The Out-of-this World Sunless Skies Offers a New Adventure Every Time You Play It

Sunless Skies is a slow and deeply tonal game, its rich soundscape and florid prose drawing me in from its outset, immersing me in its science fiction of sky-trains and outer colonies of a thinly-stretched Victorian empire. It’s a game that feels both intensely modern and intensely otherworldly, with conflicts between factions illuminating greater questions about the role of empire and control. It’s also, notably, a game built around semi-randomized chunks of the world, lending each adventure a customized, specific feel.
Like its predecessor, 2015’s Sunless Sea, Sunless Skies presents the player with a vast, uncharted game world packed to the brim with interactive fiction and ship-to-ship—er, train-to-train—action, but shifts the focus from a dark underground London to the edges of British space empire territory. Denizens of the Skies traverse the regions inside aerial trains, chugging along from port to port and occasionally dealing with the various hazards of intersky travel.
At the outset of the game, you are given the keys to your own locomotive, and a small crew to staff it, after the untimely death of the vessel’s previous captain and your subsequent promotion from first mate. It’s a simple, brisk introduction to a world that will come to define itself through roleplay and exploration, building slowly outward into a dense and realistic experience.
One way to consider Sunless Skies would be to compare it to the way that a game like Fallout: New Vegas treated its world. New Vegas was a critical success and fan favorite marred by relatively poor sales and widespread reports of glitches when it launched in 2010. Like New Vegas, Sunless Skies presents the player with a number of factions, well-defined in their various realms, and offers the player the choice to side with one of them or to explore the game’s world alone. Like New Vegas, player characters are defined primarily by their actions and less so by their specific statistics, leading to a method of play that feels more akin to tabletop roleplaying than to a tactical videogame.