Month: January 2025
Everyone agrees: 2024 the hottest year since the thermometer was invented
An exceptionally hot outlier, 2024 means the streak of hottest years goes to 11.
Over the last 24 hours or so, the major organizations that keep track of global temperatures have released figures for 2024, and all of them agree: 2024 was the warmest year yet recorded, joining 2023 as an unusual outlier in terms of how rapidly things heated up. At least two of the organizations, the European Union’s Copernicus and Berkeley Earth, place the year at about 1.6° C above pre-industrial temperatures, marking the first time that the Paris Agreement goal of limiting warming to 1.5° has been exceeded.
NASA and the National Oceanic and Atmospheric Administration both place the mark at slightly below 1.5° C over pre-industrial temperatures (as defined by the 1850–1900 average). However, that difference largely reflects the uncertainties in measuring temperatures during that period rather than disagreement over 2024.
It’s hot everywhere
2023 had set a temperature record largely due to a switch to El Niño conditions midway through the year, which made the second half of the year exceptionally hot. It takes some time for that heat to make its way from the ocean into the atmosphere, so the streak of warm months continued into 2024, even as the Pacific switched into its cooler La Niña mode.
TikTok’s US Supreme Court Trial: Here’s What Was Said Today
The Supreme Court appeal is Tiktok’s last chance to stop a ban from happening through litigation. Here’s what happened.
The Supreme Court appeal is Tiktok’s last chance to stop a ban from happening through litigation. Here’s what happened.
Automattic cuts WordPress contribution hours, blames WP Engine
Image: Cath Virginia / The Verge
Automattic, the company that runs WordPress.com, is scaling back its contributions to the WordPress open-source project, according to an announcement on Thursday. The company says it’s decreasing contributions to “match” the amount of time companies like WP Engine spend on the ecosystem, further escalating the tension between Automattic CEO Matt Mullenweg and the community.
Now, instead of spending 3,988 hours per week developing the WordPress project, Automattic says it will now contribute around 45 hours as part of Five for the Future — a program that encourages companies to give back five percent of their resources to WordPress.org. “These hours will likely go towards security and critical updates,” Automattic says.
Mullenweg, who also co-founded WordPress, criticized the third-party host WP Engine for contributing 40 hours a week to the ecosystem and called it a “cancer” to the community. On the Five for the Future page that tracks contributions, the number of hours contributed by Automattic is already dwindling.
Automattic blames the cutback on the “significant time and money” related to the ongoing legal battle with WP Engine. It also points to the “intense criticism” it has faced “from members of the ‘community’ who want Matt and others to step away” from the WordPress project:
We’ve made the decision to reallocate resources due to the lawsuits from WP Engine. This legal action diverts significant time and energy that could otherwise be directed toward supporting WordPress’s growth and health. We remain hopeful that WP Engine will reconsider this legal attack, allowing us to refocus our efforts on contributions that benefit the broader WordPress ecosystem.
WP Engine sued Automattic and Mullenweg last year after the co-founder waged a public campaign against the company and took over its ACF plugin. A judge later granted a preliminary injunction in favor of WP Engine, saying Mullenweg’s “conduct is designed to induce breach or disruption.”
A number of employees also left Automattic last year after the company offered to buy out staff who didn’t agree with its fight against WP Engine. The company also shuttered its sustainability team this week, with a screenshotted Slack message from Mullenweg saying, “it’s probably a good time to officially dissolve the team entirely,” adding that “it doesn’t seem like creating a team around this was able to further any of its goals.” The move has sparked criticism from the community, including journalist Kara Swisher.
Image: Cath Virginia / The Verge
Automattic, the company that runs WordPress.com, is scaling back its contributions to the WordPress open-source project, according to an announcement on Thursday. The company says it’s decreasing contributions to “match” the amount of time companies like WP Engine spend on the ecosystem, further escalating the tension between Automattic CEO Matt Mullenweg and the community.
Now, instead of spending 3,988 hours per week developing the WordPress project, Automattic says it will now contribute around 45 hours as part of Five for the Future — a program that encourages companies to give back five percent of their resources to WordPress.org. “These hours will likely go towards security and critical updates,” Automattic says.
Mullenweg, who also co-founded WordPress, criticized the third-party host WP Engine for contributing 40 hours a week to the ecosystem and called it a “cancer” to the community. On the Five for the Future page that tracks contributions, the number of hours contributed by Automattic is already dwindling.
Automattic blames the cutback on the “significant time and money” related to the ongoing legal battle with WP Engine. It also points to the “intense criticism” it has faced “from members of the ‘community’ who want Matt and others to step away” from the WordPress project:
We’ve made the decision to reallocate resources due to the lawsuits from WP Engine. This legal action diverts significant time and energy that could otherwise be directed toward supporting WordPress’s growth and health. We remain hopeful that WP Engine will reconsider this legal attack, allowing us to refocus our efforts on contributions that benefit the broader WordPress ecosystem.
WP Engine sued Automattic and Mullenweg last year after the co-founder waged a public campaign against the company and took over its ACF plugin. A judge later granted a preliminary injunction in favor of WP Engine, saying Mullenweg’s “conduct is designed to induce breach or disruption.”
A number of employees also left Automattic last year after the company offered to buy out staff who didn’t agree with its fight against WP Engine. The company also shuttered its sustainability team this week, with a screenshotted Slack message from Mullenweg saying, “it’s probably a good time to officially dissolve the team entirely,” adding that “it doesn’t seem like creating a team around this was able to further any of its goals.” The move has sparked criticism from the community, including journalist Kara Swisher.
How Elon Musk’s xAI is quietly taking over X
Illustration by Laura Normand / The Verge
When Elon Musk launched his own AI startup, xAI, he touted a key advantage over his competitors: access to the vast trove of data from his newly acquired social media platform Twitter. By implementing new API fees on the network he quickly renamed X, Musk locked out other AI companies, maintaining exclusive access for his own models. And he began using X’s millions of users to test the results.
Musk has been using this distribution channel since xAI launched its first version of the Grok large language model, adding features like trending story summaries and AI-generated questions on posts as well as releasing the Grok chatbot (initially) to X users exclusively. Now, a slew of new AI features is coming. Per the findings of reverse engineer Nima Owji, the platform appears to be developing AI-powered post enhancements, including a feature that lets Grok modify your tweets. The chatbot also appears to be adding location-based queries, letting users ask about things nearby, like grocery stores.
xAI’s takeover of the platform once known as Twitter is so unmistakable that even its branding has crept into X’s most visible real estate, with “xAI Grok” now commanding prominent placement…
Read the full story at The Verge.
Illustration by Laura Normand / The Verge
When Elon Musk launched his own AI startup, xAI, he touted a key advantage over his competitors: access to the vast trove of data from his newly acquired social media platform Twitter. By implementing new API fees on the network he quickly renamed X, Musk locked out other AI companies, maintaining exclusive access for his own models. And he began using X’s millions of users to test the results.
Musk has been using this distribution channel since xAI launched its first version of the Grok large language model, adding features like trending story summaries and AI-generated questions on posts as well as releasing the Grok chatbot (initially) to X users exclusively. Now, a slew of new AI features is coming. Per the findings of reverse engineer Nima Owji, the platform appears to be developing AI-powered post enhancements, including a feature that lets Grok modify your tweets. The chatbot also appears to be adding location-based queries, letting users ask about things nearby, like grocery stores.
xAI’s takeover of the platform once known as Twitter is so unmistakable that even its branding has crept into X’s most visible real estate, with “xAI Grok” now commanding prominent placement…
Beams raises $9M in Series A funding to simplify home renovations for UK homeowners and contractors
Home renovation projects can be a logistical nightmare for homeowners and contractors, often bogged down by outdated tools or a complete lack of software. While modern solutions exist, the industry remains scattered, with many companies relying on inefficient systems—or skipping
The post Beams raises $9M in Series A funding to simplify home renovations for UK homeowners and contractors first appeared on Tech Startups.
Home renovation projects can be a logistical nightmare for homeowners and contractors, often bogged down by outdated tools or a complete lack of software. While modern solutions exist, the industry remains scattered, with many companies relying on inefficient systems—or skipping […]
The post Beams raises $9M in Series A funding to simplify home renovations for UK homeowners and contractors first appeared on Tech Startups.
RIP to the entirely hypothetical streaming service Venu Sports
The long-awaited streaming service Venu Sports is no longer happening, according to The Hollywood Reporter and others. The sports-focused streaming service was to be a joint offering by Disney, Warner Bros. Discovery and Fox. There was no concrete reason given, other than corporate-speak.
“In an ever-changing marketplace, we determined that it was best to meet the evolving demands of sports fans by focusing on existing products and distribution channels,” the companies wrote in a statement.
We assume this move will also involve some serious layoffs, as Venu has been percolating for a while. To that end, the companies said they are “proud of the work that has been done on Venu to date and grateful to the Venu staff, whom we will support through this transition period.” There are no details as to what this support will entail.
Venu Sports, the proposed virtual MVPD service from ESPN, FOX & Warner Bros. Discovery, will be discontinuedThe collective decision by the three companies not to move forward with the contemplated joint venture is effective immediatelyMore: https://t.co/Cvwv2h601G pic.twitter.com/lylDeHDy9p— ESPN PR (@ESPNPR) January 10, 2025
The real reason for the shutdown is likely due to ongoing legal woes. Just as one threat disappeared this week, with Fubo dropping an antitrust lawsuit and joining forces with Disney, another popped up in its place. Days after Disney announced a deal to merge Hulu + Live TV with Fubo, a pair of satellite TV companies argued against lifting a pre-existing injunction that delayed the launch of Venu.
DirecTV and EchoStar suggested that Fubo and Disney’s newfound friendship doesn’t resolve alleged antitrust issues surrounding Venu Sports. DirecTV wrote to a judge, saying that the joint venture “restores an anticompetitive runway” for the companies “to control the future of the live pay TV market.” EchoStar wrote a similar letter.
An unnamed source familiar with Venu Sports told The Hollywood Reporter that the move to cancel the streaming service was made in the past few days and that the aforementioned legal snafu played a role.This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/rip-to-the-entirely-hypothetical-streaming-service-venu-sports-180532990.html?src=rss
The long-awaited streaming service Venu Sports is no longer happening, according to The Hollywood Reporter and others. The sports-focused streaming service was to be a joint offering by Disney, Warner Bros. Discovery and Fox. There was no concrete reason given, other than corporate-speak.
“In an ever-changing marketplace, we determined that it was best to meet the evolving demands of sports fans by focusing on existing products and distribution channels,” the companies wrote in a statement.
We assume this move will also involve some serious layoffs, as Venu has been percolating for a while. To that end, the companies said they are “proud of the work that has been done on Venu to date and grateful to the Venu staff, whom we will support through this transition period.” There are no details as to what this support will entail.
Venu Sports, the proposed virtual MVPD service from ESPN, FOX & Warner Bros. Discovery, will be discontinued
The collective decision by the three companies not to move forward with the contemplated joint venture is effective immediately
More: https://t.co/Cvwv2h601G pic.twitter.com/lylDeHDy9p
— ESPN PR (@ESPNPR) January 10, 2025
The real reason for the shutdown is likely due to ongoing legal woes. Just as one threat disappeared this week, with Fubo dropping an antitrust lawsuit and joining forces with Disney, another popped up in its place. Days after Disney announced a deal to merge Hulu + Live TV with Fubo, a pair of satellite TV companies argued against lifting a pre-existing injunction that delayed the launch of Venu.
DirecTV and EchoStar suggested that Fubo and Disney’s newfound friendship doesn’t resolve alleged antitrust issues surrounding Venu Sports. DirecTV wrote to a judge, saying that the joint venture “restores an anticompetitive runway” for the companies “to control the future of the live pay TV market.” EchoStar wrote a similar letter.
An unnamed source familiar with Venu Sports told The Hollywood Reporter that the move to cancel the streaming service was made in the past few days and that the aforementioned legal snafu played a role.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/rip-to-the-entirely-hypothetical-streaming-service-venu-sports-180532990.html?src=rss
January almost had its first pentacorn, and other startup news
Welcome to Startups Weekly — your weekly recap of everything you can’t miss from the world of startups. Want it in your inbox every Friday? Sign up here. The second week of the year is usually a busy one for startup news, and 2025 is no exception. From CES product launches to M&As and funding
© 2024 TechCrunch. All rights reserved. For personal use only.
Welcome to Startups Weekly — your weekly recap of everything you can’t miss from the world of startups. Want it in your inbox every Friday? Sign up here. The second week of the year is usually a busy one for startup news, and 2025 is no exception. From CES product launches to M&As and funding […]
© 2024 TechCrunch. All rights reserved. For personal use only.
Researcher nets major reward for finding Facebook bug able to unlock the gates to its internal systems
The discover of a security vulnerability at Meta has proved valuable for one lucky researcher.
A security flaw found in Facebook’s ad platform has been fixed by Meta
The researcher who discovered the flaw was awarded a $100,000 bug bounty
The flaw allowed the researcher to effectively take control of a Facebook server
Meta has awarded cybersecurity researcher Ben Sadeghipour a bug bounty of $100,000 after he discovered a security vulnerability on Facebook’s ad platform in October 2024.
The flaw allowed Sadeghipour to run commands on the internal Facebook server which housed the platform, giving him control of the server.
According to Sadeghipour, the unpatched bug allowed him to hijack the server using a headless Chrome browser, which is a version of the browser users run from the computer’s terminal, to interact with Facebook’s internal servers directly.
Part of wider researcher
The flaw in the platform was connected to a server that Facebook used to create and deliver ads, which was vulnerable to a previously fixed flaw found in the Chrome browser, which Facebook uses in its ad system.
Sadeghipour told TechCrunch online advertising platforms are attractive targets because “there’s so much that happens in the background of making these ‘ads’ — whether they are video, text, or images.”
“But at the core of it all it’s a bunch of data being processed on the server-side and it opens up the door for a ton of vulnerabilities,” Sadeghipour said.
The researcher confirms he didn’t test out everything he could have once he was inside the server, although “what makes this dangerous is this was probably a part of an internal infrastructure.”
After reporting the vulnerability to Meta, the bug took just an hour to fix, Sadeghipour said, noting his discovery was part of ‘ongoing research on a specific application with a specific purpose’. This flaw in particular took him a few hours to identify, but Meta worked with him to quickly patch the bug and offered a bounty that was ‘way beyond’ expectations, he confirmed in a LinkedIn post.
Bug bounties have been on the rise recently, with Google drastically increasing its rewards for researchers who participate in the program, so security research is getting more lucrative.
You might also like
Take a look at our pick of the best malware removal software around
Researchers hijack thousands of backdoors thanks to expired domains
Check out our choices for best antivirus software
Citizen Sleeper 2 asks how we stay human in a hopeless future
Life for Sleepers is fraught. They gain consciousness in a state of indentured servitude, an emulated human mind inside an android body, forced to work until they’re discarded. Those who escape don’t last long due to trackers in their bodies, and their hardcoded dependence on a drug known as Stabilizer. Without it, a Sleeper’s body will eventually reject its biosynthetic organs.
If this sounds like tech’s worst excesses of the present taken to their most extreme, you’re grasping what Citizen Sleeper 2: Starward Vector’s creator, Gareth Damian Martin, is driving at.
“Citizen Sleeper was me drawing on things from when I was in my early 20s,” they tell me. In the past, Martin has spoken extensively about how the time they spent as a gig economy worker informed the alienation and atomization of labor that ran through the original game, which they released to widespread critical acclaim in 2022.
“With Citizen Sleeper 2, I’m no longer looking at things from that perspective, I’m thinking a little more about how do we continue to build a future when we know that it’s going to fall apart. We know that there’s an inevitable entropy to everything, not just political systems and structures, but our lives and our physical bodies. We know it’s going to fall apart, and yet each day, we keep getting up and we keep doing things.”
For story reasons I won’t spoil, the protagonist of the upcoming Citizen Sleeper 2 has managed to deactivate their tracker and no longer needs Stabilizer, but that hasn’t made their existence any less precarious. Where Citizen Sleeper took place exclusively on a single space station, Citizen Sleeper 2 lets the player explore the Starward Belt, a location that’s referenced frequently in the first game.
With the change of locale comes a ship and crew for the player to manage, and a dramatic increase in scope. At approximately 250,000 words long, Citizen Sleeper 2’s script is nearly double the length of the original game’s. The stakes are higher too, with a corporate proxy war threatening to engulf the Starward Belt.
Jump Over the Age
Martin has been working on Citizen Sleeper 2 for nearly two years, or about the same amount of time it took them to complete the original game. All essential systems were already in place, allowing Martin to spend more time on gameplay experimentation and story writing, drawing in particular on two of the most beloved (and deeply human) space operas.
“You know, Cowboy Bebop is a really good story about the gig economy,” Martin says, laughing. “And people forget how little the characters in Firefly like each other, right? They’re more colleagues than friends, so there’s something really relatable in that.” During their days as a gig economy worker, Martin notes they met many people from different walks of life and places, and while the work pulls people apart almost by design, workers still find solidarity and human connection.
The new game inherits many of its predecessor’s gameplay systems. Each day or “cycle,” the player has up to five dice to assign to actions that can earn them money or advance the story. The likelihood of completing an action successfully depends on the die the player assigns to it. A five, for instance, has a 50-50 chance of producing either a neutral or positive outcome, while a six guarantees success. Each task also carries with it a risk factor, with negative dice rolls resulting in more severe results on “risky” and “dangerous” actions.
Then there are what the game calls “clocks,” the system that binds everything together. Most story objectives require the player to chip away at a task across multiple cycles. At the same time, there’s often a competing clock counting down the amount of time before a story deadline.
On the surface, all of Citizen Sleeper’s systems are simple, but they come together in a way that reinforces the game’s narrative. At least they did at the start. On my first playthrough of Citizen Sleeper, my character eventually earned enough money that securing Stabilizer for them was not an issue. Martin tells me that was by design.
“I knew I needed to have players on my side,” they say of the first game. “I needed to win people over. If the game was too harsh, I felt like players wouldn’t give it the time that I wanted them to give to it. This time around, I feel in a very different position.”
Jump Over the Age
Citizen Sleeper 2, by contrast, is a more confident game — in itself, and in its players to accept a certain degree of suffering. There are story beats and content the players can miss, which was mostly not true in the first game. It also features multiple difficulty settings, and on the hardest one, the player’s Sleeper can experience permadeath. (If you want to continue that save file, you need to lower the difficulty, but your Sleeper will be forever changed.)
“I didn’t know how Citizen Sleeper 2 was going to end when I started making it,” Martin tells me, describing that as a “dangerous game” for a developer to play. “But because I’d made the first one, I felt confident that I could play that game, and that it would come to something really exciting.”
The intended effect of Citizen Sleeper 2 is for the player to feel like Martin is leading them through a tabletop RPG experience, like Dungeons & Dragons or Blades in the Dark. The story should feel improvised, surprising and moving.
Nowhere is that newfound confidence and TTRPG inspiration more apparent than with “Contracts,” Citizen Sleeper’s 2 signature new gameplay feature. Contracts take the Sleeper and up to two companions on jobs away from the safety of the Starward Belt’s population centers.
An early one tasks the Sleeper’s crew with diffusing a damaged corporate battle drone. In practice, that meant deactivating two separate systems on the spacecraft, with the catch being that as soon as I gained access to one system, the timer for both started ticking. Each Contract is a miniature pressure cooker, with self-contained risks that can’t be relieved until the Contract is over or the player fails.
Jump Over the Age
Contracts also allowed Martin to explore one of Citizen Sleeper’s less fully realized ideas, “that the dice are the Sleeper’s body.” During Contracts, negative and neutral rolls made during risky and dangerous actions will cause the Sleeper’s stress gauge to increase — a system reminiscent of the need to obtain Stabilizer in the first game. As the gauge fills, specific rolls will begin damaging the player’s dice. Each of the Sleeper’s five dice can sustain three hits before they break; they can’t be repaired until fully broken, and not until a Contract is over. Crewmates also have stress gauges, and filling them will leave them out of commission for the remainder of a Contract.
Further complicating things is that even after fixing the Sleeper’s dice, they don’t work as expected right away, due to another new mechanic called Glitch. Depending on the components the player uses to fix the Sleeper’s body, they will fill more or less of the Sleeper’s Glitch gauge. In turn, that means there’s a greater chance of a regular die being converted into a glitched one, which has an innate 80-20 chance of producing either a negative or positive outcome, and skill points do nothing to change those odds.
At first getting a glitched die feels punishing, but I think it is one of the smartest systems Martin has added to the game. The fact that glitched dice aren’t impacted by skills means they also ignore negative modifiers, which made them great for attempting tasks my Sleeper wasn’t good at, and it really felt like I was pushing my luck. In a nice touch, there’s even an achievement players can earn, an apt nod to Cowboy Bebop named “Whatever happens, happens,” when they score a positive outcome with a glitched die.
Jump Over the Age
I never felt comfortable playing Citizen Sleeper 2 the way I did with its predecessor. The game’s constant surprises meant I often had to push my Sleeper’s body to its breaking point to complete some of its more challenging scenarios. In that way, Citizen Sleeper 2 is far more successful at bringing together its narrative and gameplay ambitions.
I also found the story profound and essential at a time when it feels like the world isn’t moving in the right direction. The characters of Citizen Sleeper 2 are surrounded by endless hardship, and yet they find a way to move forward.
“Is it pointless that we continue to strive to have human, meaningful relationships and build lives when we know that there are structures bigger than us that might crush us at any moment?” Martin asks me. “Or is it that, even though those structures are so big and powerful, we still live and work with a sense that we can build something and have meaningful relationships because our realities are very personal, real and direct?”
Like any good GM, Martin isn’t interested in handing anyone the answer to that question but hopes Citizen Sleeper 2 might lead them to their own.
Citizen Sleeper 2 arrives on January 31 on Nintendo Switch, Xbox Series X/S, PlayStation 5 and PC.This article originally appeared on Engadget at https://www.engadget.com/gaming/citizen-sleeper-2-asks-how-we-stay-human-in-a-hopeless-future-180050858.html?src=rss
Life for Sleepers is fraught. They gain consciousness in a state of indentured servitude, an emulated human mind inside an android body, forced to work until they’re discarded. Those who escape don’t last long due to trackers in their bodies, and their hardcoded dependence on a drug known as Stabilizer. Without it, a Sleeper’s body will eventually reject its biosynthetic organs.
If this sounds like tech’s worst excesses of the present taken to their most extreme, you’re grasping what Citizen Sleeper 2: Starward Vector’s creator, Gareth Damian Martin, is driving at.
“Citizen Sleeper was me drawing on things from when I was in my early 20s,” they tell me. In the past, Martin has spoken extensively about how the time they spent as a gig economy worker informed the alienation and atomization of labor that ran through the original game, which they released to widespread critical acclaim in 2022.
“With Citizen Sleeper 2, I’m no longer looking at things from that perspective, I’m thinking a little more about how do we continue to build a future when we know that it’s going to fall apart. We know that there’s an inevitable entropy to everything, not just political systems and structures, but our lives and our physical bodies. We know it’s going to fall apart, and yet each day, we keep getting up and we keep doing things.”
For story reasons I won’t spoil, the protagonist of the upcoming Citizen Sleeper 2 has managed to deactivate their tracker and no longer needs Stabilizer, but that hasn’t made their existence any less precarious. Where Citizen Sleeper took place exclusively on a single space station, Citizen Sleeper 2 lets the player explore the Starward Belt, a location that’s referenced frequently in the first game.
With the change of locale comes a ship and crew for the player to manage, and a dramatic increase in scope. At approximately 250,000 words long, Citizen Sleeper 2’s script is nearly double the length of the original game’s. The stakes are higher too, with a corporate proxy war threatening to engulf the Starward Belt.
Martin has been working on Citizen Sleeper 2 for nearly two years, or about the same amount of time it took them to complete the original game. All essential systems were already in place, allowing Martin to spend more time on gameplay experimentation and story writing, drawing in particular on two of the most beloved (and deeply human) space operas.
“You know, Cowboy Bebop is a really good story about the gig economy,” Martin says, laughing. “And people forget how little the characters in Firefly like each other, right? They’re more colleagues than friends, so there’s something really relatable in that.” During their days as a gig economy worker, Martin notes they met many people from different walks of life and places, and while the work pulls people apart almost by design, workers still find solidarity and human connection.
The new game inherits many of its predecessor’s gameplay systems. Each day or “cycle,” the player has up to five dice to assign to actions that can earn them money or advance the story. The likelihood of completing an action successfully depends on the die the player assigns to it. A five, for instance, has a 50-50 chance of producing either a neutral or positive outcome, while a six guarantees success. Each task also carries with it a risk factor, with negative dice rolls resulting in more severe results on “risky” and “dangerous” actions.
Then there are what the game calls “clocks,” the system that binds everything together. Most story objectives require the player to chip away at a task across multiple cycles. At the same time, there’s often a competing clock counting down the amount of time before a story deadline.
On the surface, all of Citizen Sleeper’s systems are simple, but they come together in a way that reinforces the game’s narrative. At least they did at the start. On my first playthrough of Citizen Sleeper, my character eventually earned enough money that securing Stabilizer for them was not an issue. Martin tells me that was by design.
“I knew I needed to have players on my side,” they say of the first game. “I needed to win people over. If the game was too harsh, I felt like players wouldn’t give it the time that I wanted them to give to it. This time around, I feel in a very different position.”
Citizen Sleeper 2, by contrast, is a more confident game — in itself, and in its players to accept a certain degree of suffering. There are story beats and content the players can miss, which was mostly not true in the first game. It also features multiple difficulty settings, and on the hardest one, the player’s Sleeper can experience permadeath. (If you want to continue that save file, you need to lower the difficulty, but your Sleeper will be forever changed.)
“I didn’t know how Citizen Sleeper 2 was going to end when I started making it,” Martin tells me, describing that as a “dangerous game” for a developer to play. “But because I’d made the first one, I felt confident that I could play that game, and that it would come to something really exciting.”
The intended effect of Citizen Sleeper 2 is for the player to feel like Martin is leading them through a tabletop RPG experience, like Dungeons & Dragons or Blades in the Dark. The story should feel improvised, surprising and moving.
Nowhere is that newfound confidence and TTRPG inspiration more apparent than with “Contracts,” Citizen Sleeper’s 2 signature new gameplay feature. Contracts take the Sleeper and up to two companions on jobs away from the safety of the Starward Belt’s population centers.
An early one tasks the Sleeper’s crew with diffusing a damaged corporate battle drone. In practice, that meant deactivating two separate systems on the spacecraft, with the catch being that as soon as I gained access to one system, the timer for both started ticking. Each Contract is a miniature pressure cooker, with self-contained risks that can’t be relieved until the Contract is over or the player fails.
Contracts also allowed Martin to explore one of Citizen Sleeper’s less fully realized ideas, “that the dice are the Sleeper’s body.” During Contracts, negative and neutral rolls made during risky and dangerous actions will cause the Sleeper’s stress gauge to increase — a system reminiscent of the need to obtain Stabilizer in the first game. As the gauge fills, specific rolls will begin damaging the player’s dice. Each of the Sleeper’s five dice can sustain three hits before they break; they can’t be repaired until fully broken, and not until a Contract is over. Crewmates also have stress gauges, and filling them will leave them out of commission for the remainder of a Contract.
Further complicating things is that even after fixing the Sleeper’s dice, they don’t work as expected right away, due to another new mechanic called Glitch. Depending on the components the player uses to fix the Sleeper’s body, they will fill more or less of the Sleeper’s Glitch gauge. In turn, that means there’s a greater chance of a regular die being converted into a glitched one, which has an innate 80-20 chance of producing either a negative or positive outcome, and skill points do nothing to change those odds.
At first getting a glitched die feels punishing, but I think it is one of the smartest systems Martin has added to the game. The fact that glitched dice aren’t impacted by skills means they also ignore negative modifiers, which made them great for attempting tasks my Sleeper wasn’t good at, and it really felt like I was pushing my luck. In a nice touch, there’s even an achievement players can earn, an apt nod to Cowboy Bebop named “Whatever happens, happens,” when they score a positive outcome with a glitched die.
I never felt comfortable playing Citizen Sleeper 2 the way I did with its predecessor. The game’s constant surprises meant I often had to push my Sleeper’s body to its breaking point to complete some of its more challenging scenarios. In that way, Citizen Sleeper 2 is far more successful at bringing together its narrative and gameplay ambitions.
I also found the story profound and essential at a time when it feels like the world isn’t moving in the right direction. The characters of Citizen Sleeper 2 are surrounded by endless hardship, and yet they find a way to move forward.
“Is it pointless that we continue to strive to have human, meaningful relationships and build lives when we know that there are structures bigger than us that might crush us at any moment?” Martin asks me. “Or is it that, even though those structures are so big and powerful, we still live and work with a sense that we can build something and have meaningful relationships because our realities are very personal, real and direct?”
Like any good GM, Martin isn’t interested in handing anyone the answer to that question but hopes Citizen Sleeper 2 might lead them to their own.
Citizen Sleeper 2 arrives on January 31 on Nintendo Switch, Xbox Series X/S, PlayStation 5 and PC.
This article originally appeared on Engadget at https://www.engadget.com/gaming/citizen-sleeper-2-asks-how-we-stay-human-in-a-hopeless-future-180050858.html?src=rss