
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
All-time low is the lowest price we've recorded for this game since we started tracking it.
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.
positive critical· bar length = how often the theme comes up
Reviews
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.
Citizen Sleeper is a superb game. Citizen Sleeper 2 is even better. I loved every character, they all are touching, while being very diverse. The storytelling, the writing and the art are still on point. And the gameplay feels way more engaging than in the previous one. Nothing negative to say, it's a gem.
Great story, wish it was fully voiced.
I could not put it down because of how much the story and the characters drew me in. An amazing sequel that stayed true to the original, and expanded upon it beautifully.
A great sequel - it takes what worked from the first game and expands upon it. Writing is also excellent.
本作如果作为一部游戏显然是值得推荐的。 但是如果作为深空梦里人这个IP的续作,则不行。 不论是文本还是剧情,都失去了第一部的细腻。 另外强烈建议打折再入手。原价对于这个体量,尤其是考虑从多结局缩减到了单一结局,还是太贵了。
A worthy successor to the first game. The game is somewhat more stressful, with Glitches and Broken Dice being quite frustrating, but at least on the Normal difficulty I didn't find myself in a position worse than just needing to take missions slowly and carefully to avoid issues. Needless to say, the writing is just as phenomenal as the first game.
There is a question to ask here, which is who this game is for narratively speaking. While I imagine I agree with the developers politics on most things, I think it is also important to mention that this game borders on political pornography. I wonder what the right thing to do here is- break the strike, or save the workers? No ♥♥♥♥ its saving the workers. I wonder if the corporations are bad? Yes, they are. Should I trust this person who tried to screw me over? Of course dummy, that's how you get access to their quest. I am not complaining because I disagree with this, but because it's just so ♥♥♥♥♥♥♥ uninteresting. What do I actually learn from playing this game? The cool world-building of sleepers, and corporate wars with collateral damage has already been done quite well in the first game. The politics of this world and why it sucks was also done very exhaustively in the first game. Yes, there are some cool moments, and cool lore bits, but I feel the marginal benefit of playing this over the first one is really quite small. I liked the first, and felt it was far more interesting in setting and story than this one. The gameplay is good, and I like the missions where everything becomes a lot more tense and resource heavy. But the classes are laughably unbalanced. Even a simple think through or playtesting should have revealed this, and while I don't expect a narrative game to have a perfect rpg system, its so egregious with how some of the abilities are. I have mixed feelings on the dice break system. I think it is good to highlight a kind of exhaustion, but the fact you cannot repair semi broken dice means sometimes breaking them on a mission is ideal. If this was intentional, okay. But it adds this sort of weirdness to the gameplay. I think this game is for people who already agree with the politics it is going to tell you and just want to hear that. I do agree with the politics, but I don't think the point of narrative games is to be told how right you are again and again and again. Disco Elysium was made by a guy with a bust of Lenin on his desk, but try taking every socialist option and see how nice it is to you. The first citizen sleeper had the dlc with the refugees, which was quite nuanced and gave you a pretty big choice at the end that was probably different between similarly "left wing" people. I would also not mind if the game was more lore focused, and so the politics could be less complicated. But the lore is designed to tell the political story. Cool in the first game, but struggles when you want to make a sequel. It always works out, everyone can always work together if they put their minds to it except the obvious bad guys. Of course that can be the point of the game, but there is never any texture, or nuance, or layers to this. It really is that simple. This is a good game. But I do not recommend it as a narrative game as I feel it is the equivalent of 20 hours of affirmations.
My main plus for this game is that you can take most of the quests at your own pace. There is no hard deadline that will cause you to miss something major
玩法上面还是有点枯燥,做合同时队友容易刷出高血压骰子,还有无语的男npc支线。玩下来比较疲惫没精力二周目了
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Engagement
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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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