
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 958 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
有人情味的软科幻小故事 +分支剧情很多但一周目可以完整体验,探索顺序自由把握; +主角以外的人物塑造很出色,大概也是这种游戏风格的优势所在; +-各方面限制比较宽松,资源自由后一些重复操作变得乏味; +-开局3种出身有看似风格完全不同的立绘,实际游戏区别微乎其微,有点遗憾; +-支线互不相干可以自由选择,可每做完一个,基本上这个角色就见不到了(毕竟纯文字游戏),越玩到后期能做的事越少,游戏体验逐渐下降,不过坚持到dlc3会有一个完美收尾,非常值得。 -大量二元选择,主角只是个叙事辅助工具人,跟设定联系起来就挺讽刺,不过做选择的我还挺有感触[spoiler]四次结局分支,前期觉得主角纯牛马,两次都毫不犹豫选了离开想帮他解脱,后来却发自内心的想要留下,真的对这个地方有了归属感[/spoiler] tips: 开图优先度高(不仅是开区域,也包括每个区域的详细设施),了解全局情况后方便先做简单支线迅速提升属性; 体况资源很充裕可以放心用,足以全局保持骰子3~5格,精力一般没必要吃满,很多正判定可以蹭饭吃; dlc内容建议遇到就开,除了dlc3的最后部分都对结局没有影响,减少支线全清后的空窗期。
Всё было хорошо, пока не появились борцы за права мигрантов, но даже они не смогли испортить ту атмосферу и настроение умирающей станции, где люди трудятся не покладая руки только чтобы выжить, а постоянное желание узнать, что же там такого находится в глубине цифрового пространства, не даёт оторваться от игры.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 965 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
非常好玩。玩法有趣且不累,没有重复工作、没有道德抉择,毫无压力地分配资源的乐趣和非常好故事并行。 我还不知道后面会发生什么,但对不起我没跟你们上飞船😭 一起去、一起留下还是你去我留感觉都不是好结局阿,在赛博朋克世界的故事里希望人都有好结局还是太奢侈了 我打完了,我把要走的人都送走了,在这里出生的离开了,在此处停留的再次踏上了旅途,我祝他们获得幸福,我站在地上,心里不停地哭,“你们快回来啊!”我知道他们不会听见,于是我大声喊道 这里有我的蘑菇,我的猫,泥土的香气会填满我的梦,亲爱的同路人啊,我从这个梦中醒来,到另一个梦中去,是水中见月,雾里看花 BGM,好👍
又臭又长,中后期只是个工具体重复循环工作,越来越无聊。 偷偷藏不住:玩具兔有性别是厷的,有且只有对爹的正面描写。
The game lives or dies by its writing, as it is completely text based. Unfortunately, the writing is poor, most characters are insufferable, and your character's plot goes nowhere.
Que jogo lindo, desde as músicas, os personagens, as histórias, os diversos finais.....É uma pena, de verdade, dói até, saber quer alguém deve acabar deixando esse jogo passar pelo fato de não ter tradução em pt-br, pq cada segundo desse jogo vale a pena, pelo menos, até onde eu vi, existe uma tradução de fã por aí, mas como não cheguei a usar, não sei dizer se é boa. Se estiver interessado no jogo e não souber alguma das línguas nele disponíveis, vai atrás da tradução, esse jogo é maravilhoso, e pelo que parece, o 2 é ainda melhor.
Honestly, the game had a great start to the story. You had to manage your resources, time, and effort between different people or else you might miss them or incur a consequence. However, as the game progresses, there was a lack of 'dread' you needed to manage and it really came down to just waiting for events to finish their timer. I felt the characters were ok. The story was alright, but do not come into this expecting your choices to matter. I often just found myself clicking the first choice because there wasn't really any consequence to doing something different. This sucks because it feels like there should be a dividing path for you to choose between but somehow everything just works out between the two characters and your just there in the middle of it watching it be resolve. Furthermore, there is no real ttrpg mechanics beside a dice system. The system is extremely barebones and hardly matters later in the game when there is barely any risk to your character. Its a short, alright experience. If you're dead set on getting this game then pick it up on sale.
资本主义的本质,不是将所有事物异化,事实上这种异化是人类本能的选择。根本在于,它设置了一个它本身都无法达到的终点,而所有人都没有意识到,这种追逐就像一只兔子去追自己的尾巴,唯一的结局就是体力耗尽后的摔倒。在这种追逐中,日益增长的债务与不断增值的期望成为了最核心的驱动。人类用恐惧与憧憬,构建了抹杀自身的仓鼠笼。或许有人可以趁着踩下别人暂时喘口气,但没有人能逃离这个牢笼。 致未来。
왈루스 크리틱: 95 장점 : 수준 높은 스토리와 주에 의식 단점 : 텍스트 중심의 전개에 치우침이 심함 역사의 아이러니는 중심에서 멀리 떨어져 핍박받고 소외되었던 것들이 어느 순간 새로운 중심으로 성장한다는 데 있다. 포스트모더니즘이 가속화된 오늘날에는 이러한 경향이 더욱 선명하게 관찰된다. '시티즌 슬리퍼'는 바로 이 지점에 주목한다. 게임의 배경은 몰락한 기업이 버리고 떠난 우주정거장이다. 작품은 그곳에 남겨진 노동자와 이주민, 기술자와 인공지능을 통해 역사의 주변부로 밀려난 존재들이 어떻게 스스로 세계를 조직해 가는지를 다룬다. 그렇다면 새로운 세계를 만들기에 앞서 인간이란 무엇인지 물어야 한다. 세계가 인간에 의해 만들어진다면 더 나은 세계를 만들기 위해 인간은 어떤 존재인지, 또 어떤 존재가 되어야 하는지, 그리고 무엇을 인간이라고 불러야 하는지 먼저 고찰해야 하기 때문이다. 이때 문제가 되는 존재가 주인공 슬리퍼다. 그는 누구가의 정신을 인공 신체에 복제해 만든 존재다. 우리는 그를 인간이라고 부를 수 있을까? 그는 인간의 기억과 감정, 욕망을 지니고 있지만 그의 신체는 기업이 제작했으므로 법적으로는 물건에 불과하다. 그러나 물건의 지위 밖에 되지 않는 슬리퍼는 우주정거장에서 다양한 사람을 만나고 관계를 맺으면서 기업이 부여한 기능과 소유물로서의 정체성에서 벗어나 자기 자신을 형성해 간다. 그 과정에서 그는 자신의 생존만이 아니라 타인의 삶과 미래에 관여하고 자신의 선택에 책임지는 존재로 성장해 간다. 인간이 무엇인지 정의하는 것은 사람마다 다르겠지만 적어도 이 게임에서 말하는 인간이란, 타인과 관계를 맺으면서 서로 부족한 부분을 채우면서 보완하고 연대하는 존재를 말한다. 즉, 이 게임은 인간을 하나의 도구로 착각해 온 지난 역사에 대한 반성이 들어있는 것이다. 그런 부분이 슬리퍼가 정기적으로 안정제를 복용해야 하는 점에서 드러난다. 기업은 그를 통제하기 위해 약을 끊으면 몸이 망가지도록 설계해 두었다. 그리하여 기업은 노동자를 감옥에 가두지 않고도 지배할 수 있다. 생존에 필요한 것을 독점하면 노동자는 스스로 기업의 지배 안으로 돌아올 수밖에 없기 때문이다. 다시 말해 게임 내 안정제는 기업의 독점 의약품, 다시 말해 오늘날 성행하는 구독 서비스나, 플랫폼 노동, 부채 등을 다른 방식으로 표현한, 인간의 삶 자체를 거머쥔 현대적 종속관계의 상징 장치이다. 결국 시티즌 슬리퍼는 기업의 자산 혹은 도구에 불과했던 슬리퍼가 타인과 연결되면서 자의식을 찾고, 진정한 의미의 시티즌(시민, 자기 의식을 가진 존재)으로 성장하는 것을 담은 이야기, 그렇기 때문에 작품 내 등장인물들이 자유와 독립을 찾아나선다 하더라도, 슬리퍼의 본체가 어떤 인물이고 그것이 복제물과 어떤 관계와 지위를 갖는다 하더라도, 게임은 그 어떤 것에도 유토피아적 옳음을 부여하지 않는다. 인간은 오직 관계 속에서만 자신을 발견하기 때문이다.
I regret buying this game. I don't like the aesthetic or most of the characters. I sadly seem to have a bad habit of playing games I later wish I could refund more than two hours.
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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