Star Sailor v1 and v2

Star Sailor is a game about focusing on the environmental impact of pursuing your goals, while keeping your energy and life meters in check.

v1: Version one went well. The game took about 20-25 minutes to play and learn. The biggest criticisms were an upgrade to the game board and visuals. And a few more key features to make the game more engaging.

v2: Added content was new dice, new character and stat cards, and a few new mechanics.n This was recived better, however the pathway for the new map was still a little confusin. It was stated that having the cards may be a little reptivitve, so that will be removed in the next version. The black-hole mechaic was also fixed so now that players will move to a new planet instead of being in the black hole.

For the next version I want to shrink and make the dice out of a diffrent materail to make them sound less terrible, make a new map and add some kind of upgrade mechanic.

One Reply to “Star Sailor v1 and v2”

  1. This is a solid evolution from v1 to v2! You’re clearly listening to feedback and iterating in the right direction. The added mechanics and character/stat cards give the game more identity, and fixing the black hole mechanic was a great call (getting stuck there could kill pacing). The core concept (balancing environmental impact with personal resources like energy and life) is strong and meaningful. Simplifying or visually reinforcing the route could be an easy tweak.

    The other thing I’d push on is repetition, since you already identified it, which is good. If the cards feel identical, removing or reworking them is the right move, but make sure you’re replacing that with something equally engaging (your idea of an upgrade system is a great direction). Also, shrinking and improving the dice is a small change that actually matters more than people think. Bad tactile experience can quietly drag a game down. Overall, this is trending upward. You’re close, you just need to tighten the experience!

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