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  • Pistol Taeja

Should you spend time playing Sea Of Stars?


I put off playing Sea of Stars for months. Every time I opened Steam it was sitting there in my library, quietly judging me. I'd bought it during a sale, told myself I'd get to it "after this next dev sprint", and then watched 2023 disappear. When I finally booted it up I was half expecting to feel like I'd missed the party. I hadn't. This Sea of Stars review is going to tell you why it's still very much worth your time, and also a few things that'll probably annoy you by hour fifteen.

Sea of Stars was released in the summer of 2023 by Sabotage Studio -- the Canadian team behind The Messenger -- and it swept pretty much every indie award going, including Best Independent Game at both the 2023 Game Awards and the Golden Joystick Awards. High praise, and for the most part, deserved.


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Sea of Stars Review: What You're Actually Getting Into

The setup is classic JRPG fare, and Sabotage Studio knows it. You play as Zale and Valere, two Solstice Warriors born with the power of Eclipse Magic -- sun and moon magic respectively. They're joined by Garl, their childhood friend who has zero magical ability but enough raw enthusiasm to make up for it. Together they're tasked with hunting down the Fleshmancer, a villainous alchemist who's been corrupting the world with his creations.

If that sounds like Chrono Trigger with a fresh coat of paint, that's kind of the point. Sabotage Studio leaned hard into that influence, and they're not shy about it. The question is whether they pulled it off or just made an expensive tribute act.

The short answer: they mostly pulled it off.

Valere was the character I kept coming back to. There's something about her reserved, direct personality that contrasted nicely against Zale's warmer disposition. The party chemistry feels natural in a way that a lot of JRPGs get wrong -- you actually believe these three grew up together. Garl especially earns his place despite being the designated "powerless" one, which the story uses better than you'd expect.

sea of stars gameplay

The world itself is varied enough to keep things interesting: pirate ports, haunted mansions, underwater ruins. Each area has its own cast of secondary characters and the writing doesn't waste your time explaining things you can figure out yourself. I appreciated that. The plot has some genuine twists that I didn't see coming, and at least one late-game revelation that had me genuinely sitting back from my monitor.

The Combat System Has More Depth Than It Looks

I almost want to apologise for how basic the combat feels in the first couple of hours. It's your standard JRPG turn-based setup: pick attack, pick target, watch numbers appear. Nothing remarkable.

But Sabotage Studio built in a "lock" system that changes the whole dynamic once enemies start using it properly. Enemies telegraph specific attacks and show you which damage types will interrupt them -- hit the right combination before they act and you cancel the move entirely. Sounds straightforward, but with multiple enemies running different locks simultaneously and your own ability cooldowns to manage, you're suddenly juggling a lot. It rewards actually reading what enemies do rather than just mashing the highest damage option.

I play a lot of turn-based RPGs and I was genuinely caught off guard by how much the combat had evolved by the thirty-hour mark. It's one of those systems that seems thin at a glance but has real mechanical depth once the game stops holding your hand. If you bounced off it in the first three hours, go back. It's a different game by hour eight.

The timed-hit mechanic -- pressing a button at the right moment to boost attack damage or reduce incoming hits -- will feel familiar if you've played Paper Mario or Super Mario RPG. It keeps you engaged during battles rather than watching animations play out passively. My timing was inconsistent throughout and I won't pretend otherwise.

Pixel Art That Actually Earns the Comparisons

The visuals are genuinely impressive. Sabotage Studio's pixel art is some of the best I've seen in recent years -- not just technically competent but artistically bold. The lighting system is the standout: real-time light sources that interact with the environment in ways that pre-rendered sprites usually can't do. Some of the outdoor areas during dusk or dawn look stunning in a way that made me stop moving just to look around.

Character animations during combat are expressive enough that you read emotion from them without needing dialogue. That's a hard thing to pull off at 16-bit scale.

If you're someone who makes things visually -- and if you're on this site there's a good chance you are -- the art direction in Sea of Stars is worth studying even if the game itself doesn't grab you. I found myself thinking about it in terms of my own project work, specifically how much personality you can carry through economy of detail.


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Where It Falls Short

The pacing drags in the middle section. There's a stretch roughly between hours ten and twenty where the story is clearly building to something but the moment-to-moment gameplay loses momentum. New areas start to blur together. The party's objective shifts in ways that feel like wheel-spinning rather than development.

The story also plays it safer than it probably should given how much it leans into Chrono Trigger as a reference point. Chrono Trigger took risks with its structure and its ending. Sea of Stars mostly follows a more predictable arc, which isn't a dealbreaker but does mean it doesn't quite reach the same heights as its stated inspiration.

Garl's arc specifically has a beat that a lot of players have strong feelings about. I'm not going to spoil it, but I'll say it felt earned in concept and slightly rushed in execution.

Is Sea of Stars Worth Playing in 2024?

Yes, plainly. Other turn-based RPGs that came out around the same time -- Persona 3 Reload, Like a Dragon: Infinite Wealth -- are excellent games, but they're also 80+ hour commitments with very different tones. Sea of Stars sits in a sweeter spot: it's completable in thirty to forty hours, it has genuine visual and mechanical craft, and it doesn't demand you've played a hundred JRPGs to appreciate what it's doing.

Sabotage Studio also released the Throes of the Watchmaker DLC adding a new story arc, new party member, and new area. If you want more after the credits roll, there's more.

Sea of Stars won Best Independent Game at the 2023 Game Awards and the Golden Joystick Awards. It's not just hype -- it's a well-made game that respects your time and delivers on most of what it promises.

If you enjoy reading about games with interesting mechanical systems, our Loop Hero review covers another RPG that hides real depth behind a simple-looking surface. And if you're more into narrative-driven experiences, we wrote about Detroit: Become Human and whether its branching story actually holds up.

Conclusion

Sea of Stars is the rare tribute act that stands on its own. It doesn't reinvent the JRPG, but it executes the fundamentals so cleanly that it doesn't need to. If you've got it sitting in your library like I did, stop waiting.

If you're into indie games with genuine craft behind them, take a look at what we're building over at Absolutely Skint Games.

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