Sea of Stars available launch day as a PlayStation Plus Game Catalog title August 29 – demo out today
25.07.2023 - 14:11
/ blog.playstation.com
/ Playstation Plus
/ Game Catalog
Sabotage was founded with a clear goal: presenting our own definitive editions of the game genres we grew up playing. By combining retro aesthetics and modern design, we shoot for experiences that capture what we love about games of old while leaving behind the elements we feel might hold them back today.We knew from the beginning that out-of-combat controls would be an important aspect to tackle for our modernized take on classic turn-based RPGs, and one of the pillars of Sea of Stars.
We’re extremely excited to confirm that Sea of Stars will be joining the PlayStation Plus Game Catalog catalog (available for all Extra and Premium members) on launch day, August 29. It’s incredible for us to imagine how many more players worldwide will experience Sea of Stars and join the conversation around our project.
After working on this game that is so dear to us for five years, we’re now only a few weeks away from release, and we’re happy to share this moment with the PlayStation community.
You can get a taste of the Sea of Stars’ traversal system in the demo now available on both PS4 and PS5.
The demo features areas that will be part of the final game, but we made sure to pick a slice that did not reveal any major spoilers from the main story. It is designed to give a hint of context but mostly showcases some gameplay systems and mechanics around dungeon crawling and combat. It aims to provide a sense of the tone and vibe without giving away major points of the journey.
It’s not exactly the final product, but we feel this playable slice represents what we are shooting for. We hope you will enjoy it!
Too often, we have fought epic monsters only to have then go out of our way to reach the next objective because a fallen tree was blocking the way. With Sea of Stars, we set out to move as far away from tile-based movement as possible to create something that would feel lighter and more seamless, while allowing for a more varied moveset, and in turn, offer more opportunities for players to interact with the environment during their adventures. We wanted exploration to be as fully fleshed out as combat.
The broad strokes of traversal were approached with the intention of sustaining a sense of tactileness to the surrounding environments, inviting players to touch everything they see and for the game to acknowledge their actions. The vision took the form of a promise we wanted players to hear while playing: “If it looks like you can grab on and hoist up, it’s because you can. And if the ledge is clear, feel free to jump off and see if there is a treasure down there–you can always climb back up afterward. Set aside any gameplay rules you have come to expect, look around and act on what seems to make sense physically,