Sleeping Gods: Distant Skies
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San Francisco, 1937: Your cargo plane flies through a portal in the sky, transporting you to a rugged landscape filled with bizarre creatures, scheming gods, and untold dangers. But can you find your way back before the portal closes?
Sleeping Gods: Distant Skies is a standalone sequel set in the world of Sleeping Gods. As in the original game, you and your friends trek through a vast landscape as you read branching storylines and meet vivid characters, but in this game you interact with the atlas on a deeper level — camping, exploring, overcoming obstacles, and searching for lost relics. The new action system allows you even greater agency while you travel and explore.
In addition to the exploration and quest system from the original game, Sleeping Gods: Distant Skies features a fresh spin on combat. Players now build a combat deck from which they draw a varied hand of cards to play, making each combat encounter a fresh and dynamic puzzle.
Although Sleeping Gods: Distant Skies builds on story elements in the first game, you do not need to play Sleeping Gods to enjoy this sequel. The game features new characters and storylines, explaining concepts from the original game as you encounter them.
Return to the world of Sleeping Gods and experience a thrilling tale that hinges on your choices in a truly open-world experience!
—description from the publisher
Ages | 13+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 60m – 600m |
Designer | Ryan Laukat |
Mechanics | Action Points, Deck, Bag, and Pool Building, Narrative Choice / Paragraph, Push Your Luck, Solo / Solitaire Game, Storytelling |
Theme | Adventure, Exploration, Fantasy, Mythology |
Publisher | Red Raven Games |
dherby
I have not played the original Sleeping Gods, but ordered this in Gamefound based on our gaming tastes and faith in Ryan. We were not disappointed! Arrived on a Thursday and remained out, covering the family dining table for over a week as we played through our first campaign. That has NEVER happened in this household! Every day of the last week we looked forward to the evening session, and even squeezed in a couple short lunchtime plays. We finished our first campaign and have not even visited 4 of the 9 atlas pages! The combination of storytelling and puzzles is a great balance, and the world is far too vast for a single campaign. Can't wait to explore more!
antonpo
Well... the game got more 'streamlined' but also gotten much much much more boring. Fighting is just boring, it's not a challenge anymore, dealing cards every round feels unnecessary - just draw top card of the deck and see what happens. Many great puzzles were removed from the game: 1. Combat was a great puzzle on who to attack first, checking chances, hoping for better fate etc 2. Synergy tokens were great - who should I give them to, who hits first, who hits after 3. Weapon distribution before the combat is gone. 4. Ship actions gone. Was a light but a good puzzle, what to activate next 5. CP - how to spend them in the most efficient way? To keep them or to activate them, etc 6. Captain was the coolest crew member and was used a lot. With SGDS we don't even remember about her... 7. Characters became generic. In the first one you need to care if they are not tired, if they are fed, etc. Now, just camp and restore help - zero challenge 8. Ports are gone together with great decision - push more to new locations or is it time to go back to port and restore health? Now camp anywhere at any time... 9. Markets were sooo exciting - save money, see what they offer, should we spend or save? This weapon is so goooood, but do we really need it? 10. Event deck is neverending randomness and doesn't matter anymore. In original SG it's a timer that adds pressure - so many times we had to rush to final island before it's too late. SGDS - you have all the time in the world. In the end you play as a 'god'. Nothing is a real threat, nothing is a real challenge, nothing matters because of that - it's mostly boring...
brainpuddle
We wanted to play the O.G. Sleeping Gods but heard about this release/KS and thus backed it and waited...and it was worth it for us. This is a fantastic open-world-ish exploring game with clear rules, a fantastic amount of discoverable areas and interactions, plenty of puzzles to ponder and unravel and a really cool/unique combat system (which can also be viewed as a puzzle). Great balance of leveling up and gaining strengths for your characters (especially seeing your combat deck increase!). Probably not great for some (we enjoy a 2 player experience, making our own in-jokes and staying invested in the story and we know that some of our normal group would not like all the reading, narrative choices, etc.). Great design, I see why this sequel was made for an existing proven game, and I recommend giving it a try!