

Sea of Stars: Sunset Edition
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Sea of Stars: Sunset Edition
Sea of Stars is a turn-based RPG about two Children of the Solstice, whose sun and moon powers combine into Eclipse Magic. Time attacks to deal more damage or reduce incoming hits, use combos and locks to disrupt enemies, and explore a seamless world by swimming, climbing and jumping. Optional activities include sailing, cooking, fishing and the Wheels tabletop game. The full adventure supports drop-in/drop-out play for up to three players. Steam player reviews: 87% positive from 12,216 reviews. Steam PC interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, Korean, Portuguese-Brazil, Russian, and Italian.
Credits
Lowest recorded in 36 months
$6.462026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Italian | Yes | Yes | — |
Steam PC edition data · 2026-10-18
02Before you buy
Co-op and solo play
The Steam PC version supports single-player and co-op for up to three players. Allies can join or leave during the adventure, and co-op includes timed-hit combat.
Controls and languages
Full controller support is listed for Steam PC. Interface language support includes English, Simplified Chinese and Traditional Chinese; the listed language data also marks subtitles for these languages.
03Frequently asked questions
How does combat work?
Combat is turn-based. Timed actions, combo attacks, boosting and a locks system let players use different damage types to hinder enemies charging powerful attacks or spells.
What can you do while exploring?
Movement includes swimming, climbing, vaulting, jumping and hoisting up ledges. Sailing, cooking, fishing, listening to music in a tavern and playing Wheels are also available.
Does the game use random encounters?
The description says there are no random encounters or transitions to separate battlefields, and that grinding is not part of the intended combat loop.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It is passionfilled games like these that make corporate cashgrabs filled with gacha and battlepasses an absolute embarrassment. This is what real art looks like.Show moreShow less
I was a backer for this game. I'll update the review as I play through. Sea of Stars focuses too much on the spectacle of games (art, music, animation), when it really needed more time on the gameplay and story. The developers are French Canadian (like me), and it shows in the amateur English writing. The spoken dialogue is often missing commas or other pauses. The characters tend to have the same style of speech too, barring a few eccentricities shoehorned into the dialogue. They have the same sense of humor, they make sarcastic or ironic quips. None of the characters stand out or feel like they have any personality because of this. Another reviewer described it as being a "modern, Internet casual" style of writing, and that perfectly encompasses it. Too many times, characters respond with “??” when they’re confused. It looks like they’re writing on Discord instead of being adventurers in a magic world. There's too much dialogue for every little thing. It ruins the flow of the story; just let me start the dungeon instead of having the characters talk to each other about how the boss must be at the end of the dungeon and that perhaps defeating the boss will solve the nearby town's problem. Everything is talked about, nothing is implied, alluded to, or expressed through visuals. Good writing is concise, and this game doesn't have good writing. The two main characters have no personalities or aspirations beyond "adventure yay". The game is lacking in emotional impact. Even when tragic or traumatizing events happen to people close to the protagonists, they don't spend any time dealing with their feelings. Old Final Fantasy games like 4, 6, and 9 had better character writing. Writing was a weak point of The Messenger too though, so I didn't expect much. The protagonists claim to have combat styles—the boy is speedy, and the girl is strong. Except this never materializes in the gameplay. The boy doesn’t have attacks that look speedy. He doesn’t gain additional turns or have fast QTE inputs for his skills. The girl doesn’t have any shows of strength. What was the point of having them talk about their combat styles if they don’t actually exist? Oversights like these are a sign of a lack of attention paid toward ensuring the game’s different elements (like writing and gameplay) form a cohesive whole. The game has “Relics” that are toggleable items that affect combat. Most of them just make the game easier, like making your characters take 30% less damage “for those who prefer a lighter challenge”. These have no cost to toggle or to use. There’s no maximum. You just gradually unlock an easier and easier game. This is a huge missed opportunity to follow in the footsteps of games like Paper Mario and Hollow Knight, where you have a limited number of Badge Points to equip effects that you like. Sea of Stars is already easy, so why make it more tedious by NOT turning these on? It’s not like the combat is fun. The relic system is unbelievably lazy design. It puts the onus of designing and balancing the game on the player. It’s the developer’s job to make the game, not the player’s. The developer sets the rules and boundaries. Structure is what makes games what they are, and structure is defined by limitations, not freedoms. Imagine playing basketball, but the rules are that each team can have any number of players they feel is fair, and they’re allowed to play with however many balls they think is fun. Everyone can have their own ball if they think that’s fun. Points are scored however you like; just do whatever you think is fun! How about the recent Armored Core 6? What if you could use as many repair packs as you’d like? You have an infinite amount. Limit yourself to however many you think is fair, or just mash the button the whole time if that’s your thing! Or Slay the Spire? Cuphead? Health getting low? Here’s a button. Push the button to refill your health to full any time, if that makes the game more fun for you. Games are fun because overcoming challenges is fun. Sea of Stars doesn't present much of a challenge in the first place, and they keep giving you conveniences that undermine the combat and turn the game into the very long interactive picture book it wants to be. edit: The game's also still got bugs, so save often. Here's a hardlock: https://www.youtube.com/watch?v=YaPvUbVZJ7sShow moreShow less
This game takes me back. Its saturday afternoon, cartoons are over, its just me and the snes. Mom just told me shes ordering pizza and its gonna be a good night.Show moreShow less
If anyone remembers 'YIIK: A Postmodern RPG' I remember one of the biggest complaints people had about that one was just that the combat mini-games were cute, but they eventually wore out their welcome as you continued to have to do them repeatedly again and again. There were a lot of problems with that game, but I remember that criticism sticking out to me. I can't help but feel like Sea of Stars is actively the worst iteration of this system I've ever seen. It's cute at first, but every single character does the same action, just with different timing. There's no variation to it at all, and two of the best abilities in the game are rapid button presses in time with sort of iffy animations. Blocking? Press A, sometimes several times in a row. Attacking? Press A as the weapon hits. Healing? Press A as the heal happens/the character shuffles his bag twice Combos? Same thing just push A at the right time. I remember Paper Mario had thumbstick holding/release at the right time, thumbstick spinning, rapid pushes, timed pushes, and it never really asked you to push it constantly all the time for every little thing. It's at least a bit of variety for a game that's almost a decade or so old now. It's just too much, and with too little variety. It becomes tedium. I'm trying to tough it out, but the initial fun I had feels like it's waning fast as I realize how little depth there really is to the combat. It's not got any real deep RPG mechanics, and it's reliance on poorly thought out 'mini-games' is holding everything else back.Show moreShow less
The Golden Sun experience of my dreamsShow moreShow less
I played this game in 2023 when the hype was at its peak, like everyone else I was dazzled by the graphics and what seemed like a neat twist on traditional JRPG gameplay. I'll just say it up front though, this game is awful and a complete waste of your time. Yeah, that's harsh, but 3 years on when I think about Sea of Stars I just remember how angry the game made me because of how good it could've been. It absolutely squanders some of the best pixel art put to motion with super repetitive gameplay and abysmal story and dialogue. I was just in a conversation with people in discord and someone brought up Garl as an icon of toxic positivity and it's very true, and the way the game's whole universe practically bends to his will just feels really gross and kind of cheapens the whole setup of the two main characters being special trained... whatever they are that are supposed to save the world. Who cares about anything those two cardboard cutouts you control actually do when this random fat guy is just gonna walk up and make the entire world about him? I wish there was more to say about the story but that's really it, the two main characters just get dragged along on what is essentially someone else's adventure never really providing any input apart from hitting things and doing magic. The hitting things and doing magic in the overworld is pretty nice at least. For as many misguided comparisons this game gets to Chrono Trigger, I found it much closer to Illusion of Gaia in terms of the overworld design and the puzzles and traversal stuff you get to do in the game. If the game was just about moving from area to area and nothing else it would be an infinitely better game. Unfortunately you also have to hit and do magic to enemies along the way and that's where the game really falls flat. At first the mechanics are interesting, you have to use skills of specific types to nullify enemy attacks which can be pretty vicious even in the early game. However, the game never really expands on it meaningfully, you do get a couple other characters who have their own types of spells to use but the base combat remains unchanged for the entire game, nobody learns any new tricks, there's no sort of shifts to the meta, you just spam the exact same skills you were using at level 1 when you see orange or blue above an enemy's head until you beat the final boss. Yeah that's pretty much it, the game's really nice to look at and the traversal stuff and puzzles are fairly interesting, but unfortunately this game presents itself as a JRPG which it utterly fails at.Show moreShow less
🦀🦀🦀 JIRARD IS GONE FROM THE GAME 🦀🦀🦀Show moreShow less
Welcome to the Sea of Nightmare When I play a turn-based RPG, I expect an engaging story, great characters, and fun gameplay. With Sea of Stars winning indie game of the year, I was looking forward to playing, especially since the developers who made it were Sabotage Studios, the same folks who made The Messenger, a 2D platformer that I really enjoyed for its gameplay and humor. When I started to play Sea of Stars, I was actually hooked and found myself playing it more and more. Now that I have put a lot of time into the game, I have to ask myself, where do I start in describing things? Pros and Cons Pros The puzzles are very creative Animation is fantastic when going through the cutscenes Soundtrack is very well done Beautiful pixelated art style Cons The writing for the story falls flat, and character development suffers from it Gameplay, while simple, gets repetitive later on in the game The game’s mechanics are very simplified and never evolve Story The story starts out with Valere and Zale. two Solstice Warriors who have control over Eclipse Magic. This magic is the only magic that is capable of harming these monsters called Dwellers, who are created by the Fleshmancer, an alchemist with god-like powers. They are traveling around with their assistant Garl. Their mission is to meet Headmaster Moraine and two other Solistice Warriors to fight The Dweller of Woe. That shall be all that I will talk about the story, there is more to it but I would be spoiling it if I told any more. This may make you think I have a lot of great things to say about the story but in truth, it’s the opposite. The major problem with the story is the writing, at first, it started off very strong but later down the line, the cracks started to show. If I could describe both Valere and Zale’s personalities, is this “we love Garl” that’s their entire personality and it’s not like Garl himself is really any better. He comes off as Mr. Perfect like everything goes his way and he is able to do anything without issue. Even the characters that I myself tried to go out of my way and like, ended up not being that well thought out either. The only other character that I mildly liked, was Teaks, while she is with the party, she does not engage in combat and is pretty much left out of the story. This leaves an empty feeling when major events happen or something, like she is completely oblivious to it all. Although Teaks role in the party does get somewhere and turns into somewhat of a party member, her character development is left empty at the end. The twists also don’t really feel all that special too and I want to talk more about the story but I would of course, just be spoiling it I have played many RPGs and have witnessed amazing stories that I have praised and if a game like this has some bad writing, that’s not a good sign for things to come. Unfortunately, Sea of Stars continues to have a few more issues in it, that hold it back still. Gameplay Sea of Stars gameplay is very simple for an RPG, while that’s not a bad thing, it does have a few issues with it, although it does have some unique mechanics that I do want to talk about. Combat is of course the main focus of the game and you have a few attacks at your disposal that you can utilize. The turn order in which party members take their turns is not in any way predetermined, the player can choose the order they act in. So for example, you can have Zale act before Valere in the first round, then in the next have Valere act first. Enemies attack completely differently, as they have timers that will go down when each party member takes a turn. You also have access to timed attacks and timed blocks, timed attacks will let you attack twice and a timed block will reduce the damage you take from the enemy's attacks. You can also boost your attacks with live mana by doing a non-boosted attack. You generate live mana by attacking enemies with your normal attacks but you can also generate some by hitting an enemy before battle. There are also different types of damage in the game as well, there are a total of six different damage types, sword (which should be sharp) blunt, sun, moon, poison, and arcane. Each regular attack, skill, or combo will have one of these damage types. Enemies will be weak, resistant, or immune to each of the damage types. The only abilities that don’t have a type are healing abilities. So now that I got the core mechanics (except for two but more on that later) out of the way, I can talk about the issues I have with combat. My main issue is that combat does not evolve in any meaningful way. You don’t learn a lot of moves and are forced to reuse the same attacks over and over again to take enemies out. Because of that, combat can get stale and I want to avoid fights but I can’t as I need to farm to make sure my characters level up. Now Sea of Stars has a unique leveling-up system, instead of your party members leveling up individually, they level up as a group. While this idea is interesting, there is another issue that comes up, you don’t feel any growth in your party members as enemy attacks will still be doing a ton of damage, even when blocking. Then there is the lock system that the game has in place for enemy attacks, when an enemy is about to cast a spell, they will have their turn order. Each enemy spell has a certain number of locks for you to break if you break all of the locks before the turn timer is up. That enemy will be unable to cast their spell and you can build up combo points for your special attacks. You can have a max of 3 combo points and every party member has at least a few they can use. The issue with the lock system is that there will be times that you will be unable to deal damage to a certain type because you either don’t have the mana for it or you don’t have access to a certain damage type. Although this is where combat leads to my next issue, it gets very dull in the later parts of the game. To the point where I don’t feel like playing it anymore as it becomes a slog, the last ten or so hours of the game, are not leaving me very invested. Garl is not only my least favorite character in the story but also my least favorite party member, his abilities don’t do much, except nourish, which is the fourth or fifth-best healing spell in the game. His abilities get outclassed by later ones, he is meant to be a tank but he does not offer much in terms of being a tank. This is also the only turn-based RPG game that I know of, that does not have stat increase/decrease abilities. Something that I think, should have been included. The only good thing I will praise the gameplay for is the puzzles, while simple, I did find them creative. Graphics and Performance The pixel art style that the game has is very beautiful and colorful, I really loved how the developers made it, as the areas feel very special. The animation during the cutscenes are also very well done and something I loved seeing. I tested the game on an NVIDIA GeForce GTX 1060 3GB. AMD Ryzen 5 1500X Quad-Core Processor 3.50, and 16 GB of RAM, I had no issues while playing the game and it ran very well. The soundtrack was good for a few songs. https://steamcommunity.com/sharedfiles/filedetails/?id=3187813357 Final Verdict Sea of Stars was a game I had high hopes for but ended up being disappointed with what the game showed me. There is something to write and show here, the world looks fantastic but with the bad writing and dull combat, my interest can only be kept for some long. If the game was 15 hours or so, I may have given it a pass but Sea of Stars clocks in around 30-35 hours of game time.Show moreShow less
If you love Chrono Trigger, you will like Sea of Stars. The beginning has that same mystical aura that washed over me the first time I played Chrono Trigger on my SNES in August 1995 on my 16th birthday. I love Sea of Stars, and it's flawless on the Steam Deck. UPDATE: I have now 100%'ed the game, including "breaking the 4th wall" and exhausting the Shopkeeper. I love this game. I really do. I have 5 final thoughts: 1. I find it annoying when people complain about the 2 main characters lacking personality, but Chrono was a blank slate that never spoke and no one ever complains about him! The dual-protagonists are just a backdrop to the stories of the other characters and the world, like most mainline Dragon Quest games. 2. Perhaps the most impressive thing is the complete originality of every single area. There are zero reused tile-sets. Every single second of game play is overflowing with unique, masterful pixel art. 3. I'm also annoyed when people complain about the battle system. I found every battle to be a fun, enjoyable puzzle. I finished the final 5 bosses with the Artful Gambit relic, and it was a wonderful way to master the complexities of the battle system. 4. Overall, though, the game was too easy. I really hope the upcoming DLC ramps up the difficulty. The Picnic Panic DLC for The Messenger was a serious step up in difficulty, and I'm hoping for the same in Sea of Stars. 5. Thank you, Sabotage, you created a masterpiece!Show moreShow less
TL;DR: Aside from amazing pixel-art and one or two soundtracks, the game is so average it hurts. Boring story, no character development, and a myriad of battle-related mechanics that actively harm each other--in the end, the game is simply not fun. Full Review: I was really excited for Sea of Stars and backed on Kickstarter--after all, Sabotage Studio did a really good job with The Messenger and seemed to understand how to modernize retro-style games. "Seemed to" being the operative phrase in this case. I wasn't expecting GOTY or anything, but I was certainly expecting it to be good. But when the best parts of the game ended up being average at best, it's hard to view this game with anything but disappointment. But let's start with the positive. You can already tell from the screenshots that the game looks amazing. The pixel art is well done and the character animations are really good. There are a few animated cutscenes that are... less good, but they don't take away from the game in any way. The music is the most varied in quality. The soundtrack is mostly forgettable, standard RPG-sounding stuff. There were a couple tracks that I really enjoyed, but also one particular track that was grating on my ears. Fortunately that was in the early part of the game and didn't return, so not a big deal in the long run. Oh, and honorable mention to the minigame Wheels, which was honestly more fun than I was expecting it to be, and sadly, was probably where I had the most fun moments in the whole game. But now let's get to the meat of things. In my mind, an RPG like this MUST succeed in three important aspects: story, characters, and battles. Sea of Stars fails one, fumbles through another, and actively works against itself in third. Story = Boring, predictable, unearned I won't spoil anything, but the story doesn't do anything interesting. Like, at all. You are the chosen ones. Obvious betrayal is obvious (with legitimately moronic reasons given at the time, made only slightly less moronic by late game context). Every time I thought the story was going to gear up and change things up, it fell flat right onto something unambitious and by-the-numbers. There are also a few moments that seem to mirror key moments from Chrono Trigger--however, the game hasn't laid the groundwork or put in the effort to make these moments meaningful or revealing in anyway, so they just come across as "Sure, that might as well happen" and "oh, I guess we're doing this now." Don't even get me started on what happens when you beat the final boss--I haven't seen a villain become less interesting after you win to this degree since Kingdom Hearts 3. Some people might mistake the game for having varied and deep lore because it throws out a lot of names and places without context--but that's really all it's doing. Some of them become relevant, but most of them could just as easily have been left out and it wouldn't have affected the game nor how you perceive the game's world. Also, a minor gripe, but with these names they fall into the trap of "inserting apostrophes into the middle of names make them more fantasy because reasons." Characters = planks of wood, annoying, no development I almost hesitate to call these characters in the first place, honestly. Zale and Valere have 0 personality outside idolizing Garl. Oh, you'll see their happy or angry portraits from time to time accompanied by some generic dialogue, but nothing about them makes them feel like more than planks of wood who respond environmental stimuli. Garl is clearly the developers' favorite character, as he does basically all of the talking and drives the other characters forward through the entire story, even when he isn't in the party. Honestly, it's pretty annoying--especially since he's so positive about literally everything he comes across as obnoxious, fake, and in many situations, stupid. The other characters are slightly more interesting, but fall into pretty generic tropes: grumpy girl is grumpy but also nice, mysterious man is mysterious and sad, and late game party member is there too, but has no time to do much. Not to mention the true ending actively undoes some of the emotional almost-character-development the characters could have had if the writers had explored it a bit more. Battle Mechanics = each cog bypasses another First, a couple general remarks: battles are agonizingly slow in most cases, especially when you need to use a multi-hit moon element (I'm so sick of moonerang). They are also poorly tuned in terms of difficulty--it's unclear to me why normal mobs can 2-3 shot your characters in some cases if you aren't constantly healing. There is a relic you can get early on that reduces damage to a more reasonable amount, but then that seems to completely nullify the need for items--which I'll get to in a minute, as I'm already running into the game's big problem in this area: the different mechanics that play into the game's battle system are individually cool ideas, but when executed together they end up just sort of fumbling over each other to drag down the experience. Let me start with the individual components. I've rewritten this section a couple of times trying to make it concise, but this is the best I can do. Basically, the game encourages you to use a lot of items by giving you lots of ingredients and frequent campsites for cooking. However, since you can get a full heal at a campsite for free without restriction, you never really need items outside of battle. When you're in battle, enemies can start "casting" and create a series of locks that can break with different attack types, which is a really cool idea. However, cast times are short and there's basically ALWAYS at least one enemy doing this, which means you're constantly going after those locks. Run out of MP and need to use an item? Well, you can, but now you're run out of that short casting time and get hit with a strong attack (normal enemies this ranges from fine to bad, but on many bosses this can be devastating depending on the move they use). Rather than waste your time with an item, you're better off just attacking--this way you deal damage, and also recover some MP from using a basic attack--which is another good idea, by the way, if your goal is to keep battles moving at a decent pace. Of course, battles don't move a decent pace when you start using those skills that require MP, as many of them have long animations and drawn out timed-hit combos to perform. At least it builds your combo meter--again, a cool idea since combo points can be used for new moves, but the combo meter also gives you access to a powerful healing move and attacks that regen MP for multiple characters, so once more we find items becoming kind of useless. But you also need to make sure you throw in some normal attacks from time to time so you have a supply of live mana (which you can use to add a second attack type to your normal attack) on the field to break different locks when they pop up. So what ends up happening is that there are too many things demanding your limited action economy for any one system to feel like you're truly getting the most use out of it, and items are, except in the most dire of emergencies, rendered absolutely pointless despite how hard it feels like the game is pushing them. Which again, would mean you're spending a character's turn every other round just healing, which is not a fun way to spend RPG combat (your party really isn't big enough and the enemies too tanky to have a dedicated healer). So at the end of the day, while the game has some good things going for it, they're basically all squandered and saddled down by the weight of the aggressively mediocre execution of the other parts. To be honest, I regret backing this game. And now I'm genuinely concerned about the couple of other games I backed that are currently in development. At the very least, I don't think I'll ever be backing another game in the future.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.