
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3/day in the week to Aug 26 → 3.43/day in the week after.
About


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.
Sums Steam only; Xbox, PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 2.4Kreviews | 91% | — | $1.5M |
| $24.99 | 1.2Kratings | 74% | — | not modelled | |
Engagement
Reviews
Themes across 246 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
IF YOU ARE FINDING THE GAME TOO DIFFICULT: Do NOT choose the operator class. I don't know why it's the first option offered to new players, but it's the most dangerous class especially if you're not familiar with citizen sleeper and/or it's your first playthrought of the second game. You WILL get into bad rolls death spirals if you're even a little unlucky, and without the Endure skill there are locations where you might find yourself completely stuck. The machinist class is the safest, the extractor class is also strong depending on your gameplay style. Go with whichever looks the most fun, or with the machinist if you really want to be safe. I have finished the game on hard mode multiple times and I have never struggled with machinist or extractor. With operator though? I've died multiple times and I even had to save scum a bit to survive till the end. Don't choose it for a first run. Just don't. With that out of the way I LOVE this game, even more than the first. The gameplay is addictive, the story is excellent, it looks gorgeous, the music continues to be brilliant. My only feature request would be to add an auto-skip for dialogues and a way to toggle off the tutorial for repeat players, it's a bit annoying to have to click through everything again every time.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 4.14/day in the week to Jul 21 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Japanese, Simplified Chinese
| $24.99 |
| 653ratings |
| 84% |
| — |
| not modelled |
| $12.49−50% | 62ratings | 92% | — | not modelled |
| $12.49−50% | — | 93% | — | not modelled |
| $12.49−50% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 247 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
依然是氛围一流的文字、音乐和美术,依然可以种蘑菇养猫猫,期待明年同世界观的TTRPG Helion Rising,如今很难遇到续作没有让我失望甚至私心上十分理想的系列了。 厄灵之眼s1eeper的彩蛋非常多,还有无处不在的老熟人[spoiler]布利斯(同为这几年发生跨越的enby,伊的回忆很让我共鸣)、安锡塔(想起一代阿什顿和梦游体零号的死,这位的悔恨和人物弧很明显)、塔拉(很感人的重逢,她一代离别时也说去找亲人)、秋和风之曳影号、近光速引擎支线的余烬星首领彼得、闪存盘支线的卡斯托……[/spoiler] 与一代不同的地方: •有了可招募船员,伙伴情谊更深入,很对胃口(就这个酷儿大家庭萌! •每一个星球刻画得不如厄灵之眼那么深入,但也符合主角身为逃亡者不能多做停留的紧张感。唯一不满的是后期略赶工,体感上合约不够丰富,导致个人很残念凯登斯的着墨之少,即使2leeper视角下需要存在I don't really know her 这个选项也还是……本希望更多了解她的故事!草案集也没有,可能实体设定集会有吧。 •没有一代的多结局,本作是固定的开放式结尾,梦游体许下不同的愿望,对应多个所想象所期盼的未来,所有的生存意志凝结出内心最深的渴望与愿景(何尝不是梦游体的认识你自己呢),做出那唯一的选择,恍然若失又无比美丽的结尾,始于重启并以此落幕在结构上也很完整。 •我倒是很喜欢新增的压力/故障 系统,身体机能的衰竭一方面会让人想到现实中少数群体与有障人士的境况,一方面很好地刻画出梦游体生存的危机与难以容身,骰子与骰子槽的恶化都使失能切实可感,包括游戏终章的 [i]“然而,你拖得越久,这些故障会越亲切,它们的存在,会令你安于现状,以此回避未知。 ”[/i][spoiler]非常真实的心理描写。ps大约二十个循环后还未重启,死亡渐进之时,塞拉芬会一面道歉一面架着梦游体去闪烁街。[/spoiler]需要一定时间上手这个系统,认真进行决策,高危难度要求稳,不然很容易崩盘,个人为了成就前期六角港重开了两次x,资源和技能到位后就简单很多;游戏不会在骰点页面自动存档,切换地点时才会自动存档,所以实际上可以通过大退或者本地路径来sl )虽说我玩到后期才发现-.- 用来看措辞差分和做分支任务比较方便。) 官中质量整体而言不错,但在某些细节上依然丢失了原文那种微妙的风味,进步的地方在于they/them伊,一代官中比如在医生萨宾的身份上就有Misgendering的问题(明明一代汉化的梦游体也是伊) 炸矿井出逃的那十名梦游体里幸存者寥寥无几,目前已知s1eeper、2leeper、[spoiler]Flint [/spoiler]、阿什顿那位死去的梦游体零号,德拉戈斯口中不久前遇到的梦游体也有可能是当初一起逃出来的,一代回忆中也交代不少人要么在爆炸中失散,要么在没能抵达货船。也就是说,二代主角的失忆还有一个有意思的角度,失去了曾经和梦游体同胞在矿井共同劳作与携手出逃的经验,失去了多年建立起来的身份认同,2leeper直接置身在游戏开局的人类社会中,从未看见自己同类的面孔,由此人与非人的割裂的折磨加剧,或许甚于往日被拘禁的时候。因此也愈加突显出 2leeper & Flint 之间的镜像 [i]“你意识到伊看着你可能也有同样的感觉。你们是彼此的镜子,都在提醒对方,“自我”与“他人眼中的我”之间横亘着一道鸿沟。”[/i]以及在后期卸下心防分享共同的苦问,最后[spoiler] 手牵手一起在工坊重启[/spoiler] ,共同承担风险、生死与共是多么可贵。 个人最惊喜的应该是:梦游体的记忆与本质的冲突;可以捡Cadence & Serafin & Sleeper & Flint 的QPR,还有CSS组的潜在poly——三人共舞剧情彻头彻尾真情实感捡到了 [spoiler] (治愈了初见时玩家误会是异性恋空袭而被jump scare的心情)[/spoiler]已严肃造谣并约稿插画。有缘的是,这组所吸引到我的核心原因与我此前写的同人乃至异度风景团的PC 所抱有的动机相似、理论同源。[strike] 况且深空梦里人比我别的坑还要人迹罕至,并且原作哲学深度有限,很大程度上能减轻我创作上的压力。最近状态很低迷,摄入了不少作品但都不足以打消想要跑路的念头,打此游时前期顺道吃一口放松舒缓心情,后期则意外回返了一点挖掘故事的热情。[/strike] 也就是说,下文完全属于一家之言,是本人滤镜深重的过度解读。 [i]塞拉芬从慢慢聚集起来的人群中挤过,来到伊面前。“给你弄了点喝的。”他递上一袋琥珀色的液体。“嗯。”凯登斯也来到伊身边,单手抱了抱伊。“正想着你躲到哪儿去了呢。”她冲伊露出和煦的微笑,那笑容还是那么有感染力。[……] 梦游体一言不发地看着,还沉浸在自己的思绪中。没法抽身出来享受眼前的 狂欢。但紧接着,伊感觉有双手抓住了伊的胳膊——凯登斯正咧着嘴又哭又笑,拉着伊载歌载舞。 然后,伊另一侧胳膊上也多了一只手——塞拉芬拽着伊就要往人堆里钻。一转眼。梦游体便置身于人潮中央。无数 身躯挤在这么一个房间里,舞动着、旋转着、呐喊着:伊何曾见过这样的场面。 [……] "Good party."He chuckles. "Not sure l've seen anything like it. 2leeper: "How's Cadence?" Serafin gives Sleeper a look."She's great. She loved seeing you let it all go."He smiles. "I did too." [/i] 由凯登斯主动发起与指引的、三人在肢体上的接纳和情绪上的共振,完全没有排他性。萌晕。不明白官中把love打折扣成“欣慰”是何意味(虽说第一眼读到的是欣慰时玩家也美美捡了) 以及这是第二次出现塞的“我也是”,第一次在这: [i]塞拉芬突然凑了过来。“你觉得凯登斯怎么样?”这莫名其妙的问题打得梦游体措手不及。 梦游体:“我喜欢她” “我也是。”塞拉芬不自觉地微笑着,顺手一把攥住那枚硬币。 [/i] 对于梦游体对凯登斯的好意,凯登斯对梦游体的爱护,塞拉芬与梦游体的恳切,塞拉芬和凯登斯的真心,视为同等重量、且彼此相容的在意。 [i] An image: One such promise, made by Serafin to Cadence, and returned in kind. A celebration that rumbles through the colony with joy. And in the aftermath, plans are made, ones that will take an eager lifetime to fulfill. What more could you desire than the ceaseless project of building a future for those you love? [/i] 梦游体其实稍微状况外,低估了彼此的张力(也因此事尚未完全摊开(真要许诺肯定CSS一起),不过确切地说,在生死交叠的此刻,如此剖白与紧紧把握的desire已然是在立誓了吧。这个是六个结尾中两个和塞有关的选项其中之一 Serafin and Olivera,另一项Serafin and Crew就更直白了(这两个愿望很可能共存,差别只在于地点是奥星还是轻舟号,凯和塞也有迹象已经说过此事(很好吃的点在于,梦游体和布利斯/卡狄特/茱尼/塔拉共事的愿景描述要更温情与表现事业,并没有这种无穷大的神秘重力感XD: [i]An image: In the cockpit with Serafin, looking out at the stars. An image multiplied many times, with many moods and textures. But at the heart of it, an unspoken link between you and your pilot, and a knowledge that Darkside will always be your home. You'll fly until the drive runs dry, and the hull plates flake off, and your bones become the scrap this place is built upon.[/i] 这是终幕,现在回到序幕很容易错过的这段踹玩家入坑的对白,看看Sera(很萌的来自凯登斯的昵称,总感觉这个与马尔科称其为Fin的叫法有所差别是编剧有意为之的。不觉得Sera听起来模糊了性别棒极了么)开局被搭档忘记自己是谁就panic fear painful还得拼死来救同时一被追问彼此过往就发脾气之原来你是让维克玛;知道吗上一对被拘禁多年相依为命奔向自由的soulmate是 Octavia & Regongar(crpg里最美味的poly之一) [i]Sleeper: "We need talk" Serafin furrows his brow."Not now, Sleeper. We need to forget..." he flinches, the words coming out wrong. "We need to focus on something other than..." he pauses again,unsure,"...us."He sighs. "We need to survive this thing first. Then maybe we talk." Sleeper: "That isn't fair." Serafin's eyes flash. "What isn't fair, Sleeper, is that I just gave up everything for someone who can barely remember my name!" He tenses at his own unexpected anger. "We are NOT doing this."He slams the metal of thecockpit wall. "Not now."He closes his eyes and looks down. "Just let me think." He fixes you with a stare. "I need to think. [/i] 中文的“我们不能只顾……我们自己”就已经很那不可言说了,没想到原文更露骨,居然是us么,天可怜见谁会对一起蹲过牢的苦命同事/哪怕关系好到拜把子的情同手足的挚友边卡壳边说什么算了现在忘了我们间的某不可言说的什么什么吧(暗示一说出口会耽误事),难道对于如今成了陌生人但依然同一战线的朋友/战友/家人/结义的手足不应该是首先安抚或举例往事说服对方以争取尽快构建信赖才有利于团结一心从而第一时间survive吗(主线里塞也是偏务实理智的作风)究竟发生过什么复杂沉重的是容易失言、必须不说、说出口反而会分心(甚至是会在生死关头分心的程度)、被对方忘了很破防、于是摇头砸墙又心碎又气愤还拧巴地一直回避的?玩家一开始还猜测是不是曾经有什么案件,结果并非如此,打到结局发现真的只有一种可能性。所以喜闻乐见的梦游体直接腹诽了: [i]It's hard to know what's going on inside Serafin's head. Here he is,on some hapless escape plan with a friend who can't remember a thing about him. You try to imagine how close you both must have been for him to agree to this thing, but it is painful to think about. That's all gone now, anyway. All you can do is move on. "Look, Sleeper.You aren't yourself."He sighs.[/i]序幕这里还有一处直接点明此人摇头叹气的反应与梦游体失忆所导致的无法确认伊是否仍是伊自己 强关联。 后续还有显著的哀悼反应(丧偶)以及逃避的防御机制,数不清列不完:[i]“不用觉得你亏欠我什么。我不是靠施舍过活的人。到时候,你要是想大家各走各的,我没意见。但行行好,千万记得当面和我说。”[/i]重视梦游体的自由意志,同时祈愿对方不出于任何外因,是全凭心意选择结伴同行的。 [i]“实在不乐意的话,就当是为了我去作个检查吧。”塞拉芬摇摇头,“求你了。”;“对不起。这回不去不行。我知道你害怕,我们都害怕。”他眼中闪过一丝愤怒,“但你不能就这么放弃。”塞拉芬叹了口气,“求你了。”[/i]查询某个死不低头固执己见的倔脾气因为不想2leeper死而乞求的次数。而且什么立场能说出“为了我”? [i]"I will admit it has been strange, reminding myself that everything we talked about back on Darkside, everything we did, it's lost now."Serafin smiles."But I'm glad to see you are still you. Whatever that means."[/i]梦游体自我同一性与记忆并不挂钩,破除了连续性的陷阱——事关那些复杂的理论,等收稿插画后我进行一个配文,评测篇幅有限放不下。 现在来看酒吧坦白。触发的时间地点就很耐人寻味了,论Sera为何与友分享好事非要拖拉到决战前等人碰头,避无可避的共饮时借个酒力?天天在飞船上共处,船长把玩个模型这飞行员都有独立场景冒泡刷存在感联络感情的情况下,怎么不选个宽裕的时间分享?论2leeper听完后究竟是想回复什么复杂的东西才会迟疑许久(换普通情况难道不是脱口而出噢恭喜么?玩家如我在电脑前第一反应就是大喝congratulation懒得多看一眼),结果秒进主线打断思索,一反常态不向玩家展示平日向来多思的主角的心理活动? [i]Serafin clears his throat. "What do you think of Cadence?"The sudden question makes you look over at him, and you see he is playing with his coin, spinning it in his palm. > What do you mean Serafin shakes his head and turns to you. "You know what I mean." He closes his hand on the coin. >"I like her." "Me, too."Serafin smiles to himself, closing his hand on the coin. > I don't really know her "Right."Serafin nods. "We should do something about that." He closes his hand on the coin. 共通后续: "I think..." He pauses, and then starts again. "We kind of have a... thing." He shakes his head. "You know what I mean." >I noticed "Yeah." He smiles. "I thought you might." >I didn't realized Serafin looks up at you. "You're messing with me." 共通后续: "Well." Serafin sighs and stretches. "I guess I just wanted you to know." You are thinking how to respond when the bartender taps you on the shoulder and nods towards the door to the backroom. It's time. [/i] 要知道凯是塞罕有地主动结识、发展联系、交心的人,塞一旦想到对方便会泛起平静确然的笑意,没有一次例外!一贯爱憎分明、性情直率的塞究竟想到了什么才会表现支吾与犹豫,因为WE = Sleeper & Serafin么?毕竟上次塞话说一半又止住话头不愿明说的情况是在梦游体逼问往事之时啊!就算WE = Cadence & Serafin,摇头也必须建立在 在塞心目中 自己的此事之于作为倾诉对象的2leeper有着特殊意义 这一前提下才能发生。试想,如果塞是对姐姐/同事/朋友分享,怎么可能重复 "You know what I mean."还有"I guess I just wanted you to know." 这在暗示什么?怎么让船长知道可以早些给你批假期么,明明此人庆典之后直说不打算留在奥星。这种决战在际,生死未卜时究竟希望对方知道的事情究竟能是什么。[i]塞拉芬和凯登斯双双从诊所里出来。塞拉芬站在过道,显然注意到了你。你们的目光短暂交错,但塞拉芬随即移开了视线。自从把卡尔曼带回奥利维拉,你们就再没见过面。[/i] 有人心知肚明自己避开了梦游体(动机暂且不问)。加上前文梦游体可选对凯不熟悉,那样一来梦游体说自己没留意C&S 不是很自然么。为何塞会觉得这是谎话,除非WE里必包含时常发生在sleeper身边并且无法熟视无睹的事实。上一次塞说mess with me 是在序章被问 你是谁。另外,如果是指C&S,2leeper确实必然注意到(游戏中缺少主动互动船员的环节,但一向很有距离感的伊对这两人每一个细微的变化投入了非常多的关注,简直全程目击什么塞忽然乐于助人什么塞对凯的果敢很佩服什么凯和塞的不舍拥抱),于是又出现矛盾→极少说假话的三无角色何出此违心之言。 能让一切说通的唯有:We kind of have a thing=C&S&S,无论形式为何,这一句都必定具备了三人同在的张力与潜能,呼应开头S&S like C。如此,战后庆典的共舞合情合理,终幕许下的愿望水到渠成,正如无数次转动、庇佑彼此回归的硬币。 [h3]"But please, hold onto what's human in you. Because that is what I am holding onto." [/h3]
Basically it's Citizen Sleeper 1 but with a ship which allows you to travel between different stations — there are about 9 distinct explorable stations instead of THE big Erlin's Eye. And I'm guessing if you were to add up all the content from all these stations, the overall amount of playtime would be just a little bit more than the first game. (It took me ~15 hours to beat this one, whereas it took me ~14 hours for the first one). For those concerned about whether the writing or the story is of lesser quality — do not worry, it is still as good as you'd expect it to be. The main characters are memorable and they feel alive, you even get to meet some of the NPCs from the first game. The biggest problem with this game — it is just ridiculously hard at times. You can get broken dice (just no dice at all lol), you can get glitched dice (20% positive, 80% negative outcomes, but it returns to normal in a couple of cycles), you can get PERMANENTLY glitched dice (same as the previous but it doesn't go back to normal at all). And when you have only 5 dice in your pool, it becomes really frustrating to complete the contract and/or just to do regular tasks on stations. For example, I finished the game with 2 permanently glitched dice and the entire experience sucked hard: you have to buy fuel to go to stations where you can buy scrap components to fix your broken dice, then you have to farm some cryo to buy those components, then you have to farm some more cryo to buy more fuel to come back to the station where your quest is, then you have to farm some more cryo to buy supplies.... and so on.
良質かつインタラクティブなSF小説。 さまざまな視点がほどよく混ざってくるストーリーは 1 からしっかりアップグレード。 読み応えのある文章です。 SF小説好きならプレイしてみてソンはないです。
[h1]星舟载温,长夜有伴——《深空梦里人 2:逐星之旅》简评[/h1] 当我走完《深空梦里人 2:逐星之旅》全部航线、清完所有船员支线,关掉游戏屏幕时,脑海里还回荡着厄灵之眼空间站的冷白灯光与轻舟号船舱暖黄的照明形成的强烈对照。每一位喜欢《深空梦里人》初代的玩家,都曾沉浸在厄灵之眼密闭空间站里,见证权力倾轧、资本压榨、底层彼此猜忌又互相搀扶的矛盾众生相;而续作打破单一空间站的封闭桎梏,驾驶老旧飞船穿梭整片逐星小行星带,将叙事重心从 “绝境里夹缝求生的拉扯博弈” 转向 “漂泊途中彼此托付、互相治愈的绵长温情”。初代是困在牢笼里,于残酷生存缝隙中捡拾零星善意;二代是挣脱牢笼驶向星海,让温柔成为贯穿全作的核心底色,哪怕黑帮追杀、企业通缉、躯体故障如影随形,人与人之间的联结也足以对抗宇宙无边的荒芜。本文将对比两代叙事内核差异,深度拆解两段最戳中人心的支线故事,聊聊续作如何拓宽科幻叙事里 “温情” 的边界。 [h1]两代底色对照:勾心斗角的"囚笼",与四海相伴的"星舟"[/h1] 初代《深空梦里人》的舞台,是一座行将腐朽、资源彻底枯竭的封闭空间站厄灵之眼。狭小的空间放大了人性的冲突:垄断物资的企业代理人手握生存命脉,黑帮割据通道收取保护费,底层流浪者、劳工、仿生人、难民挤在逼仄舱段,所有人都被生存资源牢牢捆绑,算计、隐瞒、背叛无处不在。你会为一根维持生命的稳定剂和他人虚与委蛇,会在帮派、企业、反抗者三方之间反复权衡利弊,稍有不慎就会卷入无休止的勾心斗角。这里的温情是稀缺、易碎、夹缝式的:工人会偷偷分给你口粮,异乡人会在深夜听你倾诉仿生人身份的痛苦,但下一秒就可能为自保与你划清界限;你与 NPC 建立的羁绊永远笼罩一层生存危机的薄纱,善意背后藏着现实的权衡,温暖永远伴随着刺骨的冰冷。作品想表达的核心是:在资本与强权构建的绝境里,善意是对抗虚无的微光,却无法消解环境自带的恶意,温情与算计永久共生、无法分割。 而《深空梦里人 2》彻底重构了生存与人际的底层逻辑。玩家开局便与挚友塞拉芬联手夺下老旧拖船 “轻舟号”,拥有了一片可以自由航行、自主掌控的移动家园。追杀你的海鳝帮、追捕梦游体的大企业依旧是悬在头顶的利刃,躯体系统故障、资金匮乏、航行风险从未消失,但叙事不再刻意放大人与人之间的对立冲突。逐星带广阔的小行星枢纽、废弃矿站、海边聚落、漂浮废墟取代了厄灵之眼密闭压抑的舱道,角色不再被迫争抢有限生存资源,拥有了主动选择善意、交付信任的空间。 从这个对比能明明白白展示出一代作品里主角和厄灵之眼、浪潮DLC中避难所众人所建立和付出的努力。而且我们也能在二代中见到不少一代角色,比如酷酷的安锡塔——比起一代对梦游体的不信任,她现在对梦游体有更深刻更全面的认识;深耕于种植的风号船长 秋,继承了一代植物学家理子培育的植物种子,秋把种植技术和种子带去星海别处生根发芽、茁壮成长,而且秋的公社也延续了一代菌丝公社的名字【绿道】…… [h1]两种跨越伤痛的宇宙温情[/h1] 二代海量支线依旧专注于每一段小人物的故事,扎根于逐星带底层的苦难,最终再落脚于和解、解放与救赎。下面选取两段支线解构一下。 (一)塞拉芬:涌泉星姐弟和解,隔阂消解后的遥遥牵挂 塞拉芬是玩家开局绑定的核心船员,也是串联主线的关键人物,他的完整长线支线贯穿游戏全程,承接初代底层人背负过往创伤的设定,却彻底抛弃初代常见的对立、背叛桥段,铺陈一段以包容消解矛盾的亲情故事。 初遇塞拉芬时,他沉默寡言、驾驶技术顶尖,明知主角是被全宇宙通缉的失忆梦游体,依旧拼尽全力带你逃离海鳝帮暗区,不善言辞却事事兜底。前期剧情会透露,他心底藏着一段多年心结:年少时与姐姐决裂,从此断联,长久背负愧疚与思念,却始终不敢主动寻找对方。放在初代厄灵之眼的叙事框架里,这段亲情裂痕大概率会演变成立场对立、互相利用、彻底决裂的激烈冲突,冲突贯穿全程;但二代选择用温柔抚平过往尖锐,叙事重心落在理解、体谅与远距离守护之上。 顺着线索抵达涌泉星废弃矿井,这里是姐弟二人年少生活之地,也是当年争吵决裂的原点。整座矿井被大企业牢牢掌控,劳工昼夜劳作只能换取微薄报酬,孩童早早下矿、薪资随意克扣,底层人的苦难肉眼可见。当年姐弟二人本约定一同逃离暗区,姐姐却执意留下组织矿工反抗资本压榨,塞拉芬无法理解姐姐舍身涉险的选择,认定反抗只会招来屠杀,激烈争吵后独自出走,多年来一直觉得姐姐抛弃了自己。 跟随塞拉芬走访矿井各处,我们见证底层矿工日复一日的煎熬,才读懂姐姐的选择:她不是不在意弟弟,而是亲眼见过无数流浪者、劳工被企业随意抛弃,无法对同胞的苦难视而不见,只能以自己微弱的力量庇护弱势者。多年隔阂的根源,从来不是仇恨,只是两个人站在不同立场,看不见彼此心底的柔软。 重逢场景没有歇斯底里的争吵、没有互相指责,只有长久沉默后的坦诚倾诉。姐姐坦言这些年走遍各个星际航线打探弟弟消息,日夜担心他落入黑帮圈套;塞拉芬终于放下执念,读懂姐姐藏在勇敢之下的慈悲。故事没有强行安排姐姐登船同行,她选择留在矿井继续守护受苦劳工,塞拉芬尊重姐姐的理想,不再强求对方跟随自己漂泊星海。 这条支线最动人的收尾,是离别后绵长的牵挂。往后航行途中,塞拉芬总会攒下药品、压缩口粮、维修零件,托往来商队送往涌泉星矿井;每停靠一处空间站,他都会主动打听涌泉星的近况。曾经针锋相对的亲情,转化为遥遥相望、彼此支撑的温柔。 同时,塞拉芬与主角的同伴线,是这条支线温情的延伸。作为共患难的挚友,他知晓主角失忆、躯体残缺、被企业追杀的全部困境,从未有过半分猜忌。初代里 NPC 常会因梦游体身份戒备、利用主角,塞拉芬却自始至终全然信任,飞船遭遇危险永远挡在主角身前;后期遇见心动之人,也会第一时间与主角分享心事,将轻舟号所有船员视作家人。这条长线证明,二代不再依靠人性冲突制造张力,人与人毫无保留的信任、包容与牵挂,才是故事真正的情感内核。 (二)布利斯与安锡塔:跨两代重逢,放下仇恨的暗面寻仇救赎 如果说塞拉芬的故事是血缘亲情的和解温柔,那布利斯与安锡塔的跨两代支线,便是本作温情叙事最有层次感的篇章。二人初代便登场相伴离开厄灵之眼,时隔多年在逐星带再度重逢,这条 “暗面寻仇” 故事藏着复仇与释怀的拉扯,最终落脚于放下怨恨、彼此治愈,完美体现二代 “弱化冲突、放大温情” 的核心转变。 布利斯与安锡塔是初代玩家熟悉的老面孔:布利斯是厄灵之眼空港维修铺的机械师,性格温和通透,擅长拆解、修复各类飞船设备;安锡塔是身手凌厉的赏金猎人,驾驶野蔷薇号穿梭星际,性格锋利、棱角分明。初代结局二人结伴驾驶飞船逃离空间站,本以为会相伴安稳漂泊,可逐星带的重逢,却揭开了二人离散、彼此隔阂的过往,以及安锡塔埋藏多年的复仇执念。 当年离开厄灵之眼后,二人结伴在星际航线谋生,安锡塔过往的仇家一路追踪而至 —— 当年摧毁她家园、屠戮同伴的黑恶势力残余,盘踞在逐星带暗域据点,靠着劫掠流浪者、贩卖梦游体牟利。安锡塔心中复仇火焰从未熄灭,一心孤身闯入暗区,彻底清算所有仇人。布利斯始终反对以暴制暴,他见过太多仇恨循环带来的毁灭,劝说安锡塔放下执念,可被伤痛裹挟的安锡塔无法释怀,二人爆发激烈争执,最终分道扬镳,独自前往暗域筹备复仇,布利斯独自漂泊多年,始终没有放弃寻找她。 玩家在六角港爆炸之后,远枢空间站得到修船站的布利斯帮助,顺着他留下的线索,找到蛰伏在暗域边缘的安锡塔,完整开启这条寻仇长线。整条支线前期充满对抗性:安锡塔收集武器、探查据点布防,时刻准备和仇人正面厮杀,过往创伤让她认定唯有复仇才能解脱;布利斯一路跟随、默默修补她破损的飞船,反复提醒她仇恨只会吞噬自身,二人理念持续碰撞,暗域据点的黑帮打手、层层设防的安保,也让这条线自带初代式的危险冲突。 但二代没有走向 “快意恩仇、玉石俱焚” 的惨烈结局,而是用温情消解复仇的执念,这是和初代叙事最大的分别。初代同类复仇剧情往往导向两败俱伤,杀戮只会催生新的仇恨;而本作中,玩家可以陪同二人深入暗域,见证仇家早已在无休止的掠夺与内斗中分崩离析,残存之人困在虚空废墟里互相猜忌、苟延残喘,早已不配安锡塔赌上一生去报复。 抵达据点核心后,安锡塔手握足以摧毁整个据点的武器,站在仇人面前,过往的痛苦、同伴死去的画面不断翻涌,复仇的机会近在眼前。布利斯没有强行阻拦,只是静静站在她身侧,告诉她:“你的人生不该被死去的仇恨困住,厄灵之眼的漂泊、我们逃离的星空,都值得你好好活着。” 这一刻,安锡塔终于看清,多年支撑她活下去的复仇,只是困住自己的牢笼。剥离了资源争夺、派系博弈,所有冲突最终服务于 “和解与治愈”。 宇宙残酷、伤痛永存,但有人愿意陪你放下执念,不必永远活在黑暗的仇恨里。 [h1]星海漂泊,共同体对抗宇宙虚无[/h1] 两代共享同一套反乌托邦科幻世界观:大企业将人类意识剥离制成梦游体当作消耗品,资本压榨底层劳工,黑帮割据星际航线,小行星带、空间站遍布无家可归的流浪者、残缺仿生人、失去亲友的孤苦之人,生存苦难是永恒不变的底色。但二者处理苦难、人性冲突的方式天差地别。 初代厄灵之眼空间封闭、资源恒定稀缺,生存零和博弈无法避免,勾心斗角是底层人的生存本能;二代轻舟号作为移动家园,赋予角色自主选择善意的权利,不必为活下去互相伤害,所有人都有余力释放温柔。玩法设计也在强化这一内核:初代需要每日打工换取稳定剂维持躯体,生存压力时刻悬在头顶;二代取消持续消耗躯体的稳定剂负担,新增完整船员陪伴互动系统,航行途中可和同伴结伴完成任务,飞船升级改造的过程,就是搭建集体家园的过程,玩法机制与 “共同体温情” 的叙事主题完全统一。 当然残酷现实也说明逐星带的文明仍需要大家共同建设发展——涌泉星矿场的资本剥削、海出口流民的无依无靠、企业特工对梦游体的无休止追捕、安锡塔难以愈合的过往创伤。但创作者不再放大人与人之间的对立冲突,转而挖掘绝境里彼此扶持的可能性。塞拉芬姐弟跨越立场的亲情包容,布利斯与安锡塔跨越仇恨的挚友救赎,还有船上每一位船员彼此兜底的日常,所有故事都在传递同一个内核:宇宙广袤荒芜,强权与资本无处不在,但人与人联结而生的温柔,是对抗虚无、奴役、孤独最强大的力量。 有趣的是,梦里人2后期向玩家索要卡狄特闪存盘的神秘男人,正是一代厄灵之眼空间站的治安官卡斯托(就是爱玩下棋那家伙),他刻意遮挡容貌、低调蛰伏在逐星带废料区。他已经不再是空间站手握执法权的治安官,而是沦为躲藏企业追杀、为底层流亡者保管机密数据的中间人。 主角手上存储的闪存盘,记录着艾森 - 阿普、乌茨博黑帮的非法实验、奴役梦游体的证据,也是无数流亡者用来洗白身份、躲避通缉的救命资料,这就是他在二代执着索要卡迪特数据盘的根源(才给300寒冰币都不够我塞牙缝的)。所以,玩家可以选择把闪存盘交给他,让他完整保存反抗组织证据,保护一大批底层;也可以选择交还卡迪特,两种选择他都不会记恨、报复,只是平静接受你的决定,没有初代那种 “交易破裂就敌对” 的冲突桥段。这同样也佐证了,在厄灵之眼的绝境下会放大人与人之间人性的对立;而逐星带开放自由的星海环境,给了所有人放下算计、彼此守护的机会。 初代教会我们,牢笼之中守住善意何其艰难;二代告诉我们,挣脱束缚后,只要愿意交付信任与温柔,无边星海处处都能寻到归处。轻舟号从来不是一艘破旧运输飞船,它是无数孤独之人搭建的临时家园,每一位船员、每一段跨星域的相遇、每一段藏在小行星带的小人物故事,共同织就一张跨越群星的温柔网络。
It was probably just bad RNG or perhaps I just suck, but I failed almost every 25% negative outcome and quickly death spiralled. I liked the first game, so this is a shame.
I have not played the first game in this series and went into this game totally blind to the characters and setting. Despite that, I felt immediately drawn into the world and had no trouble following along with the lore of what Sleepers were and how they fit into this world. The gameplay is pretty basic (you roll six dice at the beginning of every day and then you can use these dice to complete various tasks), but the chance of breaking your dice and incurring stress added enough to the risk/reward calculation to keep it engaging. The strongest part of my experience was definitely the story. There's a good cast of characters who all feel distinct, although I don't think that you get enough time with them after adding them to your crew. There's a decent amount of freedom to explore, but the story is definitely set in place. This is more an opportunity to explore a pre-defined story in your own way and at your own pace rather than the type of RPG where you are dramatically altering the course of the story with your actions. Regardless, it was a well-told narrative that kept me engaged throughout my time with this game. Definitely a recommend if on sale, probably still worth it even at full price so long as you don't mind text-heavy games with no voice acting.
从各种方面都觉得二代比一代做得更好,光这一点就挺难得的,因为绝大部分续作都是没活硬整....... 剧情方面一代虽然全程都在一个地方待着,但到了结局认识的人就都各奔东西了,制作组还直说大部分情况下梦游体都无法跟他人缔结亲密关系,玩起来总归是会感到孤独;二代虽然一直在不同星球之间奔波(感觉二代俩主角像在太空跑长途的),但一路上都有新船员加入,最后一起在船上组成了一个新家庭(船员加入后就很少有对话了但我可以脑补.....),到结局时梦游体拥有了家人、朋友、恋人(未满)、宠物等各种形式的亲密关系,甚至还可以和自己的同类交朋友了,这次主角终于遇到了能完完全全理解自己处境的人。梦游体有着人工合成的身体,但总是止不住的想要呼吸,梦游体已是自己身体的异物,如果还是身处社会的异物就太可怜了,感谢制作组在二代的温柔,让梦游体也能拥有一直相互陪伴的家人朋友。另外二代依旧继承了一代那种细腻的人物描写,所有角色都鲜活的像是真人,有缺点也都各有可爱的一面,很少会碰到从头到尾都不喜欢的角色。 缺点可能就是一代是一个多结局的游戏,二代也有很多提到一代剧情的地方,但二代无法导入一代存档,相当于这么多结局里只有一个被制作组承认了,感觉还挺打击一代玩家积极性的。不过还好(还好)我早就忘了一代剧情所以感觉没啥,甚至有角色说认识一代主角时我还得反应一会儿这人谁啊。 美术也是进步显著,不管是人物立绘还是各个栖地的景观都比一代进步多了,立绘这块应该是沾了二代所有环境都是零重力的光,立绘的自由度更高了,想凹什么造型就凹什么造型,人物的姿势更加飘逸灵动摆脱了站桩;景观这块也是因为二代不再局限于一个空间站上,不同栖地的外观差异极大,有完全被冰覆盖的矿业星球也有堪称奇观的废弃大门型空间站,每到一个新栖地都得先上下左右仔细观察一番这片之前从未见过的风景。 玩法也有巨大改动,超频增加了可选的加点方向,还跟队友系统和故障骰子系统一起增加了这游戏的玩法丰富度,制作组很懂这款游戏的核心特色了,那当然就是[strike]爽玩澳门新葡京[/strike]依托于骰运的惊险刺激资源管理,由于随机性过强就算开的是剧情模式也无法做到为所欲为(不过其实光速退出游戏可以回到这个循环刚开始来着)(但由于出任务都会用时好几个循环,当我想要读档的时候通常都已经无力回天了)(还好就算任务目标失败也不一定整个任务就完全失败了,只是会少几个成就而已,后续剧情还有翻盘可能,制作组还是仁慈的) 总之感觉深空梦里人2已经可以算得上是质量上乘又搞出自己特色的极乐迪like了,不仅是在模仿而是有了能吸引到属于自己那一批玩家的特质,现在就是期待续作
I'm super surprised of the many bad reviews talking about the difficulty of the game. The game is actually pretty easy and there is no pressure at all (maybe only in the first couple of hours) and i played on max difficulty setting. I dont know if i'm the lucky guy or the smart guy, but i never failed a contract and have done all the possible contracts in the first playthrough on dangerous difficulty. (and i found that quite easy?!?) Really i'm not here to brag i'm only super suprised and don't want other people to miss on a good game only because they think it is too difficult. Also there is the easiest setting which really is easy, you can play that if you find the normal difficulty too hard, but please consider to play on normal/hard the game is already light on gameplay without making it an actual book. Maybe if you are new to the game do not choose Operator at the start because it's a bit weaker than the other two, in the end roleplaywise it does not matter... I actually hope for more stress and a harder next game from this studio. In your next game, please add more complexity and new features as you go on, this game really lacks new features as you continue playing it, it remains the same from beginning to end.
Thought I'd like it because of the setting and it being an RPG. Turns out it's more like a visual novel with some dice-roll mechanics that end up feeling more annoying than interesting. And already in one of the first missions, if you picked the "wrong" class then you're stuck with 2 out 3 characters being completely useless as they both have -2 to all dice rolls. Or they are actually worse than useless, because failing dice rolls increases the "contract risk".
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