You play a thief and her small animal companion taking jobs from rival crime syndicates across a few planets, sneaking into compounds and flying a ship between them. Blaster fights are quick, but sneaking past guards is usually smarter. Every job you accept annoys one gang and pleases another.
Gameplay video
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Screenshots & review notes

The verdict
Sneaking past guards usually beats fighting them here, and that focus on stealth makes for a tense, satisfying adventure, though blaster fights themselves feel a bit simple by comparison. Every job you accept annoys one gang and pleases another.

The mechanics
You play a thief and her small animal companion taking jobs from rival crime syndicates, sneaking into compounds and flying a ship between planets. Choices about which gang to favour affect how missions play out later.

Presentation
The planets are detailed and varied, moving between grimy compounds and open landscapes, with a soundtrack that fits the wider universe. It looks polished without straying far from familiar territory.

Staying power
There is a good amount of planet hopping and side jobs to fill many hours. It suits fans of the wider universe and stealth focused players more than pure action fans.
Frames captured from the gameplay video above; notes are our own take on the game.
What it's like to play
You control a thief accompanied by a small animal companion, walking and sneaking through crowded outposts and quiet compounds across a handful of planets, with a blaster on your hip that fires with one button and a scan tool that highlights nearby objects and guards through walls. Sneaking is done by crouching and sticking to shadows, and your companion can be sent ahead to distract a guard or grab a small item you cannot reach, which becomes a habit within the first few missions. Traveling between planets means walking to your ship and flying it briefly through space, handled simply enough that it never feels like a separate flying game bolted on.
The goal is to complete jobs for a handful of rival crime organizations scattered across these planets, and a key twist is that helping one group with a job typically annoys a rival group, shifting how they treat you the next time you cross paths with them. Blaster fights when they happen are quick and fairly forgiving, but sneaking past guards using timing and your companion's distractions is usually the smarter and safer option, and difficulty grows as compounds add more guards and better lit areas that are harder to hide in. Story missions escalate the stakes of who you have upset and how far they are willing to go to get back at you.
A session tends to alternate between careful, patient sneaking through one compound and a burst of blaster fire when a plan falls apart, giving it a mixed pace rather than one steady rhythm throughout. It suits players who enjoy stealth options but do not mind occasional combat, and fans of the wider setting will recognize plenty of familiar sights along the way. The honest drawback is that the constant balancing act between rival factions can feel like a chore to track, since a job that helps one group out can quietly close off content with another without much warning.
