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:
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.
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. ✨ Unity 6 Visual Overhaul: Harness next-gen lighting, shadow, and particle systems to deliver hyper-realistic firework bursts, dynamic smoke trails, and immersive atmospher effects.
Some small fixes while another major update is still in progress
- Fixed first time default graphics settings being incorrect causing performance issues and other cosmetic issues - Fixed a typo in the server options menu - Fixed issue with door, wall lamp, and bookshelf placement
・Improved an issue where audio may not play correctly. ・Fixed a problem where settings were not saved under certain conditions. Due to this update, some settings may revert to their initial values when resuming the game, so please be cautious. When loading data from "Continue" in "Standard Mode," the settings from the title screen will now continue as is. ・Fixed the opening movie that plays when the language is set to English.
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 Optimization: After the mine is emptied, the prompt information is displayed 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 Bug fix: When the building to be repaired is in an inaccessible place, the upper limit of the number of construction workers required has been fluctuating Value adjustment: After the skeleton soldiers exist for 50 years, they will automatically disappear and drop gem fragments