
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 76 reviews with recorded playtime.
Reviews
Themes across 76 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
Citizen Sleeper was an imperfect game, but I adored the mechanics and storytelling. This game keeps everything I loved about the first game and adds layers of strategy and difficulty that make this one of the most compelling games I've played. I see myself playing it again very soon.
good, try it
Great Game
(Recommended but only through a discount, I got mine of Humble Bundle) I loved the first installement so I was definitely looking forward to playing this one. The main story is still solid but the addition of the crew system and its members is an overall letdown. Most of the crew doesn't even interact with the story, they're just sitting in the background doing nothing. Your choices aren't very impactful and change very little overall (Same as in the first game so no surprise). Another problem is that each crewmate comes with their own 1-2 traits but most of them are overlapping with each other and with yourself, so out of around 8 possible members, only 1-2 are actually useful. The art is the same as in the first game and my only complaint in this context is how clunky and frustrating it is to try and appreciate the different places you visit. First game was set in a single station but here you're traveling around a lot. There's no mechanism to look around and although you can revolve the camera around different places it's very clunky and frustrating. FYI A lot of people complained about dying but my run was overall chill and with no deaths. I played on medium difficulty with the mechanic sleeper. I've also played out every mission and plot point in my first game so I don't feel like there's any point in going for additional runs. Final note, I found it ironic the amount of times I'm left with the "I guess I don't have a choice, do I?" dialogue option in this game but then again it's not advertised under the "Choices Matter" tag so there's that. tl;dr Good game, recommended to get at a discount. around ~10 hours of playtime with no meaningful replayability.
Pretty good game. It's also surprisingly accessible to people who haven't played the first game, aka me - the conceit of the game allows for explanations to fit without overstaying their welcome, and I never felt like I was missing out on any major concepts. The characters are wonderfully designed and each one of them is pretty fun to interact with as you do contracts, which make up most of the game's missions. There are a few time-limited ones, but the game does clearly telegraph when they expire. I do have some small complaints. I wish there was an option to skip text you've already seen before, as it does get pretty tedious, and it's easier than it should be to get stuck in places and just have to eat energy losses as you gamble for supplies--looking at you, [spoiler]Helion Gate[/spoiler]. Definitely recommend. Even if you're not a sci-fi fan per se, the world and characters are interesting and expertly constructed. It's not (just) Disco Elysium IN SPACE!: it has its own unique identity that's worth exploring.
It was tough to chase the high of the first game, but a new set of game mechanics and another gorgeous narrative managed to bring me to tears once more. The game is beautiful, the art is beautiful, and the message is the kind of beautiful that makes me feel hope for our very real and uncertain future.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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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