
Roleplaying in the ruins of interplanetary capitalism. Live the life of an escaped worker, washed-up on a lawless station at the edge of an interstellar society. Inspired by the flexibility and freedom of TTRPGs, explore the station, choose your friends, escape your past and change your future.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3/day in the week to Aug 26 → 4/day in the week after.
About

One of 2022’s most acclaimed indies, the Game Awards-nominated Citizen Sleeper is a Tabletop-inspired narrative RPG set on Erlin’s Eye, a ruined space station that is home to thousands of people trying to survive on the edges of an interstellar capitalist society.
You are a sleeper, a digitised human consciousness in an artificial body, owned by a corporation that wants you back. Thrust amongst the unfamiliar and colourful inhabitants of the Eye, you need to build friendships, earn your keep, and navigate the factions of this strange metropolis, if you hope to survive to see the next cycle.

Inspired by Tabletop Roleplaying games, Citizen Sleeper uses Dice, Clocks and Drives to create a player-led experience, where you choose your path in a rich and responsive world. Each cycle you use the dice you are dealt to choose what to do with your time. Make or break alliances, uncover truths and escape your hunters. Survive and ultimately thrive, one cycle at a time, and sometimes against the clock!

The station plays host to characters from all walks of life, trying to eke out an existence among the stars. Salvagers, engineers, hackers, bartenders, street-food vendors, each has a history which brought them here. You choose which of them you wish to help, and together you will shape your future.

Eventually, you will learn to use your dice to hack into the station’s cloud to access decades of digital data, uncover new areas and unlock secrets. This is your unique power, and with it you can change your future. Corporate secrets, rogue AIs and troves of lost data await those willing to dive into the depths of the station’s networks.

Essen-Arp: to them you are just property, one more asset in a portfolio that stretches across the stars. You are the product of an abusive system, in a universe where humanity’s expansion is marked by exploitation and extraction. Escape the makers of your decaying body, and chart your own path in a richly imagined, deeply relevant sci-fi world which explores ideas of precarity, personhood and freedom.

Citizen Sleeper uses Dice, Clocks and Drives to create a player-led experience, where you choose your path in a rich and responsive world.

Each cycle you roll your dice. Assign them to vast range of actions available on the station. With every action, choose what, and who, matters to you, shaping the lives of those around you, and ultimately the future of the station.

Clocks track both your actions and the actions of others across the station. From becoming a local at the Overlook Bar to protecting a friend from Yatagan enforcers, clocks allow you to track your own progress and the influence you have on the world around you.

Follow drives not quests, allowing you to pick and choose the stories and activities that matter to you. As you do, you will shape your character's five skills (Engineer, Interface, Endure, Intuit and Engage), unlocking perks and bonuses that reflect and change how you choose to live in this world.

Citizen Sleeper now includes all three post-launch DLC episodes FLUX, REFUGE and PURGE, which expand the game and introduce additional characters and locations to Erlin’s Eye in an exciting new late game storyline.


Jump Over the Age is a one-person game development studio founded by Gareth Damian Martin (they/them). Gareth is the winner of GDCA and Indiecade awards, and has been nominated for a Games Award, multiple IGF Awards, a GDC Award, and four BAFTAs. They have been named both “An accomplished world-builder” (Edge Magazine) and “one of the most exciting indie talents around” (Eurogamer).
Sums Steam only; Xbox, PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 8.3Kreviews | 93% | — | $3.7M |
| $19.99 | 3.5Kratings | 86% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 971 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really good narrative game with unique mechanics. No performance issues and also really good replay-ability.
It started off really well, an artificial mind crudely fashioned into the form of a man trying to find a way to disable ancient and decaying anti-AI programs. Then that plotline ended, and by the time I met the (outside heteronormativ) space communists, my interest had completely dried up. The mechanics are too generous and easy. Outside of the AI stuff, very little of the story feels dystopian at all. Everything works out pretty easily. The hardened bounty hunter becomes a pacifist in a scene that made me question if they had even killed anyone before. I realised I was no longer enjoying the game or caring about the characters.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.7M | 5.6K | 82% | $19.99 | |
| $3.7M | 15.9K | 96% | $9.99 | |
| $3.7M | 5.4K | 86% | $29.99 | |
| $3.7M | 6.9K | 82% | $14.99 | |
| $3.7M | 5.2K | 90% | $24.99 | |
| $3.7M | 8.1K | 92% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.5M | 2.7K | 91% | $24.99 | |
| $9.3K | 21 | 81% | $14.99 | |
| $66.7K | 173 | 87% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $841.4K | 2.9K | 79% | $14.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 3.57/day in the week to Jul 22 → 5.25/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Japanese, Simplified Chinese
| $19.99 |
| 2Kratings |
| 88% |
| — |
| not modelled |
| $5.99−70% | 216ratings | 86% | #288 | not modelled |
| $19.99 | — | 92% | — | not modelled |
| $5.99−70% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 978 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
贩卖了自己,又想找回自我,在陌生的地方同主角一样空虚和迷茫感一直伴随到游戏结束也久久不散,但又在这个地方苟活中不知不觉结下了一个又一个关系,我想在这过程也慢慢找回了自我。有了谈心的人,有了自己的屋子,辛苦了的这一切最后可能都会消失不见,和所有人一一告别,也是和一部分的自我告别,无论是走还是留,都失去了一半的自己,都是宇宙里濒死的尘埃,一个又一个的循环过去,无论抵抗还是服从,都会有大企业们掌控把玩,挥之不去的不安一直在背后跟着,自我一直在增长又再被切割,抛弃这个身体还是留在身体里?抛弃掉被我抛弃的自我算是找回自我么?还是说,我又一次抛弃了自我?厄灵之眼是终点么?飞向更遥远的星际能找到终点么?真的存在那个终点么?被迫切割掉的地方一直作痛,这份痛永远不会停止,只能一遍又一遍的宽慰自己,当下就是最好的。
在空间站的冒险与挣扎几乎直接命中了我对一个SF故事的渴望。风雨飘摇、危在旦夕、身份成谜的主角,在嘈杂喧嚣的脏污世界中一片片拼凑起自己的世界。厄零之眼空间站见证了一个开拓公司的崩溃以及一个公社理想城的腐败,见证了无数人的命运浮沉,见证存在、本质、技术、生命与正义被反复论证,但也只是无垠宇宙中的一处光斑——而徘徊于此的一名赛博格正奔向物质宇宙能够给予的最伟大之幻觉:希望。 [spoiler] 我最先通过的结局就是乘星平线号离开。绿道路线的余波同样撼动人心,不过我想已经有许多先人在彼处留下足迹,便不再赘述。作为全知的玩家来说,和工人父女一起上船只能算好坏参半的结局。在启航以前,厄零之眼已经见证了太多灰心和绝望。公司收割了船坞工人的血汗,梦游体靠打通关节给自己一直关照的父女留了个位子,把他们拽离已经开始融入的环底区社区,而自己也成为与基金会博弈的一枚棋子。就算抛下尘世事务不论,航程漫长,只有米娜有机会在壮年之时到达那个许诺过的新世界,而届时她也将被公司条例驯服,成为温顺冷静的“职业人”,再没有去拥抱一个非法梦游体的勇气。然而结局的文本配合着BGM逐条出现,闪烁在巨船的背侧,竟比我的设想还要冷漠——那命中注定、不可回避的死亡,让自由成了空虚之梦。但那份震动真实可感,为小人物的结局带去星河隽永之美。“你感受着星平线号那庞大引擎最初的推进。这触动,这震颤,将在接下来的几十年常伴你身。无论你勤恳工作、守望米娜成长,抑或梦到那旅途终点的行星,它都绝不会缺席。哪怕你本身在经年的损耗中衰朽,它也会在。列姆和米娜再怎么努力也救不了你,这具身体的安全使用年限,只有十年。哪怕米娜为了帮你撑到目的地而令你冬眠,在那些零星的、意识清明的时刻,也会是它将你惊醒。哪怕米娜含着泪唤醒你,告诉你列姆已经亡故,它也不会停歇。哪怕你希求片刻的寂静,它也不曾止息。哪怕米娜在肃穆中为你关闭维生以外的功能,为你能抵达旅途的终点而无望祈祷。那时,你所能听到的最后的声音,也会是它。然而,现在只是你启程的时刻。这声音和震感仍属新奇的体验。正因为此,它充盈你心的,只有对未来的希冀。” 附上我对余华某句话的朦胧记忆:“创造了一切腐朽与神奇的,是时间。” [/spoiler]
A simple little game with a great flow. I love the cyberpunk atmosphere and multiple ways you can play it and all the endings. The end-game might be of little challenge if you leveled up thoroughly, but I appreciate that the game does not expect me to play it over and over to see all outcomes. I thoroughly enjoyed the stories and events it had to offer. Absolutely worth experiencing for any cyberpunk or RPG fan.
接连不断地玩到不能手动存读档的游戏
This game hits hard, very emotional for a game with only text and static images. Corporations run everything, people are worth nothing in this universe, I can see our society heading down this path. Incredible game. I'm looking forward to playing the second game.
boring characters boring writing every thing take a while for it to happens an about the RPG mechanics ? there nothing there the only good thing about this game is making you fall a sleep faster
Visual novel with the illusion of choice.
通关1周目时长约7小时、100个左右的循环,大部分结局和成就在1周目即可完成,不过由于游戏没有手动存档,如果要全收集会有点小麻烦。 游戏的美术风格、文案和音乐配合得相当不错,故事完整,质量肯定是值得一玩的。与其说是选择取向,不如说大部分时候做出的选择是“什么时候开启某条支线”,骰子系统难度不高,大部分失误都有办法补救。前期的对话分支对后期结局影响小,选项也不算丰富,适合在平静的时候代入世界观体验故事,可能不太适合喜欢主角有强烈性格的、能以一己之力做出改变的玩家。 游戏前期的剧情基本是有关于“我”——一个梦游体的生存挣扎(顺便一提,由于主角没有名字,和npc熟了以后依然被叫梦游体会有点出戏.......),后期尤其是DLC浪涌剧情则和“我”的关系不大,基本是跟难民/卫星的生死存亡有关,所以最好是在对厄灵之眼有了解和归属感以后游玩。这也是缺点之一:前期资源非常吃紧有危机感,后期资源则过于丰富,在等剧情推进的时候就像混日子,天天最大的困扰是选哪个家睡觉,比较割裂......此外,在剧情之内,DLC有许多事件开头在要求主角“证明自己”,虽然能够理解这些人为什么不会轻易交付信任,但是反复靠主动帮忙来触发事件难免显得有些热脸贴冷屁股,所以如果对厄灵之眼和相关NPC没有感情(比如更偏向于逃离结局),主角的动机就太弱了。 角色设计很丰富,有好几个非二元角色,相应代词的中文翻译选择了“伊”,读起来蛮通顺的;不过看讨论好像有玩家以为真的有一个角色叫伊,偶发的误解也是翻译不可不品的一环....... 我最喜欢的剧情是绿道部分和DLC第三章的留下结局,菌子的象征很棒,而且煎起来很好吃......非常非常喜欢拒绝园丁的邀请回到现实世界时那一瞬间的后悔:“怎么会有人甘愿选择这样沉重的累赘,这样纷繁的思绪?”但是此时感受到了理子的手。
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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