Bodies and Long-Term Harm: Gareth Damian Martin Discusses Citizen Sleeper 2

Citizen Sleeper 2: Starward Vector is the upcoming sequel to 2022’s science fiction hit Citizen Sleeper, and I had the opportunity to chat with developer and writer Gareth Damian Martin in a video call earlier this month in order to figure out what the deal is with the upcoming game. The short of it is all good news: a science fiction game set in space that blends tabletop dice mechanics with big ideas storytelling to tell the tale of a small ship and its crew. The long of it is in this interview where we chat about its mechanics as well as some of Martin’s big ideas about genre and how the Sleeper games fit into it.
This interview has been lightly edited for clarity.
Paste: What’s the pitch on Citizen Sleeper 2?
GDM: Citizen Sleeper was a proposal to say “what if we bring these cool tabletop ideas into videogames,” and I also wanted to tell this very specific story from my past around experiences with gig work. It’s a game I discovered as I made it through a lot of experiments. But I think then because everyone was like “oh, this is really cool”—and I was not necessarily expecting everybody to say that—I had more in the tank, and by the time I got to the end of making the DLC, I feel like I had amassed even more things that I was like “oh, I wish I could add this to the game.” I’ve discovered over the time of seeing the game come out, seeing people play it, making more content—I can see so many interesting things here. Eventually I was like, oh, I’ve got a sequel here. I’ve accrued a sequel worth of material.
I also think I had a relationship with Citizen Sleeper where I got to talk about it so much in interviews and podcasts that I feel like I’ve really formulated an idea of what the Citizen Sleeper frame was. I’ve always really loved these Firefly, Farscape-type stories. And I was like, wouldn’t it be cool to take this Citizen Sleeper frame and tell one of these ship-and-crew stories within this frame that marks it out a little bit. I think I would never really want to tell one of these stories straight off the bat because it’s quite genre for me, it’s quite broad. But having the Citizen Sleeper frame—there’s something interesting about bringing some more traditional RPG and science fiction aspects back into Citizen Sleeper, but then still maintaining a really clear vision of what Citizen Sleeper is about and what structure it is.
That means that now you have a ship and a crew, so in a way you have some slightly more traditional RPG elements. You have a party, so to speak. You go on these jobs, contracts, that are non-combat tactical battles in a way where you’re battling against the conditions that you’re in. You’re battling against your own body, you’re battling against your stress, your crew’s stress. You’re using this new Push ability, which is like a pull from Blades in the Dark slightly—this idea that you can take on more stress to push yourself harder. They’re these escalating stories that are meant, in a way, to feel like an episode of a science fiction tv show. You go away on a contract and you have an escalating, really narrative, trying to have an interesting premise, kind of contract. Then you come back and have this down time in between, which is much more like Citizen Sleeper—it’s much more slice of life, spending time in locations, slowly recovering.
There’s a lot of mechanics around the dice explicitly being the Sleeper’s body this time. Your dice take damage, they individually break, and when you try to repair them they get glitched and then you have to let the glitch play out. So there’s all these processes of repair and recovery and dealing with stress and dealing with more long-term harm, which is something that I wanted to model because I feel like games are not very good at dealing with the concept of long-term harm; where there can be permanent marks on a body because game bodies don’t have permanent marks, generally, they only have temporary ones.
It became a really fertile ground for me to make the sequel, and it’s been a process of working through those ideas and add mechanical scaffolding to the themes of the game so that it feels really heavily supported, and that players who are mechanically focused might find themselves being drawn into situations that are then accentuated by the narrative. Citizen Sleeper was maybe slightly more the other way around where the narrative draws you in and then the mechanics accentuate it.
Paste: It sounds like you’re pulling a lot more from the tabletop space and ideas in this game, especially these ideas about damage to dice. I’m curious to hear a little more about how you’re diving into the overlap between tabletop design and videogame design. The tabletop game scene and the videogame scene are often treated like they’re separate, but they’re really not—lots of people play both.
GDM: That’s what it felt like I was proposing with Citizen Sleeper, and having that proposal accepted has given me a chance to double down on it. I’ve started running a Dungeons & Dragons campaign for professional curiosity, I would say, because I got so sick of people telling me what D&D is like. I was like, I’m just going to run some D&D and see what happens. It’s incredible when you start running D&D for the first time, and you’re like, oh wow, videogame RPGs have been pulling from this eternally. The thing with Citizen Sleeper 2 is: there’s all this stuff that I’m finding really cool in Blades in the Dark, Mothership, and Heart: The City Beneath, running campaigns of those. There’s so much good stuff here, and there’s no reason it can’t be in a videogame. Like you say, this gap is not as big as people think. Immediately, the first thing put into Citizen Sleeper 2 was the stress system because I just love accruing stress which you then have to roll over or roll for a complication. I think the way that creates a growing tension across a setpiece one shot or a setpiece job or contract or mission, whatever your RPG is structured around, is so exciting. I found that to be a really productive and exciting way in which I was playing with my players.
I love stress also because it fulfills one of the needs that I have for Citizen Sleeper, which is that it’s a kind of harm that is abstract enough to occur from almost any activity. The beauty of making a game that is based on dice is you can have the player do anything. You don’t have to be like, “I’m gonna make a quest, and then I have to put combat in that quest.” You can do anything, and then the dice are just the mechanic for resolving whatever conflict or challenge occurs. It’s the same with stress—stress can be accrued from a conversation, or from physical stress. So it becomes this really nice paradigm for still allowing the broadness of Citizen Sleeper that I think is really core to it. It’s not that it’s a noncombat game, although I don’t think there’s any combat in it as a siphoned off section of reality, but it is a game about other kinds of challenge and difficulty. The combination of stress and dice and contracts were me trying to pull things from RPGs that would let me tell stories about a heist or salvaging a derelict or jobs, but use the same systems and the same kinds of tension. That’s part of Citizen Sleeper’s identity: alternative tabletop games come to videogames kind of thing.