Why Citizen Sleeper 2's no-code creative process is an inspiration

Citizen Sleeper 2 no-code development; a man floats in space, but its yellow
(Image credit: Fellow Traveller)

Game development is hard, we all know that. It’s often said that any finished game, no matter how good or bad, represents a kind of miracle, the alchemical intermeshing of disparate elements of art, audio and code to breathe life into something unique (and something that probably only worked properly for the first time a few weeks before release). It’s difficult, and, to the outsider, a bit mysterious. But it’s also getting easier.

Solo developer Gareth Damian Martin revealed to us recently that Citizen Sleeper 2 – along with Gareth’s previous games – was built entirely using visual scripting. In other words, Gareth didn’t have to type out endless strings of code to create this world. Instead, it was made from dropdown menus and flow charts. This game was dragged and dropped into existence.

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Lewis Packwood
Video games journalist

Lewis Packwood has been writing about video games professionally since 2013, and his work has appeared in The Guardian, Retro Gamer, EDGE, Eurogamer, Wireframe, Rock Paper Shotgun, Kotaku, PC Gamer and Time Extension, among others. He is also the author of Curious Video Game Machines: A Compendium of Rare and Unusual Consoles, Computers and Coin-Ops (White Owl, 2023).