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Sleeping Gods

A storybook sea voyage in 1929, with a lost crew, a steamship and twenty-six pages of map.

Players
1–4
Time
90–90 min
Weight
3/5
Age
14+
· OUR TAKE ·

What it is

A game for 1 to 4 people who would rather read a map than a rulebook. It is 1929, and Captain Sofi Odessa's crew is stranded in a strange world aboard the steamship Manticore. You sail an atlas of connecting maps, read what happens from a storybook, and hunt for totems to wake the gods. The campaign runs 10 to 20 hours and can be saved at any time.

What we love

  • The atlas of connecting maps is the star of the box.
  • Combat has no dice: you place hits on a grid printed on each enemy card.
  • Hundreds of quests and story choices have lasting consequences.

Honest trade-offs

  • Red Raven lists 90 minutes, which is a sitting. The full campaign takes 10 to 20 hours.
  • The rulebook has gaps, and tracking clues takes a lot of notes.
  • Combat can be slow. The plot involves waking gods through totems, in a pulp adventure way.

AI summary of player sentiment

Generated · updated weekly

Across the tables we polled, players consistently praise the game's production quality and pacing. The most common complaint is red raven lists 90 minutes, which is a sitting. the full campaign takes 10 to 20 hours..

This summary is regenerated from new reviews each week. Astra will wire the generation job to the Vercel Cron detailed in the handoff doc.

Content advisory

Combat is central but abstract; no graphic depiction.

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