Compare Silent Sector prices across 50+ stores and find the best deal. Developed by Rake in Grass. Published by Rake in Grass. Released on 2/17/2021. Available on PC. Genres: Action, Indie, RPG, Simulation.

Firefly-meets-Elite in top-down form: rewarding if you lean into faction politics and ship upgrades, rough around the edges if you expect polished combat from the jump.

My first reaction to Silent Sector was that someone at Rake in Grass watched too much Firefly, played too much Elite, and decided to mash both into a 2D top-down space RPG with crude jokes and, inexplicably, cows. That is not a complaint. The game plants you in a lawless galactic backwater where several factions are tearing each other apart over a rare mineral called Eldorite, your ship and cargo have already been stripped, and a villain named Admiral Zed is responsible. From that debt-fuelled starting point, you pick your angle: merchant, miner, mercenary, or free-roaming adventurer. The four-path structure is loose enough to feel genuinely open but tight enough that your early faction alignment choices ripple into quest availability later in a meaningful way. The roster sits at over 60 ships spread across faction tiers, and the weapon loadout system covers guns, missiles, lasers, and upgrades that change how engagements feel at each power bracket. Here is where I have to be straight with you: early-game combat is the weakest part of the experience. Ships move fast, the camera does not zoom out far enough, and non-guided weapons feel nearly pointless until your ship stats climb. Community feedback flagged this at launch and the criticism is fair. Beam weapons in particular feel like decorative lasers rather than combat tools. Guided missiles shift the balance considerably, so the honest advice is to treat the first few hours as an extended tutorial and aim for mid-tier ships before expecting combat to click. Once you reach capital-class hardware and a solidly upgraded loadout, the chaos becomes enjoyable rather than frustrating. On the RPG and exploration side, Silent Sector earns most of its goodwill. Seven rival factions each carry their own storylines and quest chains, and picking the "Pirates friendly" alignment at character creation dramatically reshapes which missions make sense and which feel pointless. That kind of consequence is exactly what I look for in faction-driven open-world design. The semi-randomly generated space map adds replayability without feeling like a content-generation cop-out, and random encounters keep long stretches of travel from going flat. The Wild West sci-fi tone, complete with a harmonica-laced soundtrack, ties the whole thing together in a way that larger budget space games rarely bother attempting. The mod scene is modest but active. Community members have already pushed ship variety well beyond what ships the base game caps out at, and the game's data structure is reportedly approachable for modders. That is a good sign for long-term playability on a title with a small player base. No mod tools were formally shipped by the developer, but what the community has done informally suggests the game is at least structurally friendly to tinkering. Rake in Grass has a track record with the Jets'n'Guns and Rampage Knights series, so post-launch fixes are credible, though the game is past its main update window at this point. The one honest reservation I have is depth versus breadth. A single critic review pegged it as a game that sits in an awkward middle zone: too involved for pure shooter fans, too arcade-y for hardcore space sim players, and too derivative for players who have already sunk hundreds of hours into the genre's best examples. That critique has some merit. If you are coming from Starsector or Elite Dangerous expecting comparable strategic weight, you will find Silent Sector thinner. But if you want a breezy, tonally distinct sandbox with real faction stakes, a soundtrack that respects the genre's Western roots, and enough ship variety to experiment across multiple runs, it delivers what it promises at a price point that asks very little of your wallet. Diego, Scout Team

Silent Sector
ActionIndieRPGSimulation

Silent Sector

Feb 17, 2021Rake in Grass
GamerScout Says

Firefly-meets-Elite in top-down form: rewarding if you lean into faction politics and ship upgrades, rough around the edges if you expect polished combat from the jump.

PC
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About Silent Sector

My first reaction to Silent Sector was that someone at Rake in Grass watched too much Firefly, played too much Elite, and decided to mash both into a 2D top-down space RPG with crude jokes and, inexplicably, cows. That is not a complaint. The game plants you in a lawless galactic backwater where several factions are tearing each other apart over a rare mineral called Eldorite, your ship and cargo have already been stripped, and a villain named Admiral Zed is responsible. From that debt-fuelled starting point, you pick your angle: merchant, miner, mercenary, or free-roaming adventurer. The four-path structure is loose enough to feel genuinely open but tight enough that your early faction alignment choices ripple into quest availability later in a meaningful way. The roster sits at over 60 ships spread across faction tiers, and the weapon loadout system covers guns, missiles, lasers, and upgrades that change how engagements feel at each power bracket. Here is where I have to be straight with you: early-game combat is the weakest part of the experience. Ships move fast, the camera does not zoom out far enough, and non-guided weapons feel nearly pointless until your ship stats climb. Community feedback flagged this at launch and the criticism is fair. Beam weapons in particular feel like decorative lasers rather than combat tools. Guided missiles shift the balance considerably, so the honest advice is to treat the first few hours as an extended tutorial and aim for mid-tier ships before expecting combat to click. Once you reach capital-class hardware and a solidly upgraded loadout, the chaos becomes enjoyable rather than frustrating. On the RPG and exploration side, Silent Sector earns most of its goodwill. Seven rival factions each carry their own storylines and quest chains, and picking the "Pirates friendly" alignment at character creation dramatically reshapes which missions make sense and which feel pointless. That kind of consequence is exactly what I look for in faction-driven open-world design. The semi-randomly generated space map adds replayability without feeling like a content-generation cop-out, and random encounters keep long stretches of travel from going flat. The Wild West sci-fi tone, complete with a harmonica-laced soundtrack, ties the whole thing together in a way that larger budget space games rarely bother attempting. The mod scene is modest but active. Community members have already pushed ship variety well beyond what ships the base game caps out at, and the game's data structure is reportedly approachable for modders. That is a good sign for long-term playability on a title with a small player base. No mod tools were formally shipped by the developer, but what the community has done informally suggests the game is at least structurally friendly to tinkering. Rake in Grass has a track record with the Jets'n'Guns and Rampage Knights series, so post-launch fixes are credible, though the game is past its main update window at this point. The one honest reservation I have is depth versus breadth. A single critic review pegged it as a game that sits in an awkward middle zone: too involved for pure shooter fans, too arcade-y for hardcore space sim players, and too derivative for players who have already sunk hundreds of hours into the genre's best examples. That critique has some merit. If you are coming from Starsector or Elite Dangerous expecting comparable strategic weight, you will find Silent Sector thinner. But if you want a breezy, tonally distinct sandbox with real faction stakes, a soundtrack that respects the genre's Western roots, and enough ship variety to experiment across multiple runs, it delivers what it promises at a price point that asks very little of your wallet. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Faction Reputation SystemTop-Down Space CombatSemi-Procedural WorldWild West Sci-FiMulti-Path SandboxGuided Weapons ProgressionHarmonica Soundtrack

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7/8/10 64-bit
Memory
4 GB RAM
Storage
200 MB available space
Graphics
OpenGL 3.2 compatible
Processor
Dual Core 2.0 GHz

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Game Info

Developer
Rake in Grass
Publisher
Rake in Grass
Release Date
Feb 17, 2021

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What platforms is Silent Sector available on?

Silent Sector is available on PC.

When was Silent Sector released?

Silent Sector was released on 17 February 2021.

Who developed Silent Sector?

Silent Sector was developed by Rake in Grass.