
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 | 10.6Kreviews | 92% | — | $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
氛围、代入感拉满的赛博朋克AVG,美术没得挑。缺点就是我吭吃瘪肚最后达成了逃离厄灵之眼的结局,最后[spoiler]告诉我你的身体快到报废期限的那种白忙活的无力和被耍的感觉[/spoiler],不过也可以看成是赛博朋克主题的一部分。
A fun and worthwhile experience. Confusing at times but It holds a certain charm to it. Give it a shot.
Ce jeu narratif nous plonge dans les entrailles de l'Oeil, une station sur laquelle nous venons d'arriver, en sursis. L'immersion est totale: il y a beaucoup de texte mais celui ci aide à nous plonger dans la compléxité des personnages et rappelle les jeux de rôle papier ou livre. Le suspense du lancer de dé est bien fait, et les premieres heures haletantes tant notre survie est précaire. On se plait à vivre des dilemmes moraux au gré des choix qui nous sont faits et à s'attacher aux personnages que nous cotoyons. Un excellent jeu ! (tout comme sa suite)
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 | 2.9K | 75% | $31.99 | |
| $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 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.5M | 2.7K | 91% | $24.99 | |
| $9.3K | 21 | 81% | $14.99 | |
| $66.7K | 174 | 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 2,419 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% | — | 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
Totally engaging and full of fresh ideas, one of the best interactive fiction games i've experienced. Every mechanic feels rewarding, every narrative choice feels consistent and interlinked. Can't wait to play the second game.
I get to be a sentient roboottttt :3 hehehehehehe
"Citizen Sleeper" is a poetic reminder that I am here for only a moment, and to make the most of this moment with the people that I treasure--and that we're all just walking each other home.
Wonderful game. The setting feels inspired, the story is interesting and the art and music are beautiful. Gameplay is very simple but relaxing.
Great story about finding a home. The things some others say about the waiting X number of days to continue the story is true at times (only happened 2-3 times at me) but it's still worth experiencing
Very cool vibes and music and art style.
with my second go at this, i understand the game better. my standarts for games of this sort are high, and, of course, citizen sleeper is not up to them. many, many games are not up to them. i'm not sure if devs tried to go for "choises matter" or "choose your own adventure" type of game, but it ended up on discussion boards of the interactive fiction enjoyers nonetheless. unfortunately, it's an unfogiving, extremely demanding genre (cyoas, especially story-rich & text-heavy ones, demand basically to write 2 to 4 books, have them all be perfectly continuous and stylistic with no plot holes and be proofread, as well as have logical choices and logical reasons for why some things are unavailable when a dev physically cannot create a particular branch, on top of creating a functioning game) and citizen sleeper misses a lot in this. i got very upset by many roadblocks the story provides, by the total illusion of choise and a very mixed and strange messaging of the story. especially the expansion, it's left a bad taste in my mouth. otherwise CS is suprisingly good at covering up how linear it is and i did end up caring about the characters of this story. the pressure of the clocks is significant and it says a lot of good things about the gameplay design! it's a satisfying, well-build resource management sim. the late game got easy, but it didn't feel boring, it felt earned and i felt a lot of pride for how much goodies i have hoarded -- yet it all felt very fragile, as well! which is an interesting and welcomed feeling. yet, on the story side, i will forever remember how badly i have been hurt by some events and will forever feel resentful towards the characters who have caused my metaphorical tears. but also, resentful towards the devs for not giving me the ability to express the hurt and hold onto the grudge. it's easy to mess up when you are giving players options -- giving them dialog options, as well. here, the given parameters are VERY much not enough. if you are giving our character the ability to speak AT ALL, let us pick some very choise words. the emotional range is just not there -- if it's due to stylistic choices for the limitations of a synthetic mind, it has been expressed too vaguely to have an impact on the narrative perception. no matter my dissatisfaction, the game is good enough to have a good time. i love the eye, the world, the cat. i love the timers in this, which is an achievement of the gameplay loop! the aesthetic choices are lovely and design is highly engaging. i am happy i got the game and it IS a good case study on interactive fiction rpgs. i had a blast playing this. thank you.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.