Chrono Trigger and Super Mario RPG are major influences
Sabotage Studioβs second game shares roots with the developerβs debut, but they could not be more different. The MessengerΒ was undeniably excellent, a faithful homage to the retro action-platformer genre. But if The MessengerΒ was a love letter to the likes of Ninja Gaiden, Sabotageβs followup, titledΒ Sea of Stars, is an adoring nod to the likes of Chrono Trigger.
Itβs a change of direction drastic enough to give you whiplash. Sabotage co-founder and creative directorΒ Thierry Boulanger tells Destructoid that an old-school SNES-era RPG was always what the studio wanted to do first, but it was too tough of a sell from an unproven team.Β Boulanger mocks a theoretical pitch meeting for a narrative-driven RPG, saying βHey, look at us! We can tell a story and we have zero proof of that, but please invest in this game.β Turns out The MessengerΒ was a lot easier for people to put their faith (and money) into. βYou jump over the pitfall, you do front flips, you kill demons, hereβs a ninja, there you go.β
Now that Sabotage has some credibility to its name, itβs time for that ambitious retro RPG. Sea of StarsΒ is a turn-based role-playing game about Zale and Valere (colloquially called SunBoy and MoonGirl) who are the Children of the Solstice. Zale was born in the summer and harnesses the power of the sun; Valere was born in the winter and has the power of the moon. Combined, they have eclipse magic. (And, in case the timing is lost on you, the gameβs announcement coincides with the vernal equinox.) Itβs also a prequel to The Messenger, as the events of Sea of StarsΒ evidently segue into the state of the world in The Messenger.
Sea of StarsΒ is very much about the duality between these two characters as they fight an evil alchemist known as The Fleshmancer who threatens the entire world.Β Boulanger tells us that βThey complete each other.Β One is a bit more bold and upfront, one is more laid back and curious β but theyβre very much in this together.β Itβs a great-power-and-great-responsibility kind of tale. Boulanger says βThey were basically told βSorry, but your life is not your own. You need to protect the world because you happened to be born on a specific date,β adding that βJust because something isnβt your fault doesnβt mean itβs not your responsibility.β
Boulanger explains that Sabotageβs mindset is to properly cater to all the genres its team members grew up loving, ultimately delivering a βdefinitive editionβ of sorts. βWeβre not just banking on them because retro can sell,β he says. βWeβre putting in the work to rethink the systems, to modernize, while also letting shine what aged well.β In the case of an old-school RPG, that means a mashup of a bunch of unique and beloved mechanics.

Anyone who playsΒ Sea of StarsΒ will recognize the seamless transition into combat that mimicsΒ Chrono Trigger. Well-timed attacks deal extra damage a laΒ Super Mario RPG. The movement isnβt restricted to a grid, but fluid likeΒ Illusion of Gaia. As Boulanger tells us, this remix of sorts βhas been a dream for me since I was 11 or something.β
But itβs not all about Sabotage wearing those influences on its sleeve (although itβs probably a lot about that, to be honest), Boulanger emphasizes that he wantsΒ Sea of StarsΒ to βremove all the tediumβ that bogs down classic RPGs. Sabotage wantsΒ Sea of StarsΒ to be about the story and the progression of the characters, not about grinding levels until youβre capable enough to take on a boss. βThere wonβt be grinding,β Boulanger confirms. βThese are all things that we donβt have time for. We just want the good parts of those [influential] games.βΒ
Itβs early days for Sea of Stars. Sabotage just finished pre-production and figures itβll probably take two more years to make the game. Itβs tentatively scheduled for a 2022 release on PC and consoles β although specific console platforms arenβt mentioned.

Sabotage is also mostly funding Sea of StarsΒ on its own. The Messengerβs success has the studio in a position to tackle something longer and more ambitious without a publisher signing on. However, Sabotage is turning to Kickstarter to help, ahem, kickstart things. βWeβre not financially dependent on the Kickstarter because you canβt realistically ask for even five percent of what it actually costs to make a game with 16 people over three years,β Boulanger explains. βBut, we still need to check in with the fan base to sort of get that validation that people will be there to play it in the end if we commit to it.β
Talking to Boulanger, you kind of get the sense that Sea of Stars is getting made regardless of how the Kickstarter ends up. The evidence supports it: This is the game Sabotage wanted to make first, the team shares a deep appreciation for old-school RPGs, and The Messenger left the studio with enough cash to pursue Sea of Stars. That being said, if you want to chip in ahead of time, you can probably do so with the trust that the people making Sea of Stars love those classic RPGs just as much as you do β and itβs their goal to do right by the genre.