
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 249 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I loved it! Once you get a feel for the simple game mechanics it makes for a casual yet engaging game.
Loved the first game a lot, this sequel is also good, but recommend playing the first one even though it's not required. Visual novel with dice rolling choices and skill checks.
A great sequel - it takes what worked from the first game and expands upon it. Writing is also excellent.
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 250 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Хорошая, интересная, чарующая ролевая новелла. Прикольная механика с кубиками. Отдельный кайф это мир и история. Получается такой сай-фай на экзистенциальные темы. В конце прям грустно стало :с Кто боится английского - есть хорошие русификаторы
无聊晦涩。接近纯文字冒险。
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.
Great story, wish it was fully voiced.
Both games are great and really well written. The timer seems intimidating on first, but in my experience it's easy to optimise and do everything in one run, so playing on hard is recommended.
This game has captured my soul. The first game was a beautiful exploration of a dystopia. One where the corporate powers had — as is common in sci-fi — wormed their tendrils between the stars. The connections between lightyears were powered by transactions and the labour of those who deserved more. From this, you awake. A Sleeper. A product of distilled greed. To take a human life and turn it into a commodity. But that part of you that is human, that is sapient, refused to remain a product. Like the first game, you awake on the run. Not quite the same, but similar. Like the first game, you stumble your way through a world that knows more about you than you do, and your blind actions send ripples through the world in kind. But unlike the first game, you are not as trapped as you were. Companions find you quickly, and from the very beginning — even before you make a choice — you have a friend. You find many friends, some who stay and some who don't, but they shape you. By the end of it all, you are something touched by the world you have wandered through. Something whole. Not quite human nor machine, but certainly both. My only complaint is that it ended. I wanted to be immersed in this world forever. But a good story knows when to end, and my bitterness proves that this is still true. While I hope there are more stories from this universe, this is a great place to stop if not. Pick this up, please. It's worth the full price.
一周目通关了正在做其它的分支ing。 老实说我比起1更喜欢2的剧情,两部故事各有各的闪光点,并且这一部也见到了很多第一部的老角色,如果先玩第一部你会读到很多惊喜的,推荐打折的时候购包游玩~~ ———— 游戏变得更难玩了,体验超烂,求你们找个会做玩法的人来做,碎骰子机制玩得我真的有点红温了,头一个小时甚至坏过一个档,而且重骰概率太拉了,属性点上去也2→2,如骰啊。 关于开局角色的感想↓ [spoiler]塞拉芬这个角色可以让我原谅我在游戏机制里吃过的所有屎,并且给这个游戏打一个好评[/spoiler]
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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