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Sleeping Gods: Distant Skies box art

Sleeping Gods: Distant Skies

Game ID: GID0290628
Game Info
Year
2023
Collection
Rating
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Description

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

Description

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

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 6 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–7 of 7
Video ErsiHYvQDlc Playthrough at 4:47 sentiment: positive
video_pk 69414 · mention_pk 165910
Sleeping Gods: Distant Skies video thumbnail
Click to watch at 4:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The game offers a compelling adventure that can evolve.
  • The mechanics are considered neat and well-done, particularly the exploration and clue-finding aspects.
  • The components are appreciated, specifically the sliders for tracking health.
  • The game's narrative and story progression are enjoyed.
  • The thematic elements are immersive, making the game feel like a video game experience.
Cons
  • The game might become too easy midway through if not adjusted.
  • There's a concern about getting lost in side quests and losing track of the main objective.
  • The saving and setup process is described as a bit messy and potentially complex.
  • Some players find the dice rolls to be unreliable or 'sucky'.
Thematic elements
Comparison games
  • Nightfall
  • Betrayal: House on the Hill
  • Fate Forge
  • Chronicles of Crime
  • Adventuria
Mechanics (from transcript analysis)
  • App-Driven Games — Mentioned as a preference for games that tell stories and present challenges through an app.
  • Campaign — The hosts discuss playing through a campaign game over a long period, mentioning it can take a year or more.
  • Deckbuilding — Mentioned in the context of improving efficiency by thinning the deck and seeing powerful cards more often.
  • engine building — Referenced as a type of game that benefits from deck optimization.
  • Resource management — The game is described as being about balancing resources, with a note that health is harder to restore than stamina.
  • Riddles — The hosts engage with riddles within the game, requiring them to look at atlas pages and numbers to find answers.
  • set collection — Implied through the collection of totems needed to complete quests.
  • Skill checks — Discussed in relation to the difficulty and the need to have certain skills to overcome challenges.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "This game's too easy man we need more veteran rules we're so good as we're all like basically one Health ready to fail the whole game cuz if we all hit zero it's over well then we have to do the defeat thing and no I just tear up the game we're over I throw the book in the fire and we're done"
  • "The first map is the easiest map in the game which that's why I want to explore the whole D beginning map because we'll get to poke around is kind of like a little little buffet to to sample all the different stuff the game usually has to offer if it's designed well enough."
  • "So the riddle is I bathe within the Crystal Lake that was here right Y and washed in Falling Water I based in uh moonlit midnight so there's a moon there and then continued farther I found my father waiting his bowels were green and great so like this big tree right here like obviously even like different colors it's bigger than all the other ones maybe uh under his Dark Forest so under the forest would be like this bace yeah and then uh the gem you seek awaits so technically number five is like under the forest I would assume but this is also under the forest kind of but like I think it really just means mean five so yeah I would just pick five."
  • "We're going to have only yeah let's get all numbers in cards okay and then this guy yeah yeah yeah okay so I forgot about that sorry Linds I missed that so if I spend this to add a cunning is what I'm doing right that's legit you can do that yeah I only thought that was like skill checks and stuff"
References (from this video)
No references stored for this video.
Video NNHfB36-Gbc Review at 7:22 sentiment: positive
video_pk 69415 · mention_pk 165911
Sleeping Gods: Distant Skies video thumbnail
Click to watch at 7:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Intriguing start to the campaign
  • Visually appealing art
  • Flexible campaign save system
  • Engaging exploration and questing
  • Potential for strategic card play
  • Good replayability implied by quest system
Cons
  • Overwhelming number of choices/quests
  • Some perceived laziness in rulebook layout (e.g., riddle on the same page)
  • Component management (health markers) can be fiddly
Thematic elements
  • Adventure in a strange world, survival
  • San Francisco, 1937
  • Story book with branching paths
Comparison games
  • Sleeping Gods
  • Nightfall
  • Earthborne Rangers
  • Arkham Horror: The Card Game
  • Near and Far
  • Above and Below
  • Isle of Skye
  • Rome
  • Jurassic Park game
Mechanics (from transcript analysis)
  • Campaign play — The game features a campaign that progresses over multiple sessions, with save/continue mechanics.
  • Card Play — Players play ability cards and combat cards to influence skill checks and combat outcomes.
  • Combat — Players engage in combat with enemies, using cards to block damage or deal damage, and potentially building a combat deck.
  • Deck Building (Combat) — Players can modify their combat deck by adding or removing cards as they progress.
  • exploration — Players explore different locations on a map, often triggering story events or challenges.
  • Resource management — Players manage resources like stamina, fuel, and items like meat, torches, and ropes.
  • set collection — Players collect totems and specific ingredients as a primary goal to progress the narrative.
  • Skill checks — Challenges are presented that require players to have specific character skills or play cards to succeed, with consequences for failure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "We're not a review channel we'll kind of talk about the games and stuff but as we play them live and you'll get our like raw feedback but like I'm going to play a game I'll be I'll critique it as I go I'll get frustrated with it but again what what frustrates me might be your your favorite thing"
  • "I don't care if you buy this game I don't care if you like this game I don't care if you hate this game uh just so you know I I I don't care"
  • "We're playing it blind we're going to go through the intro little book I'm not going to teach you the game you have like an official video that we watched again this morning we're not perfect with the rules again we've never played before"
  • "The joys of a new adventure"
  • "This is trash like this upsets me honestly that they're lazy enough to not literally mix up where things are in the book like it's cool that I don't have to turn and find answers they're like right there but like this is lazy this is like bad design"
References (from this video)
No references stored for this video.
Video Z1rp6F6irTM Unknown Channel Discussion at 3:55 sentiment: positive
video_pk 66304 · mention_pk 161281
Unknown Channel - Sleeping Gods: Distant Skies video thumbnail
Click to watch at 3:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Mechanics are engaging and enjoyable
  • Story provides a satisfying secondary layer to gameplay
Cons
none
Thematic elements
  • Narrative-driven exploration with resource management and combat
  • Open-world adventures in a mythic, explorative setting
  • Open-world exploration with a strong storytelling backbone
Comparison games
  • Distant Skies expansion reference to Sleeping Gods
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there's a lot of asymmetry with different factions and why and how you might play the game
  • it's an incredibly tight Resource Management engine builder Network builder in space
  • the production on the Kickstarter Deluxe copy I got was unbelievable
  • I was really surprised at the mechanics and how fun the resource management was how fun the combat was and then how the story which is I think primary for most people was a really nice secondary compliment to the actual gameplay
  • Network building Resource Management resource production um deck building which I had no idea that there was a deck building element
  • Dwellings of Eldervale but in space and better
References (from this video)
No references stored for this video.
Video xPHDyw9jUAw watch it played Rules Teach at 0:13 sentiment: neutral
video_pk 64074 · mention_pk 157561
watch it played - Sleeping Gods: Distant Skies video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • The game is presented as a standalone title that does not require the previous Sleeping Gods game to play.
  • It supports long campaign play with the option to save and resume later.
  • The tutorial/setup demonstrates a rich, multi-layered system (atlas, journey log, story book, campaign structure).
  • It provides flexible play (solo or multiplayer) with adjustable difficulty and session flow.
Cons
none
Thematic elements
  • Quest to return to Earth by exploring, surviving, and finding long-lost totems to gain the power needed to return home.
  • The players are teleported to a strange new world with strange creatures, scheming gods, and a mystery to solve.
  • Campaign-driven storytelling with an ongoing story across several sessions, including a story book and quest/totem mechanics.
Comparison games
  • Sleeping Gods
Mechanics (from transcript analysis)
  • camp and travel actions — Camping restores stamina and health and can remove a status; traveling moves the group on the atlas and may incur obstacle penalties.
  • character abilities and equipment — Ability cards are equipped to characters by paying a cost in the form of discarding other abilities; up to eight can be equipped per character and they grant skill symbols and effects.
  • Combat System — Combat rounds consist of players playing combat cards to characters, resolving effects, managing damage across spaces, and handling counterattacks and synergy tokens.
  • Events — Event cards cause immediate effects and may require skill tests; challenges involve testing a skill against a value, spending stamina, and resolving outcomes with possible gains or penalties.
  • events and challenges — Event cards cause immediate effects and may require skill tests; challenges involve testing a skill against a value, spending stamina, and resolving outcomes with possible gains or penalties.
  • explore action and story book — Exploring turns to a numbered paragraph in the story book; the pages may link to wandering encounters and quests, with choices affecting the narrative.
  • flight and plane management — The flight board moves the plane between atlas pages or distant locations, consuming time and fuel, and may trigger damage events or allow Eugene to pilot the plane via special cards.
  • journey log — A journey log sheet tracks the campaign's starting date and player details, acting as a campaign timer and record for progress.
  • Narrative choice — Exploring turns to a numbered paragraph in the story book; the pages may link to wandering encounters and quests, with choices affecting the narrative.
  • Player Board | Main Board — The flight board moves the plane between atlas pages or distant locations, consuming time and fuel, and may trigger damage events or allow Eugene to pilot the plane via special cards.
  • Resource management — Stamina tokens, health markers, and resource tokens (common and quest resources) are gained and spent to perform actions or gain benefits.
  • resources and tokens — Stamina tokens, health markers, and resource tokens (common and quest resources) are gained and spent to perform actions or gain benefits.
  • totems and quests — Quest resources restore totems and contribute to campaign objectives; quest resources are ranked and can be substituted for higher values when restoring totems.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Sleeping Gods distant Skies is a campaign game however you can play for as long as you like in one sitting and then save the game to resume later
  • this is a completely Standalone game and doesn't require the previous game in order to play
  • you and your band of adventurers have been teleported to a strange new world
  • the introductory scenario which we're going to skip here but you must play through this in your first game as it gives you the start of the campaign's story
References (from this video)
No references stored for this video.
Video xVvB5IOebuA Board Games for One Review at 0:00 sentiment: positive
video_pk 38256 · mention_pk 115104
Board Games for One - Sleeping Gods: Distant Skies video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Open and intuitive tutorial that lets players start playing before fully digesting the rulebook
  • Engaging campaign pacing with an estimated 12–15 hour playthrough range
  • Vivid world-building that evokes a Final Fantasy/Tomb Raider-like sense of exploration and wonder
  • Respectful onboarding that reduces initial intimidation while preserving depth
Cons
  • Rules can be dense; full mastery requires reading the rulebook post-hoc
  • Some players may find the open-world approach with its depth daunting if they prefer tighter, modular play
Thematic elements
  • Adventure, exploration, survival, and a narrative-driven quest to escape a magical world.
  • Open-world voyage across a mythic archipelago with air travel and skyways.
  • Story-driven campaign with episodic encounters and evolving crew tasks.
Comparison games
  • Final Fantasy
  • Tomb Raider
Mechanics (from transcript analysis)
  • Area movement — Players move across a world map, zoom into locations like villages and ruins, and resolve events and encounters.
  • Campaign progression — Structured progression as the crew advances the storyline toward an exit from the world.
  • cooperative crew management — A fledgling crew of four (five in theory) collaborates to progress the campaign and manage resources.
  • Narrative-driven encounters — Encounter-based storytelling that unfolds through a narrative framework and event cards.
  • Open-world exploration — Players move across a world map, zoom into locations like villages and ruins, and resolve events and encounters.
  • Thematic exploration — Exploration designed to evoke a specific nostalgic aura (Final Fantasy/Tomb Raider-inspired mood).
  • Turn-based combat — Engaging enemies where players attack, disable, and then counterattack, requiring tactical management to survive.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Distant Skies. It's giving a very old Final Fantasy Tomb Raider feel."
  • "you have this overworld, right? You go around on an airplane."
  • "In the battle, what is it? It's turnbased."
  • "I appreciated the open and play tutorial. It worked for me."
  • "12 to 15 hours"
  • "as someone who has not played the original Sleeping Gods I have played Primeval Peril really had no interest in going into Sleeping Gods Distant Skies"
References (from this video)
No references stored for this video.
Video SfmJai0NZEA Totally Tabled Top List at 15:15 sentiment: positive
video_pk 28436 · mention_pk 83480
Totally Tabled - Sleeping Gods: Distant Skies video thumbnail
Click to watch at 15:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Exploration-driven adventure
Cons
  • Still awaiting playtime opportunities
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I still absolutely love this design
  • the AI system is so smart
  • it's on the totally table Todo list
  • Frost Punk is incredible
  • I absolutely plan to get to the table this year
  • the slide puzzle mechanism I love
  • Weather Machine remains one of my favorites
  • Sleeping Gods no reason to believe that I won't love this one as well
References (from this video)
No references stored for this video.
Video vQss6DO82YA Meet Me at the Table Unboxing at 0:04 sentiment: positive
video_pk 946 · mention_pk 2662
Meet Me at the Table - Sleeping Gods: Distant Skies video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • expansive, immersive Sleeping Gods world with new exploration dynamics
  • high component quality and tactile variety of tokens, maps, and figures
  • strong replayability through multiple endings and expansive quest content
Cons
  • retains the heavy rules and learning curve of the base game
  • campaign length can be long, potentially intimidating for new players
Thematic elements
  • cooperative exploration and narrative-driven questing in a high-concept fantasy-sci-fi crossover world
  • In the Sleeping Gods universe, players fly a plane across a vast, dreamlike world of islands and stormy skies, seeking a way to return home after entering this enigmatic realm.
  • open-ended, branching adventures with multiple endings and journal-driven progression
Comparison games
  • Sleeping Gods (base game)
Mechanics (from transcript analysis)
  • adventure and quest cards — Quest cards drive the campaign and reveal locations, rewards, and potential perils; a large loot and totem system expands replayability.
  • combat with a dedicated deck — Each character engages in combat using a specific combat deck that progresses with upgrades and interactions with enemy cards.
  • Combat: Deck/Hand — Each character engages in combat using a specific combat deck that progresses with upgrades and interactions with enemy cards.
  • cooperative deck system — Characters use a shared and individual action/deck system to resolve skill checks, combat, and exploration challenges.
  • plane-based exploration — A customizable aircraft that can reach different locations on the map; fuel management and trajectory choices influence exploration options.
  • storybook and journal progression — A journal and book-like adventure structure guide players through locations and decisions, enabling a saved progression across sessions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a super fun adventure game
  • there are six different endings
  • this one is going to be a lot shorter, about two hours
  • we're going to be back with distant skies and primeval peril
References (from this video)
No references stored for this video.
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