Compare Crying Suns prices across 50+ stores and find the best deal. Developed by Alt Shift. Published by Humble Bundle. Released on 9/18/2019. Available on PC. Genres: Indie, Strategy. Metacritic score: 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
IndieStrategy

Crying Suns

Sep 18, 2019Alt ShiftHumble Bundle
GamerScout Says

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.

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About Crying Suns

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

Tags

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

System Requirements

System requirements for Crying Suns aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
75
Steam
86%(4,479)

Game Info

Developer
Alt Shift
Publisher
Humble Bundle
Release Date
Sep 18, 2019

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