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
Images
- Engaging story and exploration
- Meaningful player decisions
- Satisfying resource management
- Interesting combat mechanics
- High replayability due to sandbox nature
- Potential for emergent narrative moments
- Can feel generic compared to other story-driven games
- Combat can sometimes feel like a chore or too time-consuming
- Complexity can be overwhelming with many components
- Nostalgia factor may inflate positive reception of the original game
- Repetitive starting locations can be a drawback for subsequent playthroughs
- The core theme revolves around exploration, adventure, and survival as the players navigate a mysterious world, undertaking quests, encountering challenges, and managing resources.
- A world with various locations including villages, cities, mountains, and forests, with a general theme of adventure and exploration.
- The narrative unfolds through an adventure book, with players reading numbered entries that present story elements, choices, and consequences.
- Sleeping Gods (original)
- Tainted Grail
- Seven Continent
- Seven Citadel
- Tannhäuser
- Freelancers
- Near and Far
- Above and Below
- Now or Never
- Mice and Mystics
- Forgotten Waters
- Star Wars Rebellion
- War of the Ring
- Tiny Epic games
- Plad Hat games
Mechanics (from transcript analysis)
- Adventure Book — The game progresses by reading numbered entries in an adventure book, which present narrative, choices, and consequences.
- Combat — Combat encounters involve strategic card play, positioning, and resource management to defeat enemies.
- Deck Building / Card play — Players utilize ability cards for various actions, combat, and character upgrades, influencing their effectiveness in the game.
- exploration — Players navigate a map, moving their plane or characters to different locations to discover new encounters, quests, and story elements.
- Plane Movement — Players utilize a plane to travel between locations on the map, managing its fuel and potential damage.
- questing — The game involves undertaking and completing various quests, which often lead to new discoveries, rewards, and narrative progression.
- Resource Management — Players manage various resources like health, stamina, food (meat, sand honey), and special items (totems, quartz, diamonds) which are used for actions, healing, and overcoming challenges.
- Skill checks — Players perform skill checks (e.g., Cunning, Strength, Craft) by assigning character cards to tests, aiming to meet or exceed a target number.
Video topics + discussion points
Quotes (from this video)
- I love the adventure part of it.
- The combat is like the same, I think yeah, just Nostalgia.
- It's a good change of pace for a campaign game for me.
- It feels like the same same damn game.
- We're basically playing Lost the TV show here.
- My brain is slowly like rotting and it's I'm running like a wor a five or a six.
- It's a good question that how he's bringing up.
- It's like I just don't want a whole kex filled with literally the same designer same publisher and they all look the same.
References (from this video)
- Rich narrative and storytelling
- Engaging exploration and choice-driven gameplay
- Satisfying campaign conclusion
- Good replayability due to branching paths
- Improved combat mechanics compared to the original
- Challenging and strategic combat encounters
- Can be overwhelming due to complexity and numerous options
- Some found it very similar to the original Sleeping Gods
- Exploration, survival, and fulfilling a campaign narrative.
- A fantasy world with islands, towns, and a celestial portal.
- Storybook entries are read aloud, with player choices impacting outcomes.
- Sleeping Gods
Mechanics (from transcript analysis)
- Card-driven combat — Combat is resolved using cards, with players playing cards to attack and defend.
- Deck Building (Combat) — Players build and refine their combat decks throughout the campaign.
- exploration — The game involves exploring a map with various locations and encounters.
- Resource Management — Players manage resources like health and stamina to survive challenges and progress.
- Skill checks — Challenges are often resolved through skill checks using cards and dice rolls.
- Storybook — The game is driven by reading narrative entries from a book, which present scenarios and choices.
Video topics + discussion points
Quotes (from this video)
- We're home Jesse calls and a cheer erupts in the back of the plane
- this game is overwhelming to me though the fact that there's so many things in it so many choices so many things to do on a turn and places to go
- I do like I do like personally playing games I want to play them and some games I play too much of on stream I feel like you get the point but I do enjoy just hanging out and playing games and I want to play the games and sometimes people want to watch more of a specific game
- you're a consumer that is first I'm a consumer first I don't want to get ripped off I don't appreciate people ripping people off that's that's not great
- crowdfunding and board gaming is a freaking sad joke such a Shad sad joke
- it's like if you're sitting down you're just it's just like they just added filler and I'm like I remember those back in the Super Nintendo games playing a lot of like RPGs on in video game form and that's how they would just it' add length to it by just making you grind more
- I have a toothache for the last month now some people may notice yeah I may have been a little edgier lately
- hopefully next week I'll play some slay the Spire solo on stream which I've been wanting to do since like beginning of January
References (from this video)
- Story-heavy with multiple endings.
- Introduction booklet with comic for story.
- Handy booklet to track progress for pick-up-and-play.
- Combat system is cool.
- Plane on the board is cool.
- Adventurers sucked through a portal into a different land, needing to awaken sleeping gods to get back home.
- Story-heavy with multiple endings and branching paths.
- Elder Tour
Mechanics (from transcript analysis)
- Card Play — Players play combat cards each round.
- cooperative play — Players work together as a team.
- Dice Rolling — Used for challenges where drawing a card adds numbers to a stat.
- exploration — Moving around a map and exploring different locations.
- Set Collection — Defeating monsters by getting rid of all their heart squares.
- Storybook — An introduction booklet with a comic and walk-through of actions.
Video topics + discussion points
Quotes (from this video)
- Stick around at the end of the show because you know there's a music video that might have somebody in it that you might want to watch at the end.
- Technical difficulties. It's on. How about you guys start? Check. Check. Can you hear us over here at the table?
- So, in Sleeping Gods Distant Skies, you are adventurers. This is a one to four player game. You are adventurers who have been sucked through a portal or in a completely different land.
- The cool thing about this game is they give you an introduction booklet. So, there's a lot of moving parts. It has a little comic that gives you the story and everything.
- The combat in this game is kind of cool in uh where you'll have the your monsters and everything. But the way that you attack them is you uh you have these boxes and different boxes do different things.
- The way to defeat a monster is by getting rid of all of their heart squares.
- So, as you're doing quests and events and things like that, you're going to be opening this book to different sections. And it's very storyheavy. There's multiple endings.
- It reminds me of Elder Tour to a degree where you're a bunch of adventurers on a board and you're going around if you want to play this kind of game. You've got to be committed to like just spending a lot of time understanding what's going on, but also time just taking you to accomplish.
- This is a slot machine game, which is a obviously press your luck.
- So, your goal is to try and get three matching items and you'll get to keep those cards if they match.
- This game is for three to four players. We're playing three players right now. And is a trick taking game from all play.
- The interesting thing about Prey is the um numbers on the either side, they're different.
- The way you play this game, it's I think it's a 10 or 15 minutee game. Uh it is pretty quick.
- So, as soon as you stack a second of the same color on a spot, you immediately get a tree.
- Any area that you have started and is not complete by the end of the game is negative two points. That's bad. Any area that has m mismatched flowers is also negative two points.
- The way you play this game, uh, if you've ever played Furry Foodies or watched our video on it, it reminds me of that a lot.
- And whoever has the lowest sum wins. However, every number that is adjacent to an identical number gets removed.
- This is a sort of adventure type game, but it's cooperative. So, all about adventure. So, not quite like an exit or unlock. It's a little bit more story based.
- It was not I would not put it on the It was like light on a light level of but there are but there are choices that you need to make and there are clues in the story that will help you make better choices.
- So we will take turns giving clues and it's two random items and so you'll have a clue for the first item and a clue for the second item and they rhyme.
- All right. So first one is um rescue rangers and where you might die of dysentery.
- Crockpot beef meal and a breakfast food that might be from Paris made with bread.
- Swamps in Florida and inline skates.
- Canada dry or verers and legendary golden cup.
- Crass superhero setting for a musical.
- Mickey Mouse and Full House.
- North versus South. Maryland.
- Friends with Tiger sequel. Great army.
- Frankenstein dance. Uh, PMS woman.
- Beginning calendar. Hoohaha.
- Wholesome grocery store. Uh, the thing you hold when watering your garden.
- Join us Thursday night at 700 p.m. Eastern time for I think we're going to do Between Two Castles or Hutan. We're not sure which one we're doing.
References (from this video)
- Fixed concerns from the original Sleeping Gods
- Less punishing combat
- Provides a great sandbox adventure
- Trying to get home
- Alternative universe
- Reading passages from a storybook
- Sleeping Gods
Mechanics (from transcript analysis)
- Combat — Combat is described as fresh and exciting, and less punishing than the original.
- Crew skills — Utilizing the skills of your crew to complete challenges.
- exploration — Explore a new landscape, reading passages from a story book, having encounters, and completing challenges.
Video topics + discussion points
Quotes (from this video)
- I find that when I play games solo, I really enjoy having a reason to come back to them over and over again. And those campaigns are one of the best ways to get me to come back and play a game.
- Almost every single concern I had with the original Sleeping Gods was fixed in Distant Skies.
- As of this recording, I've yet to find a game that provides a better sandbox adventure.
- I just love how this game makes you feel clever as you find ways to defeat multiple threats in one turn.
- Although the game may look cute, the puzzles in the scenarios are no joke.
- Each scenario takes less than 20 minutes, so it's easy to get to the table as a solo player.
- Arkham Horror, the card game, is by far the best narrative driven campaign on this list.
- So many scenarios, I chuckle to myself on how clever a mechanic they used or a thematic tying that worked so well.
- With the revised boxes coming out now, it is easier than ever to pick this one up and give it a try.
- All of a sudden, Awaken Realms designed Dragon Eclipse, and now my dreams have come true.
- I cannot get enough of the puzzly and tactical combat, which is the backbone of this game.
- When you have the embers of a forsaken star expansion for Zia Legends of a drift system, this game becomes an epitome of a campaign sandbox game.
- The joy of leveling up your ship, running away from the scoundrel and racing the merchant for fame never gets old in a universe that's always changing in an unexpected ways.
- With the theme Lord of the Rings, the first thing that comes to mind is working together to defeat a common goal. That is exactly what Lord of the Rings the card game is about.
- I will never tire with finding synergies between different heroes or different cards and continuously appreciating the scenario design and how it challenges the players.
References (from this video)
- Good narrative game
- Puzzling battle mechanics
- Narrative-driven adventure
Mechanics (from transcript analysis)
- Battling — The combat mechanics are highlighted as a strong point.
Video topics + discussion points
Quotes (from this video)
- We're the best channel on YouTube. You should work with us.
- I don't have a good filter. I just, you know, you get excited, right?
- It's it's a representation of you. That's true.
- So for me, the why is 100% just spending time with my friends.
- It's it's a labor of love and it's just because we love board games and we love each other.
- I want the soul to still be there. I still want it to be at its heart friends just having fun and playing games.
- It's it's literally the thing that I put the most effort into ever, and it gave me the least amount of return.
- The incentives on this are so backwards and drive me absolutely. No, for sure.
- you know, like you said, you'll you'll put a lot of effort into a video and then it won't get a lot of views.
- If I had like one piece of advice, there's a lot of channels that could improve their audio.
- We never see you just naturally, right? which is hilarious because Ivy Studios is probably the most concerned with production across their videos, their playthroughs, their their actual games.
- Not being afraid to be told no because like that's the worst that's gonna happen is they're gonna say no.
- I want them to look up is there a Grove how to play on it. That's my that's my goal.
References (from this video)
- super positive review initially
- major issues with the pacing
- how the leveling up progresses past the halfway point
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love Spirit Island. One of my top games of all time. Amazing design, but it's a game that will often have a boring ending...
- if you make your game fun enough, like it's just a blast to play, you can forgive a lot.
- Pandemic has a lot of problems with this. Alpha player will creep in.
- I do think some games like you can design against alpha player without like totally hiding everything.
- The biggest one is like the more your game is a puzzle and there are sudden must-win like moves that need to be made.
- The only way the only reason it was uh beneficial was because of the asymmetry. If we both could do the same thing, it would just be kind of annoying to sit there and have a discussion on strategy past, you know, a couple minutes.
- I love the idea that this is a new starting point. We're going to be going they yes yes they want me to keep buying more stuff but we're going to go through what seasons essentially
- I mean Arkham is my favorite Arkham is my favorite game that I tell people not to buy.
References (from this video)
- Stand-alone sequel to Sleeping Gods
- Focus on discovery
- New action system and combat
- Looks good on Gamefound
- You have to have played the original Sleeping Gods to play this sequel.
- Exploration, Discovery, Overcoming obstacles, Searching for lost relics
- Rugged landscape with bizarre creatures, scheming gods
- Branching storylines
- Sleeping Gods
Mechanics (from transcript analysis)
- action system — Features a new action system.
- Combat — Features a new take on combat.
- legacy — Described as a stand-alone sequel to a legacy game.
Video topics + discussion points
Quotes (from this video)
- i looked away from the internet for like 10 days and all of a sudden there's more announcements than a sentient bulletin board in a megaphone factory
- hello i'm matthew and this is the watch it played gaming news
- you know life moves pretty fast if you don't stop to look around once in a while you might fly your cargo plane through a portal transporting you to a rugged landscape filled with bizarre creatures scheming gods and untold peril
- so yeah i just also i like katan and i'm excited about this
References (from this video)
- 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.
- 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'.
- 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
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)
- 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
- 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
- Adventure in a strange world, survival
- San Francisco, 1937
- Story book with branching paths
- 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
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)
- Mechanics are engaging and enjoyable
- Story provides a satisfying secondary layer to gameplay
- Narrative-driven exploration with resource management and combat
- Open-world adventures in a mythic, explorative setting
- Open-world exploration with a strong storytelling backbone
- Distant Skies expansion reference to Sleeping Gods
Mechanics (from transcript analysis)
Video topics + discussion points
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)
- 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.
- 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.
- 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
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)
- 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
- 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
- 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.
- 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
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)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Cooperative campaign-based fantasy RPG board game
- I'm excited to see if he can capture maybe a little bit of that pandemic Magic
- this appears to be an engine building game
- oh the art the art in this looks incredible
- I'm a huge fan of sleeping gods and so a standalone sequel set in the same world
References (from this video)
- Exploration-driven adventure
- Still awaiting playtime opportunities
Mechanics (from transcript analysis)
Video topics + discussion points
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)
- 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
- retains the heavy rules and learning curve of the base game
- campaign length can be long, potentially intimidating for new players
- 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
- 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
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