Overview
Failbetter Games has spent the better part of a decade cultivating a very specific brand of “weird”: a gothic, subterranean London where death is a temporary inconvenience and the bureaucracy is as eldritch as the monsters. With Sunless Skies, the studio escapes the claustrophobic waters of the Unterzee, trading the murky depths for the “High Wilderness.” This is the British Empire as envisioned by a fever-dreaming steampunk enthusiast—an expansive, terrifying void where spaceflight is achieved via steam locomotive and the stars are sentient, judgmental, and increasingly senile.
As a captain, players are dropped into the cockpit of a customizable engine and tasked with navigating four massive, distinct regions. From the industrial, smog-choked hub of New Winchester to the chilling, bureaucratic afterlife of the Blue Kingdom, the world-building is exceptional. As a sequel, it expands on everything that made Sunless Sea a cult hit both mechanically and philosophically, while aggressively filing down the predecessor’s most frustrating edges. Failbetter has positioned this title not just as a niche indie RPG, but as a standout in interactive fiction. It demands patience, rewarding the player with a sprawling branching narrative that prioritizes quality prose over mindless “loot-and-level” loops. It’s a game about the cost of ambition, the weight of legacy, and the sheer audacity of trying to build a railway through the heavens.
Key features
- The High Wilderness: Four massive, hand-crafted regions ranging from celestial gardens to industrial war zones, each with its own ecosystem and politics.
- The Lineage System: A roguelite-adjacent mechanic where a captain’s death isn’t the end; their legacy, map discoveries, and a portion of their wealth pass to a successor.
- Branching Narrative: A vast script where minor choices can lead to world-altering consequences or personal tragedies.
- Survival Management: A tense balancing act of fuel, supplies, and “Terror”—a psychological stat that increases as you encounter the unknown.
Analysis
The brilliance of Sunless Skies lies in its refusal to blink. Most survival games treat hunger as a ticking clock that ends in a “Game Over” screen. Failbetter treats it as a prompt for a story. When supplies hit zero in the middle of a starless void, the game doesn’t just offer a restart button; it presents a choice: which of your crew looks the most edible?
The Weight of Words
The narrative is the primary engine of engagement, not decoration around the gameplay. The prose is sharp, ghoulishly inventive, and frequently hilarious in a dry, British sort of way. Players spend their time negotiating with devils, smuggling souls, and perhaps occasionally helping a sentient rat build a kingdom, rather than “completing quests.” The branching narrative creates a genuine sense of agency that many AAA RPGs fail to replicate. Because resources are always scarce, every decision feels heavy. Choosing to help a stranded captain might earn a valuable ally, but the fuel spent on the detour could leave the engine drifting into the jaws of a Chorister-bee. This onboarding friction is intentional, forcing players to think like a desperate captain rather than an invincible protagonist.
The Survival Loop
The gameplay loop is a deliberate, slow-burn affair. Travel takes time. This will undoubtedly alienate players used to the hyper-kinetic pace of modern action titles, but for the patient, it creates a rhythm of exploration and dread. The Terror system is the standout mechanic here. As the engine moves further from civilization, the music shifts, the screen edges darken, and the crew begins to lose their minds. Managing this psychological decay is designed to be more stressful than the real-time combat. Speaking of combat, the locomotive controls are built around weight and inertia, making dogfights with pirates or eldritch abominations feel like a dance of momentum. Players can “strafe” using steam jets, a small but vital improvement over the clunky broadside combat of the previous game.
Legacy and Failure
Failbetter’s Lineage system is the secret sauce that keeps the frustration in check. In Sunless Sea, death often felt like a chore—re-treading the same early-game steps for the fifth time. Sunless Skies fixes this by allowing more progress to persist. Captains keep their map reveals, their bank balance, and certain story milestones. This transforms failure from a punishment into a transition. A first captain might die broke and mad in the Reach, but their sacrifice provides the chart that allows a second captain to find a fortune in the Eleutherian dark. It’s a compelling way to tell a multi-generational story while maintaining the tension of a permadeath system.
Visuals & performance
The aesthetic is a victory of art direction over raw graphical power. The hand-drawn environments are striking, blending Victorian industrialism with cosmic horror. A massive, dying sun pulsing with sickly light while a tiny locomotive puffs along its rim is an image built to inspire awe. The UI is dense but readable, though the amount of text can feel overwhelming on smaller displays. A 2D game of this scope is light on hardware, and the “High Wilderness” is designed to feel appropriately vast between major ports.
Platform nuances
On Steam, the game is at home. Mouse-and-keyboard controls are well suited to navigating the many menus and reading the dense lore panels. The Nintendo Switch port is a competent alternative. The transition to twin-stick controls for locomotive movement feels natural, though the text-heavy nature of the game means small reading glasses may be in order in handheld mode. There is some loss in UI clarity on the Switch’s smaller screen, but the ability to take this long odyssey on the go is a fair trade-off.
Final verdict
Sunless Skies is not for everyone, and that is its greatest strength. It is a dense, demanding, and occasionally cruel experience that respects the player’s intelligence enough to let them fail. By marrying top-tier interactive fiction with a refined survival loop, Failbetter Games has built one of the most evocative worlds in the medium. We rate it a clear recommendation with real reservations: the pacing and combat will test some players’ patience. It remains a journey through a void that feels remarkably full—of terror, of wonder, and of the persistent, rattling sound of a steam engine fighting against the dark.
Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review