ISS Vanguard vs Sleeping Gods: Which Should You Buy?
If you've been eyeing a big story campaign, these two keep landing in the same shopping cart, and honestly, fair. Both are 1-4 player co-op campaigns rated medium-heavy, both put narrative front and center, and both ask for a real commitment (ISS Vanguard can run 20 to 60 hours, and Sleeping Gods sprawls across session after 60-120 minute session). They're also both gorgeous in completely different ways: Vanguard goes lavish with 86 crew portraits and a free app with voice acting, while Sleeping Gods is basically one person's painted daydream, written, drawn, and published by Ryan Laukat himself.
Here's the difference that actually decides it, though. ISS Vanguard is built for a full, chatty table that treats setup and admin as part of the ritual. Sleeping Gods is at its best small and quiet, solo or with one trusted partner, with a save system that lets you walk away for weeks and pick up exactly where you stopped. Figure out which table you actually have, and the choice mostly makes itself.
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ISS Vanguard
2022 · Andrzej Betkiewicz, Krzysztof Piskorski, and Paweł Samborski
If your group loves long sci-fi campaigns and won't flinch at the admin, this is one of the most atmospheric ones out there. Everyone else should sit a session before they buy.
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Sleeping Gods
2021 · Ryan Laukat (Red Raven Games)
If you want a story-first co-op you can stop and resume forever, this is one of the best on the table. Just keep the player count low and make peace with combat that occasionally hits back hard.
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ISS Vanguard
- Planetary exploration genuinely captures that scared-and-curious sense of stepping onto an alien world
- Dice-manipulation system, where cards modify and recover dice, gives the rolls real tactical texture
- Production is lavish: 86 crew with portraits and backstories, plus a free app with voice acting and music
- The two phases feel jarringly different, and the ship phase has fewer real decisions than the marketing suggests
- Heavy admin and rules-wrangling, most groups end up needing one person to run the table
Sleeping Gods
- The open-world exploration genuinely feels open, you choose where to sail and which threads to chase
- Ryan Laukat's art and 250-plus story passages make the world feel handmade and worth poking at
- The save-and-resume atlas lets you pause a campaign for weeks and pick up exactly where you left off
- Quarterbacking and downtime get ugly at 3-4 players, most reviewers say cap it at two
- Combat can be brutally swingy and sometimes feels unfair, and the iconography is hard to remember
How they actually play
ISS Vanguard is very much the Star Trek away-team fantasy. You're crew on a deep-space exploration ship, dropping onto strange planets one mission at a time, and each landing is a dice-and-card puzzle where you commit dice to checks, then play cards to nudge results and claw dice back. That dice manipulation is where the cleverness lives, and the planetary exploration genuinely captures that scared-and-curious feeling of stepping onto an alien world. The catch is that it's really two games stapled together. The away missions can be thrilling but lean hard on luck, and the ship management phase between them plays thinner than the marketing suggests.
Sleeping Gods trades the mission structure for a true open world. You're Captain Sofi Odessa and her crew, yanked into a strange sea in 1929, sailing the Manticore around a giant hand-painted atlas and flipping to numbered passages in a spiral-bound story book. You choose where to sail and which threads to chase, and with 250-plus story passages, players keep calling it the exploration game that finally gets exploration right. Its rough edge is combat. It's a clever grid puzzle when it clicks, but it can spike brutally without warning, and reviewers describe staring down a seven-defence enemy with no gear and just drawing fate cards in despair.
Complexity and learning curve
Both games sit at medium-heavy, but they're heavy in different places. Vanguard's weight is mostly admin: cards shuffling between folder sections, a fat log book, and fiddly AI rules. Most groups quietly hand one person the job of running the table, so if nobody at yours wants to be that person, that's a real warning sign. It's aimed at people who loved Gloomhaven and wished it wore a spacesuit, and the setup ritual comes with the territory.
Sleeping Gods is gentler to run day to day (you're mostly reading, sailing, and making choices), but it has its own trip hazards. The iconography is genuinely hard to remember (a skull meaning accuracy trips up a lot of new crews), and combat can feel unfair before you've learned to respect it. First sessions in both games are bumpy, but I'd hand Sleeping Gods to a less experienced pair and save Vanguard for a table that already enjoys rules-wrangling.
Replayability and table presence
Player count is where these two really split. Vanguard wants a group. Talkative tables that enjoy debating missions get the most from it, while solo and two-player games feel pinched on resources. Sleeping Gods is the mirror image: push past two players and it sags into quarterbacking and long downtime, with one poor soul reading passages aloud while everyone waits. Most reviewers say cap it at two, and it's honestly lovely solo.
As for staying power, be honest with yourself about both. Vanguard's late campaign can sag into repetitive rolling, and Sleeping Gods loses some spark on later voyages once the first trip's magic is spent. But Sleeping Gods has one quiet superpower: the save-and-resume atlas. You mark a log sheet, pack the whole thing up, and come back weeks later right where you left off. For a campaign this big, that's rare, and it's the reason so many copies actually get finished instead of gathering dust.
Both are worth owning, just not by the same person. Buy ISS Vanguard if you've got a committed group of three or four who love sci-fi, like talking through missions, and won't flinch at heavy admin for a 20 to 60 hour campaign (though I'd still play a session at a friend's table first, because this one earns devotion or frustration, rarely a shrug). Buy Sleeping Gods if you mostly play solo or with one partner, would rather wander and read than race a clock, and want a campaign you can pause for weeks without losing your place. If your game nights are unpredictable and your group is small, Sleeping Gods is the safer, warmer pick.
Vanguard is the big-table space epic that demands devotion, Sleeping Gods is the painted world two people can savor at their own pace.