$24.99Citizen Sleeper 2: Starward Vector Roll the dice, live the story
Take contracts across the Starward Belt, gather a crew and steer a heartfelt sci-fi tale one dice roll at a time.
Is Citizen Sleeper 2: Starward Vector worth it?
Citizen Sleeper 2: Starward Vector is worth it if…
- you like stories where the dice, not reflexes, decide how a plan goes
- you want a sci-fi world of small crews, debts and people making ends meet
- you enjoy tabletop-style choices and a run of bad rolls you can talk your way out of
- you have around 10 to 20 hours and want a story that ends, not a game that never does
- you are new to the series: this is a separate story and stands on its own
Screenshots
Dice, stress and pushing your luck
Everything runs on dice. Each cycle hands you a handful to spend on jobs, repairs and conversations, and what you can afford to do depends on what turns up. A new Push ability lets you reroll a bad die or focus a good one on a long shot, which can save a job or send it into a spiral. Your body is part of the gamble too: stress builds, dice take damage, glitches accrue in your system, and you decide whether to push through or play it safe and patch up. The difficulty can be adjusted while you play, so a rough run of rolls never has to end the story.
A ship, a crew, a contract
You start with a stolen, ragged old Rig and one crewmate: Serafin, a fellow escapee and a rock-solid pilot. From there you recruit scrappers, engineers and temporary contractors, each with their own story, skills and troubles, and choose carefully who you take along. Contracts are multi-cycle jobs far from the Belt's hubs: exploring treacherous derelicts, risky heists, asteroid surveying, ship repair. You prepare, pick your approach, and then adapt as the dice and the twists of each task come at you. Upgrading the ship extends its range and turns the hovel you stole into something closer to a home.
A belt worth lingering in
The Starward Belt is a ramshackle chain of habitats, drawn by hand in a sketchy comic style and scored with music that makes empty corridors feel heavy. Instead of one station, you chart your own course from hub to hub, taking jobs and setting goals as you see fit. The writing is the heart of it: a story about identity, debt and making ends meet, with branching storylines and skill checks that let you play your class in conversation. The ending asks hard questions of you, and the story divides on how much freedom it gives along the way: some find it more linear than the first game, others find the pull toward one way out part of the drama.
Questions you might have?
Do you need to play the first Citizen Sleeper first?
No. This is a separate story with a different main character, and it works on its own. If you have played the first game, you will meet returning characters and recognise the systems, which adds a layer, but nothing here assumes you know what happened before.
Can you actually lose, or fail a job?
Yes, contracts can go wrong. A bad roll, a glitched die or a crewmate having a rough cycle can leave a job unfinished, and pushing your luck is always a bet: rerolling dice or focusing one on a big success can rescue a situation or make it worse. The difficulty can be adjusted during play if you want more or less pressure.
How long is a playthrough?
Roughly 10 to 20 hours for one run, with branching storylines and multiple endings that give a second run somewhere new to go. Sessions are short and cycle-based, so it works well in small sittings. The game autosaves and does not offer manual saves, which fits its one-step-at-a-time rhythm.
What does it look and sound like?
Hand-drawn, in a sketchy comic style, with illustrated characters and backgrounds across the Belt's habitats. The music and sound design carry the atmosphere: quiet, tense, and built to make a derelict or a crowded hub feel like a place. The same artist and composer from the first game returned for the sequel.


















