Citizen Sleeper 2: Starward Vector - Fellow Traveller Ben K


Earlier today, Gareth hosted an AMA on r/NintendoSwitch with the lovely community there who had many interesting questions. While some were Switch specific, others were more general. We thought we'd share a selection of these questions with you ahead of Citizen Sleeper 2's launch on the 31st of January, to give you a bit more of an insight into the game's development!

If you'd like to check out the full AMA, you can find it here.


Q: I'm curious, what has a normal day working on the game looked like for you? What kind of non-gamedev activities you feel helped preserve the balance of life, or enhanced the game whether intentionally or unintentionally?
Everyday looks mostly the same for me--I walk to my studio, turn on the computer and work on the game, haha!

But as a solo developer that means a lot of different things, from engineering systems to making 3D art. The majority of CS 2's dev time was spent on writing, and I also do my best to fill my studio with ideas and inspiration, from pinned up postcards and art, to books and toys and things that give me ideas.

In terms of preserving the balance of my life, having a 9yo daughter does a lot of that for me! When I do have a spare moment, and I am not playing games or reading a novel from my massive pile, I will usually watch Rugby, something that helps me take my mind off my work.

Q: I was wondering what inspirations you have drawn upon for the sequel?
So this time around I'd say some big inspirations were episodic ship and crew classics like Cowboy Bebop, Firefly, FarScape and Deep Space 9. There's also more of Becky Chambers books in this one too. Oh, and I switched over to Gibson's "Bridge Trilogy" especially Virtual Light this time, to bring some inspiration in from there. If you know that book you'll definitely spot some references in CS 2!

Q: How well do you think CS2 lends to hacks and mods? Just to say, there’s a tradition in tabletop of remixing and reworking a system to fit one’s own ideas. I think it would be neat to see games “powered by sleepers”, but what’s your take on that, as a software designer?
As a solo developed game, I wouldn't recommend ANYONE try to mod my game haha! It's pretty crazy in that code! But I am very open to the idea of people taking inspiration from the systems to build TTRPG or game systems. Just as I took inspiration from the design of others, I think it'd be really cool to see people using my design as a leaping off point. I am actually aware of some citizen-sleeper-likes that seem like they might release in the next few years, and I can't wait to play them!


Q: Is Citizen Sleeper 2 of a similar length to Citizen Sleeper, or is it longer/shorter?
It is definitely longer, and the difficulties and classes add more value to replaying too! I'd say the average play through is 12 hours, but it can vary a lot depending on route and how thorough you are.

Q: What is “Dangerous” difficulty? Permadeath? Or just "hard" mode?
Dangerous difficulty is both harder and has permadeath enabled if you break all your dice. I'd say its similar to something like "Honor Mode" in Baldur's Gate 3. If you do die in it you can reload the save and turn the difficulty down, so while its not intended for first playthroughs, people might give it a shot.

Q: Do you ever consider the 'vibe' of your game as you are mid-development on it? In Other Waters is quite chill and relaxing, while Citizen Sleeper is a litany of things - tense, hopeful, stressful, fulfilling. Do you try to hit a specific emotion when it comes to certain moments or gameplay systems?
I definitely have a bit of a vibes-based process, it's kind of where I start with my games. I always want everything to be pushing in the same direction, from the logos and key art, to the systems and story, to the soundtrack and effects. I would say I am always thinking of how to produce a certain vibe while I work, something that is often a bit indescribable but that has been inspired in me by media, experiences or games where I myself have also felt that vibe! For me, this is what's exciting about games--they are able to provoke emotion and feeling in a very evocative way, they are somewhat atmospheric, and I love that quality in art. I also have to credit Amos for his incredible work in this regard, we often have conversations about mood and emotion, and I think he has an amazing ability to inspire emotion naturally in players, without them feeling "forced." Overall I think both of us are interested in the ambient nature of games.

Hope you enjoyed the read! If you haven't already, make sure to wishlist the game before the release on the 31st:

https://store.steampowered.com/app/2442460/Citizen_Sleeper_2_Starward_Vector/

Not long to go now, Sleepers!
Make Good Choices - Flava
Changed
  • Second traffic light to start earlier.

Shoutouts to Gysshi for discovering that you can reach the second traffic light at 20 seconds.
We set the timer earlier as to not hinder the faster players.
秘封旅行 ~ Secret Sealing Travel - 惟茉
1. 更新了季节商店。
-上架了新春相关物品。
-上架了纪念用藏品。
2. 进行了一些优化。
-根据技能类型适配了所在商店。
-修改了大量物品图标。
-修改了物品的文字描述。

大家新年快乐。
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Prepare for explosive new adventures in Call of Firework! We’re thrilled to unveil our upcoming updates, designed to elevate your gameplay with stunning new environments, immersive weather systems, and cutting-edge visual upgrades powered by Unity 6. From frostbitten snowfields to stormy night skies, the fireworks will shine brighter than ever—stay tuned for a revolution in pyrotechnic chaos!

Upcoming Features:
🔥 Rainy Night Battleground: Experience fireworks like never before—dazzling explosions shimmer through raindrops in a storm-soaked environment.
❄️ Winter Snowscape: Light up the sky amidst gentle snowfall and pristine snowy vistas, where every spark contrasts against the frosty silence.
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Producer Ryozo Tsujimoto delivers the latest #MHWilds news, including a new trailer and more info about Open Beta Test 2.
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1.添加5种异常
2.优化厕所场景
3.修复部分BUG
1. Add five exceptions
2. Optimize the toilet scene
3. Fix some bugs
Jan 29
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Fixed a bug where the preview price was incorrect when selecting collectibles in Yama's seaside store.

Optimized the situation where, under special circumstances, players could move to areas of their homes that were not allowed.

Optimized and correctly modified some English texts.

Fixed a bug where the decoration levels in Yama's store were misaligned.

Fixed a bug where the minimap showed the player's position incorrectly when the player was at the seaside.

Modified the completion condition of the collectible achievement to 50 pieces.

Fixed a bug in the fishing trigger point of the town canal.
Jan 29
DOKAPON! Sword of Fury - hiroaki.kaneta
・Improved an issue where audio may not play correctly.
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・Fixed the opening movie that plays when the language is set to English.
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Bug fix: After building a large number of crystal balls to control the door switches, the problem of abnormal path finding
Bug fix: The distribution record of the preaching platform was not reset to 0 in the new year
Value adjustment: After the enemy's cannon is destroyed, it is reset and restored every year. If the relevant enemy camp has been destroyed, the cannon disappears
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Optimization: After the stone man faints, the handyman can rescue him, and the stone man becomes "Heart of Wisdom" and recycles
Value adjustment: The summoned elves will disappear after being bombarded. The stone man will faint after being bombarded.
Bug fix: When sending feedback function, the code error cannot send information
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...