

I like to see what the player is interested in, and build around them as they go.” “I wanted to try and make a video game RPG where you choose what you do, where you turn up to, where you go each day, and that affects how the story progresses. I hate this game because it’s just random.’ That very quickly became so thematically important to me, because I got this feeling of, well, we roll dice every morning when we wake up…Some days you roll five ones, some days you roll sixes. “Immediately I had this idea of giving people dice up front so that they wouldn't have that horrible moment of ‘I rolled a terrible dice. This ultimately influenced the direction of Citizen Sleeper. They liked the way Blades in the Dark focused on consequences after each dice roll, and found themselves wanting to avoid the trap of other tabletop-like video games that force players to reroll the same action until they can pass a certain obstacle. The tabletop influence came naturally, as Damian Martin had gotten interested in running tabletop games while they were working on In Other Waters, especially Blades in the Dark. Inspired by the success of Diaries of a Spaceport Janitor, Damian Martin got the backing of Fellow Traveler and went to work. Fortunately, they'd been tossing around an idea for a slice-of-life science fiction project already. They tell me that on In Other Waters’ release day in 2020, they realized suddenly that they only had funding for it up to that day, and would need to immediately begin work on something else. There are character classes and a stat tree that impact all this, but it’s all introduced slowly and gently, giving you time to get used to what activities are available and which are important.Ĭitizen Sleeper is mostly the work of one person: Gareth Damian Martin, who began the project immediately on the heels of their previous game, In Other Waters.


These actions result in rewards or penalties depending on their outcomes, so there’s a level of strategy involved in choosing to spend higher-valued dice on riskier or more important actions, while throwing away weaker roles on trivial tasks.

At the start of each day (or “cycle”) you’ll be given a number of six-sided dice based on how much energy your Sleeper has, which are rolled automatically and can then be allocated to take actions of your choice around the space station. Though not fully tabletop in the way, say, Divinity: Original Sin or Disco Elysium are, Citizen Sleeper embraces the spirit of dice-drizen storytelling in a simplified, accessible way.
