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Sea of Stars (2023) – In-Depth Review

Sea of Stars

Developer: Sabotage Studio
Genre: Turn-based RPG / Indie Adventure
Platforms: Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X/S, PC
Release Date: August 29, 2023
Game Length: 25–40 hours


Introduction

As someone who grew up playing classics like Chrono Trigger and Golden Sun, I’ve often looked for modern games that capture that same spirit—nostalgic, heartfelt, and mechanically engaging. Sea of Stars does exactly that and more. From the moment I started it up on my Nintendo Switch OLED, I felt like I had been transported back to a time when RPGs relied on rich pixel art, soulful music, and turn-based combat layered with charm and challenge.

But this isn’t just another retro-style indie RPG. It’s a refined, modernized take on a beloved genre that walks the tightrope between classic feel and current sensibilities. After 35 hours of gameplay—completing the main story, diving into side quests, solving puzzles, and finding that elusive “true ending”—here’s my in-depth review of Sea of Stars.


Story and Worldbuilding

You play as either Valere (Lunar Monk) or Zale (Solar Blade Dancer), two Solstice Warriors trained to wield the powers of the moon and sun. Their mission is to stop the monstrous creations of an evil alchemist known as The Fleshmancer. It sounds epic—and it is—but what makes the story work isn’t just the high-stakes plot. It’s the journey.

The world of Sea of Stars is packed with small details that make the environment feel lived-in. Whether it’s chatting with village kids, listening to a bard’s slightly off-tune song in a tavern, or discovering a mysterious ruin hidden behind a waterfall, everything invites exploration.

What stood out most to me was the character Garl, the protagonist’s childhood friend. He’s not a fighter with magical powers, but a cook. His optimism, warmth, and loyalty give the party emotional depth, and his role in the story had a far bigger impact than I expected. I genuinely cared for him, and there’s a moment late in the game that caught me off guard in the best (and saddest) way.

The writing isn’t overly complex, but it’s sincere. There’s humor, sadness, mystery—and it all feels cohesive.


Combat and Mechanics

Combat in Sea of Stars is turn-based, but it’s far from passive. Timing-based mechanics let you press buttons at the right moment to boost attacks or block incoming hits—similar to Paper Mario. This simple addition made every battle feel engaging, even after dozens of hours.

Here’s what I loved during my playthrough:

  • Combo Moves: You can unlock powerful dual-character skills that look fantastic and hit hard.
  • Lock System: Some enemies charge attacks that require you to break “locks” using specific damage types (e.g., magic, blunt, slashing). Planning how to counter those added a layer of strategy.
  • No Random Battles: Enemies are visible on the map. If I wanted to explore without fighting, I could. If I wanted XP, I could dive in.
  • Pacing: I never had to grind. Leveling felt natural and was balanced well across the whole game.

Each character has a defined role but can evolve as you unlock relics and upgrades. My preferred team setup late game was Valere for AOE, Garl for support and healing, and Serai (a mysterious rogue-type character) for critical hits and agility.

Also, some boss fights are genuinely challenging if you don’t read the room—literally. There’s a multi-phase fight against a twin-headed spirit that tested my timing, pattern recognition, and ability to adapt. It was one of the highlights of my entire run.


Exploration and Puzzle Solving

Exploring in Sea of Stars feels more like Zelda than Final Fantasy. You can:

  • Swim, climb, and jump (not common in most turn-based RPGs)
  • Solve clever environmental puzzles involving mirrors, time-of-day mechanics, and pressure plates
  • Discover hidden treasure chests, secret routes, and optional dungeons

One puzzle in an ancient temple involved manipulating sunlight through rotating mirrors to open a stone gate. It took me about 15 minutes, and I enjoyed every second of figuring it out without a guide.

The overworld map is also beautifully designed. You travel across oceans, climb icy peaks, and enter floating temples—all transitioning smoothly, without overwhelming travel systems.


Visuals and Art Style

The pixel art in Sea of Stars is arguably the best I’ve seen in years. Lighting plays a huge role. Sunlight flickers through trees, water ripples as you swim, and the moon casts soft shadows at night. It gives the game a living, breathing aesthetic that’s hard to describe until you see it.

Enemy and character animations are expressive and fluid, especially during magic attacks. One of Zale’s ultimate abilities casts a solar storm that lights up the entire screen—mesmerizing every time I used it.

The UI is also clean and easy to navigate. Whether you’re swapping gear, managing relics, or checking your map, everything is logically laid out.


Music and Sound Design

Composer Eric W. Brown delivers a fantastic score that hits all the right emotional notes. The real gem, though, is the contribution from Yasunori Mitsuda (Chrono Trigger), who composed several tracks. You can tell which ones they are—they have that nostalgic, mystical tone that made Chrono’s soundtrack legendary.

Each area has its own musical identity:

  • Lush green valleys have relaxing, wind-in-the-grass melodies.
  • Dungeons lean toward eerie synths and low piano chords.
  • Boss themes are powerful and rhythmic, adding tension to the fight.

What’s more, tracks evolve during the game. For example, the village theme changes slightly after major events—subtle storytelling through music.


Quality of Life Features

  • Relic system lets you adjust difficulty without toggling a hard/easy mode.
  • Save points are generous, and autosave ensures you don’t lose progress.
  • Fast travel unlocks gradually, and by mid-game you can zip around easily.

The only thing missing for me was a quest log that tracked optional missions. Sometimes I had to revisit areas to remind myself what I was supposed to do.


Replayability and Postgame

After finishing the main story (about 27 hours in my case), I returned for the true ending. This required doing side quests for each main character and unlocking hidden areas I had missed. It added 8+ hours and was completely worth it.

There’s also a mini-game called Wheels, a tavern game similar to Gwent (Witcher 3) or Triple Triad (FFVIII). It’s surprisingly deep. I found myself spending a few hours just collecting new spinners and trying to beat champions.


Criticisms

A few small nitpicks:

  • The first few hours are a slow burn—story and mechanics take time to hit stride.
  • Limited party customization—no class system or skill trees, though relics help with personalization.
  • Some side quests are fetch-heavy, though the writing usually makes up for it.

Final Thoughts

Sea of Stars exceeded my expectations. It’s not just a good indie RPG—it’s one of the most lovingly crafted games I’ve played in years. It respects its inspirations but isn’t shackled by them. Every mechanic, line of dialogue, musical note, and environment shows care.

If you love JRPGs—or just great games that make you feel something—this is a journey you shouldn’t miss.


Final Score: 9.5 / 10

Best For: Fans of Chrono Trigger, Golden Sun, Octopath Traveler, or anyone who wants an RPG full of heart, art, and solid gameplay.

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