
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
Pretty nice game all in all. Doesn't overstay its welcome and delivers a cohesive and thoroughly enjoyable Sci-Fi narrative that I'd recommend to all fans of the genre. As the titular "Sleeper" you exist as an emulated copy of someone else's, or rather "Your" memories, a procedure done to create a more useful and [i]less legally protected[/i] worker than a normal human would be. After barely managing to escape the corporation that owns you, you awaken on a spaceship colony named the Eye with a decaying robotic frame for a body that's barely holding itself together and an uncertain hope for the future beyond making it to the next day. The story is definitely the highlight and what you ultimately will be playing the game for. The characters I found very easy to get attached to which is especially impressive for the games relatively short length. The writing throughout was consistently strong, never once feeling like it had lost its way with the story it wanted to tell, managing to do so with an almost therapeutic soundtrack playing throughout. The art style, especially the character designs were very pretty to me and although the UI was sometimes a little clunky especially later when more sections of the game unlocked it never really hampered my enjoyment. The gameplay is... fine? It's relatively straightforward, and the core loop you'll likely "solve" very quickly. The gameplay is more of a vehicle to tell the story in my eyes rather than being a standout reason to play it. Overall, I thoroughly enjoyed this game over the short while I played it, and would suggest trying it out if the concept sounds appealing.
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
Its alright, This game is a story book masquarading as an rpg, the only choices that matter are the final ones on each ending, early on the survival mechanics are grim and interesting creating the feeling that every day of survival is a blessing especially when your medicine runs out or when you start getting pursued by your corporate owners, however later in the game the mechanics tend to drag with you having way too many resources and no agency what so ever
Really well made game. The mechanics mirror narrative beats in a way that makes the whole experience extremely emotionally compelling 10/10. Took me a little over 7 hours to finish the base game, but there's also 3 dlc included!
Amazing game, narrative, and characters!
A work of art and a milestone achievement in gaming in terms of storytelling, character development, and narrative choice gameplay. Makes you feel things without a word of voice acting and some of the best music ever made for a game. Short 7 hours to complete my first play and wish i could experience it again for the first time.
In terms of story, it's truly excellent. An interesting premise, lots of poignant storylines and a really fleshed out setting. Well worth experiencing. Purely as a game, it's mediocre. It works best when you're under the dual pressure of your condition breaking down and being hunted by the employer you escaped, but both of these are rather easily solved quite early on. As a result it becomes more of a visual novel than a game, as there's no risk to take when you can simply reroll your dice or wait a new day for better outcomes. The few timers you do get put on before the end are very generous. On the other hand, the game really shines with the 3 epilogue episodes, which put you on tight timers, have lots of things for you to juggle, and require high rolls. The game warns you this is late-game content, and you should heed the warning or you'll kinda bone yourself. In other notes - resources are simply too easy to come by. At the end of the game I was sitting on 7 stabilisers and about 500 cryo. The constant moving back and forth with slow animation (main area <> greenway <> hub) is also somewhat grating when you're trying to get somewhere. Finally, while not exactly a linear game, quite a few of the storylines are things you'll more or less have to do to get upgrade points, clear your timers etc. As a result replayability is not exactly high, which kinda sucks when there's no manual save and mutually exclusive achievements. There's little challenge in the game, but go into this expecting a high quality visual novel and you won't be disappointed.
I've made terrible choices and I would do them all over again for Mina. She deserves a life better than this. Addition: I finished the DLC. I'm crying. I'm crying tears of utter joy and bittersweetness. It has been a while since a game has touched me like that. [spoiler]Rest in Peace, Riko. Godspeed, Tala. Nothing but the best, Lem and Mina. The Gardener and the Navigator will guide the Eye now. Rest in Peace, Sleeper.[/spoiler]
Incredible story that had me hanging on every word, every choice. The dice and the hard choices are executed in a way that makes them meaningful yet without too much FOMO. Highly recommend.
Había escuchado tan buenas cosas del juego que siempre lo había tenido como pendiente. E indudablemente es un buen juego, con un lore muy interesante e historias que se aprovechan muy bien de ello. La mecánica también tiene su qué y acaba haciéndose disfrutón, pero ya a la que has terminado un par de historias que llevan a los créditos, creo que pierde fuelle y ya lo acabas completando para ver lo que pasa, más que por lo divertido que es.
Recommended if you enjoy games that have great stories and interesting settings. Also if you enjoy it when your decisions matter. You won't miss the combat of other games in this one, and it's short enough that you don't notice its absence. Citizen Sleeper has a complex narrative hidden behind what first looks like a simple interface. Decisions matter and there are multiple endings. Some are good and some aren't. The story does a great job of interrogating what it means to be a synthetic lifeform that's a copy and of value in different contexts. Can you beat out planned obsolescence? Is it possible to beat out corporate greed? Why are you being hunted by cosmic horrors deep within the net? The world is lived in and the characters all have unique personalities and motivations. It's cyberpunk through and through. There are 3 classes, each with a different way of doing things, but that can eventually expand out to be far more functional. Self-modification becomes integral to getting things done. The music is not overpowering and adds atmosphere to important scenes without being too much or distracting. Also, condition and energy are different values, but both are modified by tasks, sleeping, and eating. Run too low on condition and you will be unable to roll dice to complete actions. Run low on energy and you start to starve, which affects just about everything you do. Finding out how to manage them is key. it's an interesting take o the idea of a synthetic lifeform that often would be depicted as running on a battery or unable to consume food. Botany is incredibly important here. The interface itself is easy to use but hard to predict. Dice rolls add unpredictability and tension when on a timer to complete goals. Despite having up to 4-5 options in dialog at times, sometimes there is no good answer. While most of the gameplay ends up being mouse clicks and traversing maps, it feels like more than that. it's easy to sit down to play and lose 5-6, hours but the game only takes 10-12 to beat if you do absolutely everything to reach the end of the expansion content (not including trying to get all the endings). There's no user directed combat either, although there is violence. I played this originally back before the expansions came out and it felt very incomplete. The story just ended unless you took one of the early endings. Some things were looping back then without a clear idea of what you were getting out of it. Even feeding the stray cat didn't have a dedicated outcome. Now that the game is finished and the expansions are all in place, everything you do and everyone you meet now has a purpose (even the stray cat) in the end. Nothing is left hanging. The art is wonderful as well, with a style that fits the setting. The only issues I had were that, in the later expansion content, there are some grammatical issues like missing quotation marks. It makes it harder to tell what is being said versus being thought. It's relatively minor. There are also a few spots where there probably should be a drive entry for waiting to see what will happen so you can see the countdown without having to change maps. It can make you question if you selected the right dialog option at times. Also minor.
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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