Compara los precios de Crying Suns en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Alt Shift. Publicado por Humble Bundle. Lanzado el 18/9/2019. Disponible en PC. Géneros: Indie, Strategy. Puntuación Metacritic: 75/100.

A story-driven tactical rogue-lite where you command a space fleet through a crumbling empire - think FTL with a Dune paperback tucked in its pocket.

Crying Suns is a tactical rogue-lite set in a collapsed galactic empire, and it plays like someone fed FTL, Dune, and Isaac Asimov's Foundation into the same design document. You take the role of a fleet admiral waking from cloning sleep to find civilization in ruins, and your job is to push through procedurally generated star systems, piecing together what happened while fighting off pirates, rogue factions, and the occasional existential horror. Each run layers new story fragments on top of the last, so even a failed campaign rarely feels wasted. The core decision loop sits at two levels. On the galaxy map you manage fuel, crew morale, and squadron loadouts across a series of sectors, making resource calls that feel genuinely consequential - bypass a distress beacon and save fuel, or respond and risk a fight you might lose. In combat the game zooms to a top-down tactical view where you deploy officer-class squadrons (bombers, fighters, support units) against enemy flagships. It is not a reflex game. You are pausing, reading cooldown timers, deciding which subsystem to hit first. Targeting the enemy weapons bay before their shields come online versus rushing their engines to prevent escape - those are the kinds of micro-decisions that actually determine outcomes. For a strategy brain, this level of deliberation is satisfying rather than slow. Where Crying Suns earns its 86% Steam rating is in atmosphere and narrative density. The writing is consistently better than you expect from a rogue-lite, with branching event text that references your previous choices and ongoing lore threads that unfold across multiple runs. Where it earns its criticisms is in run variety. The officer abilities and ship upgrades do not offer a wide enough spread of build paths to keep every playthrough feeling mechanically distinct. After fifteen or twenty hours you will start recognizing not just event types but the optimal response to them, and the mid-game especially starts to feel like executing known solutions rather than discovering new ones. The AI opponents are competent but scripted enough that experienced players will identify patterns quickly. Mod support is limited compared to more open-ended strategy titles, so there is no community expansion filling those gaps. For newcomers to the rogue-lite genre, Crying Suns is actually a reasonable entry point. The pacing is slower than FTL, the tutorial explains mechanics without condescension, and the story gives you a reason to push forward beyond the pure mechanical loop. Someone who bounced off faster rogue-lites due to reflex demands will find this more approachable. The genre veteran, though, should calibrate expectations: this is a focused, atmospheric experience with a meaningful but finite replay ceiling, not a systemic sandbox that rewards a hundred-hour optimization spiral. If you want a procedurally structured space opera that respects your time and delivers a complete narrative arc, Crying Suns holds up well. Just do not come in expecting the build diversity of a deep roguelike or the AI challenge of a full grand-strategy title. Diego, Scout Team

Crying Suns

Crying Suns

18 sept 2019Alt ShiftHumble Bundle
GamerScout opina

A story-driven tactical rogue-lite where you command a space fleet through a crumbling empire - think FTL with a Dune paperback tucked in its pocket.

PC
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €0.49

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Crying Suns is a tactical rogue-lite set in a collapsed galactic empire, and it plays like someone fed FTL, Dune, and Isaac Asimov's Foundation into the same design document. You take the role of a fleet admiral waking from cloning sleep to find civilization in ruins, and your job is to push through procedurally generated star systems, piecing together what happened while fighting off pirates, rogue factions, and the occasional existential horror. Each run layers new story fragments on top of the last, so even a failed campaign rarely feels wasted. The core decision loop sits at two levels. On the galaxy map you manage fuel, crew morale, and squadron loadouts across a series of sectors, making resource calls that feel genuinely consequential - bypass a distress beacon and save fuel, or respond and risk a fight you might lose. In combat the game zooms to a top-down tactical view where you deploy officer-class squadrons (bombers, fighters, support units) against enemy flagships. It is not a reflex game. You are pausing, reading cooldown timers, deciding which subsystem to hit first. Targeting the enemy weapons bay before their shields come online versus rushing their engines to prevent escape - those are the kinds of micro-decisions that actually determine outcomes. For a strategy brain, this level of deliberation is satisfying rather than slow. Where Crying Suns earns its 86% Steam rating is in atmosphere and narrative density. The writing is consistently better than you expect from a rogue-lite, with branching event text that references your previous choices and ongoing lore threads that unfold across multiple runs. Where it earns its criticisms is in run variety. The officer abilities and ship upgrades do not offer a wide enough spread of build paths to keep every playthrough feeling mechanically distinct. After fifteen or twenty hours you will start recognizing not just event types but the optimal response to them, and the mid-game especially starts to feel like executing known solutions rather than discovering new ones. The AI opponents are competent but scripted enough that experienced players will identify patterns quickly. Mod support is limited compared to more open-ended strategy titles, so there is no community expansion filling those gaps. For newcomers to the rogue-lite genre, Crying Suns is actually a reasonable entry point. The pacing is slower than FTL, the tutorial explains mechanics without condescension, and the story gives you a reason to push forward beyond the pure mechanical loop. Someone who bounced off faster rogue-lites due to reflex demands will find this more approachable. The genre veteran, though, should calibrate expectations: this is a focused, atmospheric experience with a meaningful but finite replay ceiling, not a systemic sandbox that rewards a hundred-hour optimization spiral. If you want a procedurally structured space opera that respects your time and delivers a complete narrative arc, Crying Suns holds up well. Just do not come in expecting the build diversity of a deep roguelike or the AI challenge of a full grand-strategy title.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamRogue-liteFleet CombatTactical PauseNarrative EventsSci-Fi StoryRun-Based ProgressionSubsystem TargetingSingle-Run Campaign

Requisitos del sistema

Mínimos

Processor
Dual-core 2.5 GHz or equivalent
Memory
4 GB RAM
Graphics
Dedicated GPU, 1 GB VRAM/ AMD HD5750 or equivalent
DirectX
Version 10
Storage
2 GB available space

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Reseñas y valoraciones

Metacritic
75
Steam
86%(4,479)

Información del juego

Desarrolladora
Alt Shift
Distribuidora
Humble Bundle
Fecha de lanzamiento
18 sept 2019

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¿En qué plataformas está disponible Crying Suns?

Crying Suns está disponible en PC.

¿Cuándo se lanzó Crying Suns?

Crying Suns se lanzó el 18 de septiembre de 2019.

¿Quién desarrolló Crying Suns?

Crying Suns fue desarrollado por Alt Shift y publicado por Humble Bundle.

¿Merece la pena comprar Crying Suns?

Crying Suns tiene una puntuación Metacritic de 75/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.