Sea of Stars isn't just a "retro-inspired" RPG. People keep saying that. It's technically true, but honestly, it’s a bit reductive because the game is actually a direct prequel to Sabotage Studio's 2018 hit, The Messenger. If you played that game, you remember the tight platforming and the sudden shift from 8-bit to 16-bit. You remember the humor. But Sea of Stars takes that same universe and rewinds the clock thousands of years. It’s a massive tonal shift. We went from a fast-paced action scroller to a turn-based epic that feels like Chrono Trigger’s spiritual successor.
The connection isn't just a marketing gimmick. It’s deep.
How Sea of Stars Connects to The Messenger
Most players jumping into Sea of Stars might not even realize they are standing on the same ground as the Ninja from the previous game. It’s the same world. Or rather, it’s the world before it was shattered. If you look closely at the lore, the "Fleshmancer"—the big bad in Sea of Stars—is the guy responsible for the state of the world in The Messenger.
Everything is linked.
Sabotage Studio is building a shared universe. They call it the "Sabotage Universe." While The Messenger was a love letter to Ninja Gaiden, Sea of Stars is a love letter to the golden era of JRPGs like Super Mario RPG and Illusion of Gaia. It’s weird to think about a turn-based game being a prequel to a side-scroller, but the narrative threads are everywhere once you start looking at the map.
The World Map and Sunken Locations
You’ll see islands in Sea of Stars that look suspiciously like the levels in the first game. Ever been to the Autumn Hills in The Messenger? In the prequel, you might find the origins of that specific geography. It’s world-building through archaeology. You aren't just reading text boxes; you're seeing the "before" picture of a post-apocalyptic world.
The game follows Valere and Zale. They are Solstice Warriors. They use the power of the sun and the moon to fight off the creations of the Fleshmancer. This is the origin story of the world’s magic. It explains why the world in the sequel is so barren of this kind of power. It’s a tragedy in slow motion, even if the colors are bright and the music is upbeat.
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The Gameplay Shift: From Action to Strategy
Going from a platformer to a turn-based RPG is a bold move. Most studios stick to what they know. Sabotage didn't. They kept the "timed hits" mechanic, though. If you press the button right when your attack lands, you do more damage. It keeps you engaged. It’s not just "click and wait."
You have to pay attention.
The "locks" system is the real MVP of the combat. When an enemy is charging a powerful move, icons appear over their head. You have to hit them with those specific damage types—sword, blunt, sun, moon—to weaken or cancel the move. It’s a puzzle. Every turn is a tiny math problem that feels satisfying to solve. It’s way more interactive than your standard Dragon Quest grind.
No More Grinding
Let's talk about the grind. Or the lack of it.
Sea of Stars does away with random encounters. You see the enemies on the map. You can dodge them if you’re quick, though I wouldn't recommend it because the encounters are actually fun. The leveling system is also streamlined. You don’t get +1 to five different stats every time. You pick a bonus. Want more HP? Take it. Want more Mana? Go for it. It feels like you’re actually building a character rather than just watching numbers go up.
The Art Style and Dynamic Lighting
The game looks incredible. That’s not a hot take; it’s just a fact. But what’s interesting is the dynamic lighting. In most 2D games, the shadows are baked into the art. Not here. In Sea of Stars, the sun moves. Shadows stretch and retract based on the time of day. Since you play as Solstice Warriors, you can actually control the time of day to solve puzzles.
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It’s a mechanic. It’s not just for show.
The pixels aren't just "retro." They are modern. This is what we thought SNES games looked like, but our memories are lying to us. The fluid animations of Garl—the warrior cook—making a sandwich mid-battle is something a 1994 console could never handle. The "prequel" status allowed the developers to use the existing lore of The Messenger while flexing their muscles with a much more complex engine.
Why the Music Matters So Much
Eric W. Brown returned to compose the soundtrack, but he brought a friend: Yasunori Mitsuda. Yes, the guy who did Chrono Trigger and Xenogears. Having a legend like Mitsuda contribute tracks to an indie prequel is a massive deal. It legitimizes the game’s spot in the RPG pantheon.
The music transitions seamlessly.
When you go underwater, the track doesn't just change; it muffles and shifts instrumentation. When you enter a house, it gets cozy. It’s the kind of attention to detail that makes the world feel lived-in. It isn't just background noise. It’s part of the storytelling.
Common Misconceptions About the Prequel
- You have to play The Messenger first. No. You don't. Sea of Stars stands on its own. If you’ve played the first game, you’ll get some "Aha!" moments, but it’s not required reading.
- It's a short indie game. Wrong. It’s a 30-to-40-hour epic. If you’re a completionist, you’re looking at 50+ hours.
- It’s too easy. It can be. But the game uses "Relics." These are items in your inventory you can turn on or off to change the difficulty. Want auto-healing after battle? Turn it on. Want harder timing windows? Turn that on instead. You curate your own challenge.
The Fleshmancer and the Lore Deep-End
The Fleshmancer is the overarching antagonist of the Sabotage universe. In Sea of Stars, we see him at the height of his power. He’s an Alchemist. He’s basically a god-tier jerk who experiments on living things because he’s bored and immortal.
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The story gets dark.
Despite the bright colors and the "Saturday morning cartoon" vibe of some characters, the stakes are cosmic. You aren't just saving a village; you’re trying to prevent the literal end of the world. The connection to the "Blue Robes" from The Messenger starts to make a lot more sense as you reach the final act. It’s about the cycle of time. It’s about sacrifice.
How to Actually Play Sea of Stars Effectively
If you’re starting now, stop hoarding your MP. The game is designed around "Live Mana." When you hit an enemy with a regular attack, they drop little orbs of mana. You can suck these up to boost your next move. This means you should be using your skills constantly. Don't save them for the boss. The game wants you to be flashy.
Use Garl.
Garl is the heart of the game. He doesn't have magic, but he has snacks. In the early game, his "Nourish" ability is the most reliable healing you have. Plus, his "Hurl" move is essential for moving enemies around the battlefield to line up area-of-effect attacks.
Realizing the Next Steps for Fans
If you’ve finished the game and feel that void, you have a few options. First, if you haven't played The Messenger, go do that immediately. Seeing how the world ends up is a trip after seeing it in its prime. Second, look into the "Throes of the Watchmaker" DLC. It adds more layers to the story and more playable content that bridges the gap even further.
Actionable Steps for the Best Experience:
- Toggle Relics Early: Don't feel like a "cheater" for using them. Use the "Sequent Flashes" relic if you’re struggling to learn the timing for hits; it provides a visual cue that trains your brain.
- Talk to Teaks: The traveling historian on your ship will tell you stories based on artifacts you find. This is where the heaviest lore connections to The Messenger are hidden. Don't skip these.
- Explore the Solstice Shrines: These are optional puzzles. They give you the best gear and some of the most interesting lore bits regarding the previous warriors.
- Finish the True Ending: There is a "standard" ending and a "true" ending. To get the real conclusion that sets up the sequel, you need to finish the post-game tasks involving the mysterious pillars. It’s worth the extra few hours.
Sea of Stars is a rare prequel that enriches its successor without being trapped by it. It stands as its own masterpiece while giving long-time fans exactly what they wanted: a reason to care about this world all over again. It’s a big, beautiful, slightly melancholy journey that reminds us why we fell in love with RPGs in the first place. Go find those Solstice Shrines. Solve the puzzles. See what happens when the sun and moon finally align.