InCitizen Sleeper 2: Starward Vector, you’ll be given a choice of three distinct classes. Unlike in the first Citizen Sleeper game, the classes here are pretty dramatically different, and will play a massive role in determining how you play the game.

The short and sweet of it is that you are going to focus on two elements when choosing your starting build: your core stats and your push ability. We’ll take you through each of these components, and help you better understand why one class may be a better fit for you than the others.

Citizen Sleeper 2. The Extractor standing in front of the space wreckage.

Base Stats

In Citizen Sleeper 2: Starward Vector, there are five stats that matter: Engineer, Interface, Endure, Intuit, Engage.The game does an admirable job making all five stats viable throughout the campaign. No matter what build you start with, you will be able to make it work. But that isn’t to say that they don’t matter. There are two things you’ll want to consider when choosing these stats: how they affect the way you want to roleplay your character and party composition.

How Stats Correspond To Actions

If you play as an Extractor, their emphasis is on Endure and Engage. This leads to them being a more natural fit for the more aggressive, straight-forward options. While the Machinist, on the other hand, is going to be more at home using their technical know-how to solve problems more often than not. One of the first decisions you’ll encounter in the game features an NPC getting roughed up in an alley. You can either mess around with the pressure valves in the alley to give the victim a chance to escape, or rush into the fray and confront the thugs.

The Machinist is better suited to mess with the valves, the Extractor is better suited to rush in. Both options are available no matter what, of course, but a positive outcome will often relieve stress, while a negative outcome may cause you to incur damage.This is all a long way of saying that you should consider how you will want to roleplay your character and what types of options you will want to work with.

Citizen Sleeper 2 Juni floating in front of the Hexport Station.

Team Dynamics

The other aspect worth considering is how well your sleeper will work with others. Serafin, your first partner, specializes inEndureandEngage. So, they can cover your weaknesses if you choose either the Machinist or the Operator class. However, being an Extractor isn’t exactly a burden, as that will make it easy for you to combine strengths and really power through certain obstacles. The other two early companions have a greatInterfacestat and a greatIntuitstat respectfully.

It is worth noting that there are no companions in the opening chapter who have a strong Engineer stat.However, as you acquire more party members, this will be less of a factor. This is more of an early game consideration than anything else.

citizen sleeper 2

Beginning Skill Stats For Each Class

Below we’ve listed each class’s beginning stats. You will notice that each class has a strength, a weakness, and a critical weakness.You will be able to develop a stronger affinity for each of the skills, except for the critical weakness which willalwaysbe a burden.

Lvl 3

Push Abilities

This is the other big aspect at play. Push abilities play an important role in reducing the luck component and, in some cases, removing the RNG element altogether. Each of these three abilities willdramaticallyshift how you play the game. If you are looking for “the best” push ability, you’ll probably find that the Machinist’s Focus

When choosing an upgrade route, you’ll want to take into consideration that you can only have one upgrade from that path active at a time.You can unlock both upgrades in a path, but you’ll only be able to have one active at a time.

Citizen Sleeper 2. The Machinist Skills.

-1 Stress on focused die positive outcome

+1 to affected die

Citizen Sleeper 2. Close up view of the Machinist.

Push costs glitch not stress.

-stress effect on neutral and positive outcome.

Focus will increase your lowest roll by two points at the increase of one point of stress. If you receive a positive outcome, you’ll recover that point of stress. The upgrade chart will allow the Machinist to recover an additional amount of stress depending on the outcome of their “focused” die roll. This does mean that if you are an Machinist, you can use your Push ability far more frequently, as you can choose to only use it when your lowest die will be boosted up to a 6, guaranteeing you a positive outcome, and reducing your stress.

Close up view of the Operator in Citizen Sleeper 2.

-2 Stress if reroll 6.

Reroll random dice, but +1 rolled.

Citizen Sleeper 2. Close up view of the Extractor.

Reroll dice cannot be a 1.

The Reboot ability will give you the opportunity to reroll your lowest dice at the cost of an additional dice. At the beginning of the game, this is pretty weak, but as you upgrade this ability more and more, it allows you to roll more and more dice. It isn’t as stable or consistent as the other push abilities, but it does allow for a much more dramatic Hail Mary play.

Reroll dice cannon be a 1.

Rally is a fantastic ability that will see your Extractor take a hit to their stress so that they can boost the team’s rolls by 2. As you improve this ability, it will also be able to further enhance their dice, even getting to the point where it will enhance both die, and on top of that, you’re able to reduce your team’s stress. It is pretty incredible stuff, and it makes your party a far more integral aspect to the gameplay. However, there is a downside: while the Extractor is the only character who can reduce the party’s stress, they are also the only class that isn’t capable of reducing their own stress. This means that you’ll ultimately not be able to make use of this abilityquiteas often.