Citizen Sleeper places you in the role of a synthetic robot-person—called a Sleeper—who awakens on a grimy space station bustling with all kinds of morally and legally grey activities and organizations. Your character escaped from working at a colony for a megacorporation who literally owns their body and now has to contend with the consequences of this break for freedom.
Not only has the corporation hired goons to track you down and bring you back in, but your body is dependent on a supplement exclusively produced by the company. To survive, you’ll have to work in shipyards, trade with scavengers, visit slum doctors, and make hard decisions as you look for a way off the station.
The story is something of a braided narrative, weaving together several deep subplots that develop more of the culture and hierarchy of the station in extended questlines. One subplot tasks you with helping a mercenary repair her ship. Another has you conspiring with a sentient vending machine to take down a rogue AI program.
You don’t have to follow every questline in a playthrough—in fact, you can’t—and there are branching pathways where you can choose to either remain loyal to your tense allies or stab them in the back to further your own position. This makes Citizen Sleeper ripe for replayability; an average run should only take you four or five hours, but there are several endings you can get depending on who you allied with and what order you did quests in.
Gameplay is less about ‘playing’ than it is about constantly managing slim resources. Questlines and various world events are tracked by ‘cycles’ which pass every time you go to sleep and each cycle will result in your body breaking down a little more and your character coming a little closer to starvation. Each cycle will also bring with it a number of random dice rolls that you can then spend on any activity in the station.
As your body breaks down, you’ll have fewer dice, which means there are fewer things you can do in a given cycle. Part of the thrill of the experience is making the tough calls every day about what to do next; sometimes you have to sell out a friend to ensure you don’t starve the next day, and your decisions can have some surprising consequences later down the road.
The art style features some exceedingly well-drawn pictures of your friends and foes as they converse with you, really selling the aesthetic of the filthy cyberpunk world developer Jump Over The Age (of In Other Waters fame) is going for. Meanwhile, your decision-making process is always accompanied by a somber synthwave soundtrack that’s equal parts hopeless and intriguing. The atmosphere, then, is top notch; Citizen Sleeper does a great job of immersing you in this dark and diverse community.
If we were to name one complaint, it would be that this isn’t a game that plays all that nicely with a controller. It’s perfectly serviceable, but navigating between nodes on the map is consistently awkward and sometimes disorienting, and there's no touchscreen support either. Not game- or deal-breaking, but certainly something to keep in mind if you have a PC you could play this on instead.
We’d give Citizen Sleeper a strong recommendation to anybody who liked Disco Elysium or any general role playing games with a heavy emphasis on the role. A synthwave soundtrack, strong writing, and high-pressure gameplay make this a game that’ll be tough to put down once you get into it.
Comments (12)
Awesome, plan to pick this up soon
Sounds like you play the replicant in blade runner. Will pick up once 13 sentinels is complete
This was a great game and I enjoyed every second of playing it, but I think the reply value is being way over played in this review.
The game takes about 4-5 hours to get though, like noted, and there are multiple WAYS TO END THE GAME ... but calling them endings is a stretch. This game is more about the journey then the destination, and there is little fanfare in the 3 or 4 lines of text that serves as an epilogue. There are a few of them, yes, but you've seen most of the really important story points played out before the ending. Playing the whole thing again to have the game say "you left on a spaceship, the end" instead of "You stayed on the station, the end" would be a complete waste of time. For most of the story points along the way, the big "choice" is part of the last encounter, so you can see all possible outcomes by quitting the game before the autosave and reloading.
Even if you wanted to play the game again to see a different outcome or ending, it would be 3-4 hours of the exact same things you saw the last time, with only a few paragraphs of new text.
So again, fantastic story and while the "game play" is light, it's really enjoyable and well thought out. I highly recommend this game, but be aware this is a "one and done", and a short one at that.
@SwitchVogel Intriguing review! The premise of this game seems well-suited to our times.
Does this seem like a fully fleshed-out game? Disco Elysium is quite "built out", if you will, but @HeadPirate's insightful comment suggests that this is a more limited narrative. I am just wondering if this game might see future updates, as so many indies do.
@CANOEberry Considering the developer never added updates to In Other Waters (another excellent game) I'd say no? It's still worth a go. Picked up day 1 as I loved In Other Waters.
@CANOEberry I doubt it'll ever get updates, but I felt like it was a complete experience. Honestly, it was the prose that really drew me in, each scene is described in such rich and varied detail.
For something like this, I think it's important to just go into it with an open mind and take it for what it is. From a raw hours to dollars ratio, you'll get way more value out of just about any RPG on the system, but this one is so unique and well-written that it'll stick with me for much longer than most stuff I play.
That's A LOT of little text for my Lite, this'll be a pass.
@SteamEngenius There is an option in the menu to increase the text size. I don't have a Lite so I don't know what it would look like, but it could negate the issue.
@CANOEberry
It's more of a kinetic novel, so gameplay isn't even close to something like Disco Elysium. Think cultist simulator.
You click a location, pick an action, role some dice (assign pre-rolled dice, technically), and pass or fail. Some actions are repeatable, some have timers you need to beat, and you have upkeep to pay in terms of health, money and food. Balancing moving forward with meeting that upkeep is the core gameplay loop. There is a basic level up system that lets you pick some perks and/or get a plus to your dice role for some categories of tasks.
I honestly can't see it getting much of an update. It's a pretty complete package, such as it is.
@SteamEngenius
You can toggle between default and "large" in the menu, no full scaling or anything.
Also the default font is already pretty big.
Amazing game with such a great writing!
I loved the early game with all the pressure of getting fixed, getting food and on top of that someone's hunting you and you have bills to pay. I never felt safe. Midway through the game though you become self-sufficient, most of the threats are eliminated and the game becomes a bit stale and by the end even boring as you mostly just wait for actions to finish with not much to do. Still the great writing, interesting stories and lovely characters kept me drawn until I've seen at least 6 endings.
Looking forward to replay this gem once some time has passed.
Loving this. For me it's a 9/10.
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