
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
A
Its a great game. if you aren't into strategy/point and click/ reading games , avoid. If you like them , 100 percent buy. Its optimized well. Played on steam deck LCD.
Robot People
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
주사위 굴리는 사이버펑크 텍스트 어드벤처 이식된 정신, 세력 사이의 알력, 클라우드의 정신 업로드 등 여러 소재를 잘 섞은 잔잔한 SF
A great story with great characters and lots of decisions along the way. Who are you in this vast universe?
Overall: B+ | Reviewed on: August 25, 2026 Like all good sci-fi, Citizen Sleeper, uses its high-concept future setting to meditate on the problems of today. The 2020’s have been (and like will continue to be) marred by oppressive corporate control over our lives. These companies, overgrown basilisks, slither around us more and more, constricting our choices, our movements, our speech, and even our thoughts. Invasions of privacy are so commonplace that pointing them out feels like alerting the press about the blue of the sky. Where Citizen Sleeper succeeds is in that core premise: what if your body was literally owned by a corporation? You play as the titular ‘sleeper,’ a class of people who, for whatever reason, have sold off their very minds and bodies to the Essen-Arp corporation. While their organic body remains somewhere in suspended animation, a copy of their mind is placed into a robot body—the sleeper. Most of these sleepers are sent out to do dangerous or difficult work. Compliance is ensured by planned obsolescence, forcing these sleepers to rely on a constant supply of a stabilizer drug or their mechanical bodies will quickly start to decay. Interestingly, sleepers need to eat, sleep, and breathe. Without these basic actions, their human minds will go insane from the desire without being in a body which can accommodate these simple aspects of personhood. Despite that, sleepers are treated as decidedly not human. After a crashed freighter drifts through space, the sleeper we play as lands on a remote satellite simply called the Eye. While not treated poorly, the player is treated more as an oddity. Sleepers are rare in this part of the galaxy, due to its remote nature. Most on the Eye haven’t ever seen a sleeper before. Still, the de-personalization runs deep. Everyone, even friendly characters, only refers to you simply as ‘sleeper.’ No one even bothers asking your name. You don’t have one—not anymore—you are just a tool, a sleeper. You constantly feel the weight of a past action you can’t even remember the reason for making. But because you managed to barely survive, you’re given a rare chance to make something of yourself. At its best, Citizen Sleeper is a tense balancing act between a dozen different responsibilities. You need medicine to prevent your body from completely breaking down, you need to eat to make sure it doesn’t decay faster, you need money for everything, and you need to hurry because Essen-Arp are tracking your signal and closing in. You can find help on the Eye, but everyone wants something, the most valuable thing on a failing satellite is proving your usefulness. Especially in the early game, many of the characters who are willing to help you want the same rare resources, or all threaten to eat up all your money and time. Each cycle (the standard sci-fi day), you wake up with a number of pre-rolled standard, d6 dice. The number of dice range from one to a maximum of five, based on your condition. Each die represents one thing you can accomplish that day. The worse your condition, the fewer things you can accomplish. At any skill-check, you can decide which dice to use based on how important you find that particular task. Something critically important? Better use your 6. Something you can just phone in? Go ahead and burn your 1’s and 2’s. Interestingly, the face value of the dice doesn’t scale linearly with outcome. A six guarantees a positive outcome, while a one gives a 50/50 chance of either a negative or a neutral outcome. It helps to make the lower-value dice not feel completely worthless, while still having some consequence. The early game is exhilarating. The pressure of countdown clocks you need to balance with earning money, and respect of people willing to help. Every die feels important and even one failure can feel devastating. Failing an important check (or even getting a neutral outcome when you needed a positive one) can set you back additional cycles—time you may not have. It feels scrappy. You are an underdog and this world is harsh and cruel. All you can rely on is luck and the kindness of strangers. All of this is bolstered by the impactful character writing. As the game goes on, you can increase your proficiency of all the main skills and even pick up a few bonus perks along the way. By the end game, this produces a strange problem; you are too good. When you reach the final chapter about the refugee flotilla, the game states that the content after that point is intended for late-game play and to complete any objectives you still want to complete before starting. By the time I started, I have more money I could ever want, a limitless supply of medicine and scrap, and a +2 modifier to several of my stats with the ability to re-roll my remaining dice at any point. In short, I was too good for any of the game’s systems. There were no more challenges or roadblocks the game could put in my way. I could almost guarantee success on every roll. It essentially became one long cutscene with the need to sleep between story beats. Even the countdown clocks couldn’t keep up with me needing to wait on them at several points. The characters were still good and the writing was still solid but I missed those days of being an ill-equipped sleeper barely scraping by. I hope in the sequel, they put additional road blocks in the game to keep the tension high, even as the hours stretch on. Still, even as it stands, it is a great game. If you like sci-fi or cyberpunk, it is worth a playthrough, just don’t expect the highs of the initial hours to last the whole time.
Very engaging story, just engaging enough gameplay. Too often felt monotonous or too easy. But I enjoyed my brief venture.
Очень атмосферная и прекрасная игра, проходящаяся залпом, но дополнение не зашло. Основная игра больше вписывается, и концовки лучше
Jeu engageant, avec un principe de réussite très original. Je viens de finir le second, qui est dans la même veine et apporte le même plaisir.
文笔很好,本地化翻译的特别好。 每一种选择都有理由,每一个结局都有意义。 无论是谁走向哪一片星空,都会度过精彩的一生。 角色塑造还不错,比较主要的几个性格都很鲜明。 故事线相对独立,自由度较高,流程上的前置要求大部分都给的比较明确。 不过还是失败了两个动因。一个是被打了信息差,一个是流程引导不够清晰。 总的来讲玩得很顺畅,时不时就能被故事小戳一下。 骰子实在不行sl几次也都能凑上,生存资源和限时任务条件都给的很宽裕。 音乐很出彩,也很喜欢美术风格。 喜欢这个品类和题材的话不要错过。
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.
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