障如影随形,人与人之间的联结也足以对抗宇宙无边的荒芜。本文将对比两代叙事内核差异,深度拆解两段最戳中人心的支线故事,聊聊续作如何拓宽科幻叙事里 “温情” 的边界。 [h1]两代底色对照:勾心斗角的"囚笼",与四海相伴的"星舟"[/h1] 初代《深空梦里人》的舞台,是一座行将腐朽、资源彻底枯竭的封闭空间站厄灵之眼。狭小的空间放大了人性的冲突:垄断物资的企业代理人手握生存命脉,黑帮割据通道收取保护费,底层流浪者、劳工、仿生人、难民挤在逼仄舱段,所有人都被生存资源牢牢捆绑,算计、隐瞒、背叛无处不在。你会为一根维持生命的稳定剂和他人虚与委蛇,会在帮派、企业、反抗者三方之间反复权衡利弊,稍有不慎就会卷入无休止的勾心斗角。这里的温情是稀缺、易碎、夹缝式的:工人会偷偷分给你口粮,异乡人会在深夜听你倾诉仿生人身份的痛苦,但下一秒就可能为自保与你划清界限;你与 NPC 建立的羁绊永远笼罩一层生存危机的薄纱,善意背后藏着现实的权衡,温暖永远伴随着刺骨的冰冷。作品想表达的核心是:在资本与强权构建的绝境里,善意是对抗虚无的微光,却无法消解环境自带的恶意,温情与算计永久共生、无法分割。 而《深空梦里人 2》彻底重构了生存与人际的底层逻辑。玩家开局便与挚友塞拉芬联手夺下老旧拖船 “轻舟号”,拥有了一片可以自由航行、自主掌控的移动家园。追杀你的海鳝帮、追捕梦游体的大企业依旧是悬在头顶的利刃,躯体系统故障、资金匮乏、航行风险从未消失,但叙事不再刻意放大人与人之间的对立冲突。逐星带广阔的小行星枢纽、废弃矿站、海边聚落、漂浮废墟取代了厄灵之眼密闭压抑的舱道,角色不再被迫争抢有限生存资源,拥有了主动选择善意、交付信任的空间。 从这个对比能明明白白展示出一代作品里主角和厄灵之眼、浪潮DLC中避难所众人所建立和付出的努力。而且我们也能在二代中见到不少一代角色,比如酷酷的安锡塔——比起一代对梦游体的不信任,她现在对梦游体有更深刻更全面的认识;深耕于种植的风号船长 秋,继承了一代植物学家理子培育的植物种子,秋把种植技术和种子带去星海别处生根发芽、茁壮成长,而且秋的公社也延续了一代菌丝公社的名字【绿道】…… [h1]两种跨越伤痛的宇宙温情[/h1] 二代海量支线依旧专注于每一段小人物的故事,扎根于逐星带底层的苦难,最终再落脚于和解、解放与救赎。下面选取两段支线解构一下。 (一)塞拉芬:涌泉星姐弟和解,隔阂消解后的遥遥牵挂 塞拉芬是玩家开局绑定的核心船员,也是串联主线的关键人物,他的完整长线支线贯穿游戏全程,承接初代底层人背负过往创伤的设定,却彻底抛弃初代常见的对立、背叛桥段,铺陈一段以包容消解矛盾的亲情故事。 初遇塞拉芬时,他沉默寡言、驾驶技术顶尖,明知主角是被全宇宙通缉的失忆梦游体,依旧拼尽全力带你逃离海鳝帮暗区,不善言辞却事事兜底。前期剧情会透露,他心底藏着一段多年心结:年少时与姐姐决裂,从此断联,长久背负愧疚与思念,却始终不敢主动寻找对方。放在初代厄灵之眼的叙事框架里,这段亲情裂痕大概率会演变成立场对立、互相利用、彻底决裂的激烈冲突,冲突贯穿全程;但二代选择用温柔抚平过往尖锐,叙事重心落在理解、体谅与远距离守护之上。 顺着线索抵达涌泉星废弃矿井,这里是姐弟二人年少生活之地,也是当年争吵决裂的原点。整座矿井被大企业牢牢掌控,劳工昼夜劳作只能换取微薄报酬,孩童早早下矿、薪资随意克扣,底层人的苦难肉眼可见。当年姐弟二人本约定一同逃离暗区,姐姐却执意留下组织矿工反抗资本压榨,塞拉芬无法理解姐姐舍身涉险的选择,认定反抗只会招来屠杀,激烈争吵后独自出走,多年来一直觉得姐姐抛弃了自己。 跟随塞拉芬走访矿井各处,我们见证底层矿工日复一日的煎熬,才读懂姐姐的选择:她不是不在意弟弟,而是亲眼见过无数流浪者、劳工被企业随意抛弃,无法对同胞的苦难视而不见,只能以自己微弱的力量庇护弱势者。多年隔阂的根源,从来不是仇恨,只是两个人站在不同立场,看不见彼此心底的柔软。 重逢场景没有歇斯底里的争吵、没有互相指责,只有长久沉默后的坦诚倾诉。姐姐坦言这些年走遍各个星际航线打探弟弟消息,日夜担心他落入黑帮圈套;塞拉芬终于放下执念,读懂姐姐藏在勇敢之下的慈悲。故事没有强行安排姐姐登船同行,她选择留在矿井继续守护受苦劳工,塞拉芬尊重姐姐的理想,不再强求对方跟随自己漂泊星海。 这条支线最动人的收尾,是离别后绵长的牵挂。往后航行途中,塞拉芬总会攒下药品、压缩口粮、维修零件,托往来商队送往涌泉星矿井;每停靠一处空间站,他都会主动打听涌泉星的近况。曾经针锋相对的亲情,转化为遥遥相望、彼此支撑的温柔。 同时,塞拉芬与主角的同伴线,是这条支线温情的延伸。作为共患难的挚友,他知晓主角失忆、躯体残缺、被企业追杀的全部困境,从未有过半分猜忌。初代里 NPC 常会因梦游体身份戒备、利用主角,塞拉芬却自始至终全然信任,飞船遭遇危险永远挡在主角身前;后期遇见心动之人,也会第一时间与主角分享心事,将轻舟号所有船员视作家人。这条长线证明,二代不再依靠人性冲突制造张力,人与人毫无保留的信任、包容与牵挂,才是故事真正的情感内核。 (二)布利斯与安锡塔:跨两代重逢,放下仇恨的暗面寻仇救赎 如果说塞拉芬的故事是血缘亲情的和解温柔,那布利斯与安锡塔的跨两代支线,便是本作温情叙事最有层次感的篇章。二人初代便登场相伴离开厄灵之眼,时隔多年在逐星带再度重逢,这条 “暗面寻仇” 故事藏着复仇与释怀的拉扯,最终落脚于放下怨恨、彼此治愈,完美体现二代 “弱化冲突、放大温情” 的核心转变。 布利斯与安锡塔是初代玩家熟悉的老面孔:布利斯是厄灵之眼空港维修铺的机械师,性格温和通透,擅长拆解、修复各类飞船设备;安锡塔是身手凌厉的赏金猎人,驾驶野蔷薇号穿梭星际,性格锋利、棱角分明。初代结局二人结伴驾驶飞船逃离空间站,本以为会相伴安稳漂泊,可逐星带的重逢,却揭开了二人离散、彼此隔阂的过往,以及安锡塔埋藏多年的复仇执念。 当年离开厄灵之眼后,二人结伴在星际航线谋生,安锡塔过往的仇家一路追踪而至 —— 当年摧毁她家园、屠戮同伴的黑恶势力残余,盘踞在逐星带暗域据点,靠着劫掠流浪者、贩卖梦游体牟利。安锡塔心中复仇火焰从未熄灭,一心孤身闯入暗区,彻底清算所有仇人。布利斯始终反对以暴制暴,他见过太多仇恨循环带来的毁灭,劝说安锡塔放下执念,可被伤痛裹挟的安锡塔无法释怀,二人爆发激烈争执,最终分道扬镳,独自前往暗域筹备复仇,布利斯独自漂泊多年,始终没有放弃寻找她。 玩家在六角港爆炸之后,远枢空间站得到修船站的布利斯帮助,顺着他留下的线索,找到蛰伏在暗域边缘的安锡塔,完整开启这条寻仇长线。整条支线前期充满对抗性:安锡塔收集武器、探查据点布防,时刻准备和仇人正面厮杀,过往创伤让她认定唯有复仇才能解脱;布利斯一路跟随、默默修补她破损的飞船,反复提醒她仇恨只会吞噬自身,二人理念持续碰撞,暗域据点的黑帮打手、层层设防的安保,也让这条线自带初代式的危险冲突。 但二代没有走向 “快意恩仇、玉石俱焚” 的惨烈结局,而是用温情消解复仇的执念,这是和初代叙事最大的分别。初代同类复仇剧情往往导向两败俱伤,杀戮只会催生新的仇恨;而本作中,玩家可以陪同二人深入暗域,见证仇家早已在无休止的掠夺与内斗中分崩离析,残存之人困在虚空废墟里互相猜忌、苟延残喘,早已不配安锡塔赌上一生去报复。 抵达据点核心后,安锡塔手握足以摧毁整个据点的武器,站在仇人面前,过往的痛苦、同伴死去的画面不断翻涌,复仇的机会近在眼前。布利斯没有强行阻拦,只是静静站在她身侧,告诉她:“你的人生不该被死去的仇恨困住,厄灵之眼的漂泊、我们逃离的星空,都值得你好好活着。” 这一刻,安锡塔终于看清,多年支撑她活下去的复仇,只是困住自己的牢笼。剥离了资源争夺、派系博弈,所有冲突最终服务于 “和解与治愈”。 宇宙残酷、伤痛永存,但有人愿意陪你放下执念,不必永远活在黑暗的仇恨里。 [h1]星海漂泊,共同体对抗宇宙虚无[/h1] 两代共享同一套反乌托邦科幻世界观:大企业将人类意识剥离制成梦游体当作消耗品,资本压榨底层劳工,黑帮割据星际航线,小行星带、空间站遍布无家可归的流浪者、残缺仿生人、失去亲友的孤苦之人,生存苦难是永恒不变的底色。但二者处理苦难、人性冲突的方式天差地别。 初代厄灵之眼空间封闭、资源恒定稀缺,生存零和博弈无法避免,勾心斗角是底层人的生存本能;二代轻舟号作为移动家园,赋予角色自主选择善意的权利,不必为活下去互相伤害,所有人都有余力释放温柔。玩法设计也在强化这一内核:初代需要每日打工换取稳定剂维持躯体,生存压力时刻悬在头顶;二代取消持续消耗躯体的稳定剂负担,新增完整船员陪伴互动系统,航行途中可和同伴结伴完成任务,飞船升级改造的过程,就是搭建集体家园的过程,玩法机制与 “共同体温情” 的叙事主题完全统一。 当然残酷现实也说明逐星带的文明仍需要大家共同建设发展——涌泉星矿场的资本剥削、海出口流民的无依无靠、企业特工对梦游体的无休止追捕、安锡塔难以愈合的过往创伤。但创作者不再放大人与人之间的对立冲突,转而挖掘绝境里彼此扶持的可能性。塞拉芬姐弟跨越立场的亲情包容,布利斯与安锡塔跨越仇恨的挚友救赎,还有船上每一位船员彼此兜底的日常,所有故事都在传递同一个内核:宇宙广袤荒芜,强权与资本无处不在,但人与人联结而生的温柔,是对抗虚无、奴役、孤独最强大的力量。 有趣的是,梦里人2后期向玩家索要卡狄特闪存盘的神秘男人,正是一代厄灵之眼空间站的治安官卡斯托(就是爱玩下棋那家伙),他刻意遮挡容貌、低调蛰伏在逐星带废料区。他已经不再是空间站手握执法权的治安官,而是沦为躲藏企业追杀、为底层流亡者保管机密数据的中间人。 主角手上存储的闪存盘,记录着艾森 - 阿普、乌茨博黑帮的非法实验、奴役梦游体的证据,也是无数流亡者用来洗白身份、躲避通缉的救命资料,这就是他在二代执着索要卡迪特数据盘的根源(才给300寒冰币都不够我塞牙缝的)。所以,玩家可以选择把闪存盘交给他,让他完整保存反抗组织证据,保护一大批底层;也可以选择交还卡迪特,两种选择他都不会记恨、报复,只是平静接受你的决定,没有初代那种 “交易破裂就敌对” 的冲突桥段。这同样也佐证了,在厄灵之眼的绝境下会放大人与人之间人性的对立;而逐星带开放自由的星海环境,给了所有人放下算计、彼此守护的机会。 初代教会我们,牢笼之中守住善意何其艰难;二代告诉我们,挣脱束缚后,只要愿意交付信任与温柔,无边星海处处都能寻到归处。轻舟号从来不是一艘破旧运输飞船,它是无数孤独之人搭建的临时家园,每一位船员、每一段跨星域的相遇、每一段藏在小行星带的小人物故事,共同织就一张跨越群星的温柔网络。
I'm super surprised of the many bad reviews talking about the difficulty of the game. The game is actually pretty easy and there is no pressure at all (maybe only in the first couple of hours) and i played on max difficulty setting. I dont know if i'm the lucky guy or the smart guy, but i never failed a contract and have done all the possible contracts in the first playthrough on dangerous difficulty. (and i found that quite easy?!?) Really i'm not here to brag i'm only super suprised and don't want other people to miss on a good game only because they think it is too difficult. Also there is the easiest setting which really is easy, you can play that if you find the normal difficulty too hard, but please consider to play on normal/hard the game is already light on gameplay without making it an actual book. Maybe if you are new to the game do not choose Operator at the start because it's a bit weaker than the other two, in the end roleplaywise it does not matter... I actually hope for more stress and a harder next game from this studio. In your next game, please add more complexity and new features as you go on, this game really lacks new features as you continue playing it, it remains the same from beginning to end.
The death spiraling gets annoying, moreso for the fact that there doesn't seem to be any meaningful consequences to a bad timer filing up besides yet more glitches, making it impossible to recover. I'd much rather the game let you die and retry, rather be stuck in this crippled state, fleeing across the galaxy from a threat that can cripple you, but seemingly can't catch you as you starve to death.
Beautiful game. Great visuals and music. Basic but satisfying gameplay and decision making challenges, story has some genuinely moving moments which are impactful through text and presentation alone
A great iteration on the original. Story based, fun, the contracts feel tense and there's a fair bit of decision making that's actually meaningful. I was put off by the negative reviews, but if you enjoyed 1, you'll enjoy 2.
真没想到我会这么说但好无聊……不如前作,至少前作的文本质量更高一些,也有一些的确令我触动之处。而且对我个人口味而言,前作的美术更精美。本作的行动系统更复杂了一些但我的心情是这有什么意义呢,提高了策略的难度但策略的意义不大。我对前作耿耿于怀的一点就是选择没什么意义,[strike] 角色扮演但玩家选择被主创的ego凌驾于其上的话还搞角色扮演干嘛,把骰子卖了换冰棍得了。 [/strike] 策略玩法略无聊,和文本结合得不太好,但也和本作的文本本身撑不起来有关。总而言之是比较失望的游玩体验 [spoiler] 但看到前作的故人时依然会有点想哭x [/spoiler]
It keeps the same strong writing, atmosphere, and emotional storytelling that made the first game so memorable, but this one feels tougher and more demanding. The choices feel tense, resources matter more, and I found myself having to think more carefully about what to do next. It is harder than the first Citizen Sleeper, but that also makes the survival side of the game feel more intense and rewarding. The world, characters, and writing are still the main reason to play. It has that same lonely, thoughtful sci-fi feeling, with moments that really stick with you.
Pretty much the same thing as the first installment, albeit with a fresh coat of paint and some new ideas. Overall, I think it might be somewhat better? Shame there is really only one [spoiler]ending[/spoiler], that’s something that Citizen Sleeper 1 has over 2. Anyway, if you liked the 1st one, you should end up enjoying the 2nd one.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Audience
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Languages: English, French, Japanese, Simplified Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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