
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3/day in the week to Aug 26 → 3.43/day in the week after.
About


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.
Sums Steam only; Xbox, PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 2.7Kreviews | 91% | — | $1.5M |
| $24.99 | 1.2Kratings | 74% | — | not modelled | |
Engagement
Reviews
Themes across 253 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Story-wise I am fine with reboot being the end, although it's a bit short. Gameplay-wise you left me with increasing permanent glitch points to complete the rest of the side quests? Great design choice.
游戏性尚可,剧情不错但是感觉结局略仓促
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 4.14/day in the week to Jul 21 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Japanese, Simplified Chinese
| $24.99 |
| 653ratings |
| 84% |
| — |
| not modelled |
| $12.49−50% | 62ratings | 92% | — | not modelled |
| $24.99 | — | 93% | — | not modelled |
| $12.49−50% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 254 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The contracts mechanic alone is enough to recommend the game: throughout the entire game you have to manage your resources and take risks, which was the most exciting part of the the first Citizen Sleeper. In the first game only few first cycles were engaging due to lack of resources and time, after them most timed quests were finished, perfectly manageable or risk-free and you had access to unlimited supplies via endless tasks. Game became trivial and story was the only thing keeping the player playing. Now every "quest" is like these first cycles. Citizen Sleeper 2 also has Cowboy Bebop-like story - you travel through space, help local people and sometimes they join you crew, each new member having their story and interactions with the world (though some are obviously "secondary" having almost no dialogue after their quests). Overall a huge vibe all throughout even if a little short: 2 days of active gaming is enough to go through main and optional quests
(Played in Japanese so the nouns below may not correct.) As good as 1. Below talks a little bit about the dice system and nothing more, so you can choose to read if you're interest about this. Many may dislike since the glitch dice system. Played in middle difficulty the system didn't let me got stuck, but the reason let people hate it is reasonable: once your dice damaged, you have less actions to deal with ANYTHING, and that make you put into a worse situation easily. You CANNOT fix the dice in a contract(a small quest stage in game, I don't know if the word is correct?), which usually get situation worsen. And you CANNOT fix the dice early when it's "nearly broken"(HP1/3), and there's no technique to break the low-health dice "safely" (not in quest and have item for fixing), therefore you can not manage to a better situation before going to a contract, even if you have tons of rare parts for fixing. A long time I had 3 1-HP dice with 9 rare parts in storage, then 2 dice broke in quest; although I've done the quest with the left 3 dice, but that can be just a lucky case. This, is not a good design TBH, since there's few reasonable strategy for avoid or solve this. Make it can be repaired while it's not broken totally can be more reasonable; but I think it's the dev's decision to make it more "Risk management" than "Supplies management", which made it more thrilling in quest. My strategy for this is always use a 3~4+ dice with skilled makes "no bad result". Wait for one cycle for reset all dices is better than use a low-point dice(make a 50% bad) or even glitched one(80% bad), since bad result not only waste a dice, it's negative: one more stress point. Even you may got 1 stress caused by hunger, very few reason(like there's only 1 or few cycle let: ran out of time so you can only gamble) make taking this risk worth. At last I'm comfortable with this system, but it truly may have some skew experience.
LET ME DATE THE CREW MEMBERS otherwise love this <3
Another really sweet text based game. It was enough different from the first that I had to restart about five times. The first couple because I was used to playing the first game and messed up my character. The last few because I accidentally excluded crew members when I was trying to include them. You have to pay attention to extra regions showing up on your ship if you want to keep everyone together! Really enjoyed the game and like the first one, it stays with you after you finish it! Thanks for a great game!
Worth my time but not my money. You should play the first one, then get this on sale to play a few hours more. I got this through Humble Choice, so it actually was worth my money, but I beat it in about 6 hours. The storytelling is great, but it's too short to have much complexity. I remembered the first one having multiple phases of the story, so I didn't expect to see the credits on this one when I did. I'll probably play through some side quests that accumulated. I'm hesitant to call this second game a cash grab, because it's mostly written story, which is different from the first game. But the game engine has no significant improvements, which means the quests and challenges are essentially the same. The themes are very similar to the first game, too. As is character art and general concepts for quest lines. Most of that is expected in a sequel, I just don't think this game goes far enough beyond the first to be worth it. It's worthy DLC to a good game, but I wouldn't pay new game price for it.
просто идеальная меланхолия про силу человечества и тебя, как его части. музыка просто 10/10 один из лучших саунд-дизайнов среди игр, в которые я играл.
佳作
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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