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Citizen Sleeper 2: Starward Vector does not have a verified built-in cheat-code menu in the available official material. The useful “cheats” are planning techniques: lower stress before contracts, protect good dice, choose crew who cover the Sleeper’s weak skills, and carry enough fuel and supplies to finish jobs. There are 30 Steam achievements, plus optional secrets and choice-dependent crew routes. This guide explains the systems first, then marks the spoiler-heavy unlock paths so you can decide how much to reveal.
Does Citizen Sleeper 2 have cheats or console codes?
No documented cheat codes, cheat menu, or official command list is provided for Citizen Sleeper 2. Treat the title’s “cheats” as reliable ways to manage its dice, stress, contracts and branching decisions rather than as button combinations. The game is officially described as a dice-driven RPG in the Steam store listing, and each class has a unique Push ability that can rescue a difficult job or create a dangerous spiral depending on when you use it.
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1Repair Windows errors before they cause bigger problems2Scan for outdated or missing drivers - takes under a minute3Clear out junk files and repair common Windows errorsThat distinction matters. A tactic can improve your odds, but it cannot guarantee a particular roll or erase the consequences of a choice. Some failures are allowed to move the story forward, as the publisher explains in its official tips post; failure is not automatically a dead end, but neither is every failure harmless.
How do stress, dice and Push work together?
Stress is the resource that makes a bad contract spiral. The publisher specifically advises resting on the Rig to reduce stress and warns that Push costs stress. Before taking a high-risk action, ask whether the extra result is worth spending the resource you need for the next cycle.
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Use this decision order on a dangerous action
- Check the action’s danger level. Dangerous actions have worse consequences than risky actions. A low die that might be acceptable on a routine task can be disastrous here.
- Look at every die available, not only the current action. The official advice says it can be more strategic to leave 1s and 2s unused and end the cycle than to force them into a contract. This is guidance, not a universal optimum: an objective that expires may justify the gamble.
- Reduce stress before you push. Rest on the Rig when the schedule allows it. Push can turn a difficult job, but spending stress while already unstable can leave you unable to recover from the next consequence.
- Reserve strong dice for irreversible objectives. If a contract has several steps, spend your best result on the step whose failure loses an objective, triggers capture or closes a route. Use weaker dice on forgiving actions when possible.
- Accept a controlled failure when the alternative is a collapse. A failed check may advance the narrative, while a chain of stress and injuries can damage later contracts. Read the consequence text before committing.
There is no single “always reroll” or “always Push” rule. The correct choice depends on the contract timer, the danger tag, your remaining stress and whether a later action needs a particular skill.
How should I choose a crew?
Build the crew around the Sleeper’s missing skills, not around the characters you like best. Fellow Traveller notes that contracts use a broad range of skill actions and gives Juni as an example of a useful recruit for a Sleeper without Interface skill. A balanced crew turns more contract rolls into safe options and reduces the number of times you must spend stress to compensate.
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Clear out junk files and repair common Windows errorsFree Scan →Scan for outdated or missing drivers - takes under a minuteDriver Scan →Before accepting a job, scan its listed actions and compare them with the skills your current team can supply. Keep at least one reliable option for the contract’s most dangerous action. A character who is merely strong in a skill you already cover may add less value than a weaker recruit who fills a gap.
- Interface gap: prioritize a crew member such as Juni if your Sleeper cannot handle Interface actions.
- Mixed-action contracts: prefer complementary skills when a job moves between several action types.
- Route planning: some recruitment decisions are mutually exclusive, so do not dismiss a character if you intend to pursue that character’s achievement later.
Recruitment is also an unlock system. The community’s 100% achievement guide records routes for Juni, Yu-Jin, Kadet, Nia or Femi, Flint and Luis. Those instructions reveal story turns, so use the spoiler section below rather than reading the route list before your first run.
How much fuel and how many supplies do I need?
Fuel is required to travel, while supplies add contract turns, up to a maximum of five. The publisher warns that not every Belt destination has a place to restock. In practice, travel planning is part of contract planning: a successful job can still leave you stranded if you spend your last fuel or arrive without enough supplies for its extra turns.
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Travel checklist
- Check the destination and the next likely destination before departing.
- Buy fuel while you are at a location that sells it; do not assume the destination will have a shop.
- Carry supplies for the contract’s longest plausible path, up to the five-turn cap.
- Keep a reserve for an optional objective or a failed action that adds work.
- Restock before entering a Belt location known to lack a vendor.
Supplies do not make every contract safe. They buy time, and time lets you wait for a better die, use a different crew skill or recover from a setback. Spending all of them on a low-value objective can leave the final objective exposed.
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Use a short preparation routine rather than launching immediately after every story scene.
- Read all objectives and consequence text. Mark the action that can trigger capture, lose an objective or close a route.
- Check stress and the Push cost. If stress is high, rest on the Rig before taking a job that depends on Push.
- Match crew skills to the action list. Replace redundant specialists with someone who covers a missing skill.
- Check the supply count. You can gain up to five extra contract turns, but only if you have supplies to spend.
- Review travel resources. Fuel determines whether you can reach the job and continue afterward.
- Set a stopping rule. Decide in advance which low-value action you will abandon if only a 1 or 2 remains and the task is dangerous.
This routine is especially useful on a first playthrough because the game’s branching outcomes are often more important than perfecting every individual roll.
What unlockables and achievements are in Citizen Sleeper 2?
Steam lists 30 achievements for the current listing, accessed in 2026. The set includes ordinary progression milestones, difficulty goals such as completing the game on Dangerous, and discoveries such as making a home for a stowaway. Steam’s global percentages can change as more players earn each achievement, so treat them as live counters rather than permanent completion rates.
The community guide groups the remaining achievements into several kinds:
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- Recruitment achievements: bring specific characters into the crew through their personal contracts and later invitations.
- Contract-performance achievements: complete objectives cleanly, avoid excessive failures, recover every required item or avoid capture.
- Discovery achievements: find hidden story elements, including the drone mind and the stowaway.
- Branch achievements: choose one side of a character or rescue chain, with another achievement tied to the alternative.
Because some conditions are hidden until the relevant contract appears, keep a manual note of your choices. If you are achievement hunting, make a save before a major invitation or final rescue decision where the game permits it.
Spoiler guide: how do I recruit the main optional crew?
Spoilers below. The following routes are summarized from the community guide, not presented as universal guarantees for every build.
- Juni: bring her on the early Hexport datacore mission, let her keep the datacore, then allow her to join later at Helion Gate.
- Yu-Jin: complete his Far Spindle contract and invite him to stay.
- Kadet: help recover the tape, then agree to let Kadet join at the Scatteryards.
- Femi and Nia: the Little Sister and The Big Brother achievements follow the rescue chain. The final choice determines which sibling joins. The guide’s comments record corrections to earlier route details, so follow the updated version rather than an old copied list.
- Flint and Luis: their routes are included in the guide’s crew and contract sections; read the relevant branch before committing to a mutually exclusive choice.
These are not “secret codes.” They are state-dependent outcomes, so an apparently small decision—who keeps an item, whether you issue an invitation, or which rescue outcome you select—can determine the later achievement.
Which contract achievements are easiest to miss?
Achievements can depend on how you finish a contract, not merely on accepting it. The guide documents examples such as extracting a core cleanly, retrieving all three stepsilk husks, and finishing Darkside Recon without triggering capture.
For these jobs, prioritize objective preservation over speed. Read whether a failure removes an item, adds a capture state or prevents a later step. If the contract allows you to end the cycle, leaving a weak die unused may preserve a clean outcome better than forcing one more action. Conversely, if an objective is about to expire, a calculated risk may be the only way to keep the route alive.
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Longer spoiler-heavy branches include Brain Scratch, Stranger Danger and Pilgrim Bloom. Use the community guide’s individual sections only after deciding whether you want to preserve discovery on your current save.
What are the mushroom farm, drone mind and stowaway secrets?
Mushroom farm (optional secret): the publisher’s tips post describes a chain of setup work on the Rig that can produce a mushroom farm. Once established, it can be harvested three times per cycle with an Intuit check; a positive result provides +1 supply. This is an optional resource project, not a prerequisite for finishing the story, and it is best treated as a spoiler.
Drone mind and stowaway: the achievement guide lists both as discovery objectives. Their exact triggers are embedded in story branches, so searching every location and reading unusual dialogue is safer than rushing from contract marker to contract marker. The stowaway achievement also asks you to make a home for the character, which means discovery and a later accommodation decision are separate parts of the unlock.
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Can I do everything in one run like in the first game?
Do not assume one run can collect every crew outcome and branch achievement. The available community discussion reports mutually exclusive crew decisions and a Fraction Drive outcome that a player says requires passing an Engage check. That is an anecdotal player report, not an official guarantee, but it is enough reason to plan separate saves or runs when pursuing a complete achievement set.
A sensible first run is discovery-focused: recruit the people you naturally meet, learn how stress and supplies behave, and accept that some achievements will remain locked. A second, planned run can follow the updated guide, reserve strong dice for required checks and protect the specific contract outcomes you missed. This approach is usually less frustrating than reloading every uncertain action and still preserves the game’s choice-driven structure.
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What should I do when a contract starts going wrong?
Pause and classify the problem before spending another resource.
- High stress: if travel and timing permit, return to the Rig and rest before the next dangerous contract.
- No suitable die: leave a 1 or 2 unused when the action is dangerous and the consequence is worse than the reward.
- Missing skill: change the crew for future contracts; do not repeatedly burn Push to cover a permanent gap.
- Low supplies: stop optional objectives and plan a restock route before committing to another destination.
- Failure already happened: continue reading the new state. Some failures advance the narrative, and abandoning the run can lose more information than the failed check itself.
Save-scumming is a personal choice, but it can hide the alternate outcomes that make the branching system meaningful. If your goal is a particular achievement, use a pre-decision save; if your goal is to see the story, let the consequence play out at least once.
How we selected these tips and unlock routes
The gameplay advice comes from Fellow Traveller’s publisher-posted tips, the game’s official Steam description and the current Steam achievement listing. Detailed routes come from a community-authored achievement guide, while the one-run and Fraction Drive caveat comes from a player discussion and is labeled as anecdotal. No performance figures, completion times or independent test results are needed to use these strategies.
Frequently Asked Questions
Can I earn every crew achievement on one save file?
Not reliably. Several recruitment and rescue outcomes are reported as mutually exclusive, so keep a pre-decision save when the game allows it or plan a second run for the opposite branch.
Do Steam achievement percentages stay the same?
No. The percentages on Steam are global, changing as players unlock each achievement. Use the achievement names and conditions as the stable reference, not the displayed percentage.
Is the Rig mushroom farm required to finish the story?
No. It is an optional project that can provide supplies after the setup chain, making it useful for resource management but not a mandatory story unlock.
What is the safest way to chase a clean contract outcome?
Identify the objective whose failure changes the route, reserve your best die and avoid spending weak dice on dangerous actions. Carry enough supplies to buy extra turns instead of forcing the final check while stressed.




