
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 963 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is so refreshing. Story driven, objective, play the way you want to. The story is beautifully written, the characters are memorable, the art is beautiful, the music is amazing. This is one of the best games that I have ever played.
I have mixed feelings about this game. On one hand, it has a simple gameplay that feels satisfactory once you start to "get the game", a good setting and some pretty mature stories and conversations, alongside a few charming characters. On the other hand, some side stories and aspects of the campaign are poorly explored or explained, to the point they are laughable and the late game can be so easy it gets boring depending on how good and smart you play. (Spoilers about certain plots ahead) [spoiler]Seriously, you have a father who asks you to take care of his ~6 years old daughter while he barely knows you and you're kinda "hated" around the station.[/spoiler] [spoiler]You have all this talk about how the MC is seen differently and how people don't like them, but this is not really shown. Most characters you interact with, don't really care you're a sleeper. And you can normally walk and work around, even go as far as to become succesful in the station without any sort of conflict.[/spoiler] [spoiler]There is Maverick, who was supposed to be a badass bounty hunter, with a build up and everything, then he appears and then he fcking dies without a proper fight or conversation. Ethan exists and he is such a letdown as well, because he is a dumb loser, nothing more, nothing less, no nuance or anything aside from a weak attempt at giving him some characterization that's cut short because he also fcking dies.[/spoiler] [spoiler]There's Ankhita and her awfully idiotic quest, because Ashton was written to have only one brain cell and trying to kill her instead of actually trying to reason.[/spoiler] My goodness, i don't want to be mean, but when i experienced all of these, i could't bring myself to take this game seriiously. Also, the roleplay aspect is weak, you will usually have only a handful of options to choose in a dialogue or event, and they often end up on you being good or they straight up don't matter, since the story will progress in a certain way no matter what you choose. Sometimes, the narration will go as far as to express the character's reaction or feelings, so you, the player, can feel or think something in a certain moment, but the narrator will say your character felt or thought something different. This killed all the roleplay aspect for me. Not recommended because Citizen Sleeper has some very good "goods" but also very bad "bads", along with a huge amount of wasted potential.
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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 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 970 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
В основе сюжета Citizen Sleeper лежит не спасение вселенной и не масштабная месть, а выживание — причём не героическое превозмогание в диких условиях, а рутина человека, зарабатывающего на жизнь на руинах капитализма. Главный герой — Спящий. Это оцифрованная копия человеческого сознания, запертая в принадлежащем корпорации искусственном теле. Тело постепенно распадается, и чтобы не умереть, ему нужно не только есть, но и принимать дорогое лекарство — стабилизатор. Сама эта концепция определяет сюжет игры и даёт ему много оригинального — корпорация буквально считает протагониста своей собственностью, своего рода проблемным активом, и хочет его вернуть или уничтожить. А, например, чтобы Спящий не сошёл с ума от эффекта зловещей долины по отношению к самому себе, этому телу дана способность имитировать человеческое дыхание, хотя физиологической потребности в нём нет. А для окружающих он выглядит как разваливающийся на ходу андроид, которого можно отличить от человека одним беглым взглядом. И так далее, и так далее, и так далее... В этом смысле с игрой всё хорошо — это отличная история о высшей форме отчуждения человека от самого себя: почти как по Марксу, только в предельной форме и в фантастических условиях. С точки зрения механик это CRPG, но очень нетипичная. Игра построена на процессах, а не на решающих событиях. Здесь нет тактических боёв, нет необходимости собирать сложный билд, а проваленная проверка навыка не сломает сюжетную линию. Каждый новый цикл вы получаете кубики, которые определяют ваши возможности на день, и планируете, куда их вложить. Выбор предельно прагматичен: поработать в баре и заработать на еду либо на дозу лекарства, помочь ближнему своему либо попытаться продвинуться по сюжету в собственных интересах. И первую треть игры эта концепция работает безупречно: все приключения рождаются исключительно из того факта, что вы живёте в пустом металлическом контейнере, вам нужно есть, а корпорация хочет вернуть свою собственность. События разворачиваются на огромной космической станции «Око Эрлина» (хотя вам и будет доступен только небольшой ее сегмент). Сеттинг представляет собой отличный сплав твёрдой научной фантастики и посткиберпанка. Сеттинг хотя и космический, но максимально приземлённый: технологии — даже цифровые — реалистично разваливаются от старости и занимают километры технических отсеков, люди питаются исключительно дарами гидропоники, а государство отсутствует. Станцию делят профсоюз Хэвенэйдж, криминальный синдикат Ятаган и агенты корпораций извне. Игра поднимает сложные политические темы, в основном — с лево-либертарной перспективы: бюрократизация профсоюзов, устойчивость автономных коммун, противостояние организованного рабочего движения и мигрантов, конфликт между мирным протестом и насилием. При этом авторы не идеализируют сторонников самоорганизации — они показаны живыми людьми со своими недостатками, которые иногда терпят поражение. Персонажи, которых можно встретить на станции, получились разнообразными, очень живыми и с яркими индивидуальностями: с лёгкостью веришь самоотверженному отцу Лему, слегка наивной инженерке Блисс или наёмнице Анките, чей конфликт между профессиональным долгом и человечностью прописан на удивление тонко. У них собственные взгляды на жизнь и на мир вокруг, свой стиль общения, своё отношение к Спящему. Визуально игра безупречна: простой, почти примитивный 3D-макет карты и функциональный минималистичный интерфейс с некоторым влиянием Disco Elysium контрастируют с детализированными 2D-портретами героев. Кроме того, в игре очень крепкий саундтрек с футуристическими и меланхоличными мотивами. Игра очень хорошо сделана технически. Системные требования крайне низкие, никаких багов я не встретил ни разу за всю игру. Тем не менее, «из коробки» в ней нет русификатора, а английский язык в ней достаточно сложный (B2 — абсолютный минимум). Впрочем, существует вполне неплохой фанатский русификатор — он нередко косноязычен и местами имеет пробелы, но сделан с любовью и со вкусом, а ещё позволяет на лету переключать оригинальный и переведённый текст. Кроме того, в него встроена интеграция с онлайн-переводчиками, позволяющая при наличии подключения к сети специально для себя переводить те фрагменты, которые переводчики не обработали. Его нетрудно найти в сети. Проблемы начинаются к середине прохождения, когда ломается кривая сложности. Непосредственная угроза жизни отступает. Ресурсов сначала становится просто достаточно, а к финальной трети игры оказывается, что их в избытке. Механикам объективно тесно в десятичасовом хронометраже: почти любой ресурс можно продать, но кроме этого применение им находится буквально в паре локаций на всю карту. В итоге вы заканчиваете игру с полными карманами денег и хлама, полностью забыв о стартовом напряжении. Бесплатное встроенное дополнение о кризисе с беженцами пытаются вернуть сложность, но, если оставить его на конец прохождения — а сюжетная логика именно такова — даже там можно позволить себе играть неоптимально без серьёзных последствий. Вместе с ломающейся экономикой обнажается и структурная искусственность мира. Станция ощущается разделённой на изолированные сегменты. Персонажи почти никогда не переходят за вами из одной локации в другую — заговор Фенга и история Анкиты оказываются чуть ли не единственными исключениями из этого правила, хотя персонажей в игре десятки. Вы помогаете человеку, выстраиваете с ним связь, после чего сюжет вас больше не сталкивает — вы просто идёте мимо него к следующей цели. Спорно реализована и структура концовок. Помимо магистральной ветки сюжета, которая ведёт вас к тому самому дополнению и даёт после него два взаимоисключающих финала, игра предлагает несколько возможностей закончить историю досрочно. После таких концовок можно загрузить сохранение из главного меню и пойти дальше по основному сюжету. Это удобно, но, когда вы понимаете принцип, убивает мотивацию делать осознанный выбор между тем, чтобы остаться на станции до конца или бежать с неё раньше. Зачем отказываться от части истории, если за одно прохождение можно увидеть весь контент без каких-либо потерь? Citizen Sleeper — умный, стильный и механически новаторский проект с отчётливым гуманистическим посылом. Это совершенно уникальный образец для всего жанра CRPG. Однако разработчикам явно не хватило ресурсов или смелости взять масштаб побольше, из-за чего отличной концепции в какой-то момент становится откровенно тесно в собственном практическом воплощении. Тем не менее, если вам нравятся поэтика повседневности, серьёзная научная фантастика с политическим подтекстом или необычные ролевые механики — однозначно стоит попробовать. 8 из 10
投色子的游戏方式和游戏设计还蛮有意思的,剧情也不错。 最大的缺点是没有手动存档非常麻烦,几个对话选项没选好就会直接影响到结局,还会自动存档一不小心后悔都来不及。 很多地方可以通过机制在自动存档之前点ESC回到菜单来实现很短时段内的SL, 但是想要建立某个时间点的存档只能通过在本地文件里找存档的方式来进行手动备份和实现SL。
非常不错的科幻小说类型游戏,略带一些crpg元素,整体流程都较为单一,几个主要故事都能一周目体验到。 唯一不足就是主角线略短,压迫力的推动到中期直线下降。一旦主角解决了自身被追杀的问题后,后面流程就没有太大的生存压力了。 8.5/10
The gameplay comes down to rolling dice that you slot into events with matching numbers. You have two stats, condition and energy, you need to sustain to keep going. Unfortunately, it's all very basic and you progress easily. Since the dice are pre-rolled each day, and the events always require the same values, it's super straightforward. Roll low dice? Use them for hacking. Roll high dice? Use them for physical tasks. There's no real puzzle or significant thought required. It just feels like something implemented to give the illusion you are doing more than merely clicking through a story. The aesthetic is fine, but nothing new. No spoilers, but I feel like I've seen all these characters before. The artwork is passable, but also the bare minimum to keep it from being a text only game. There is a very simple polygon space station, and a single sketch for each of the characters. Maybe if the story grabbed me more I could overlook how basic everything feels, but it didn't.
Citizen sleeper is an astounding narrative rpg, going in blind I was expecting some neon cyberpunk action story. Instead I was greeted with the story of an outsider desperate to survive, I watched as that outsider struggled, endured pain and hardship, found their footing, met friends and made new family. some moments were triumphant, glorious, and joyful, other broke your heart and made you fear trusting another person ever again. Citizen Sleeper was a wonderful experience, and i am excited to see what Citizen sleeper 2, and everything else these wonderful minds have to offer.
Le générique de fin défile sous les nappes musicales de "Possible Futurs" laissant mes pensées planer sur les notes de synthé. Peu coutumier des aventures textuelles, j'en ressors avec beaucoup d'affection pour ce qui m'a été proposé. La proposition n'est pas parfaite mais l'attention portée à l'écriture et la très agréable traduction française m'ont fait voyager, m'attacher, m'émouvoir comme peu de jeux ont réussi à le faire. Si je regrette le manque de mécaniques de jeu et la facilité de l'expérience une fois les premiers pas passés, j'en retiens surtout ce qu'elle a invoqué chez moi, des images mentales, une attention fixée et l'envie d'y revenir. Avec des mécaniques plus complexes et des choix narratifs plus impactants redessinant fortement le reste du récit, sans le clôturer, il aurait pu s'extirper de son statut de "Livre dont vous êtes le héros" pour devenir un jeu à part entière mais l'aventure a été tellement engageante que je lui passe ce défaut pourtant important pour moi. Une dernière pensée avant de refermer ce livre pour la musique absolument sublime d'Amos Roddy et pour les magnifiques illustrations de Guillaume Singelin qui donnent toute l'épaisseur que mérite l'écriture.
Vale muito a pena conhecer esta obra, o foco aqui é mais tático (no gerenciamento dos dados diários) do que estratégico (foco na sobrevivência a longo prazo), ao contrário de seu antecessor espiritual. Apesar da diferença de proposta, creio que os apreciadores do jogo In Other Waters original ("uma aventura de exploração subaquática") também irão apreciar o Citizen Sleeper. E deste título eu gostei mais dos capítulos de expansão ("Flux", "Refuge" e "Purge") do que a "campanha base isolada", primeiros arcos do jogo (lembrando que é possível jogar os episódios extras de forma integrada sem ter um save totalmente separado). Eu disse que este jogo é mais tático do que estratégico, mas é claro que há estratégia envolvida, tanto no gerenciamento dos ciclos, energia e criogenia quanto nas relações de reputação com as facções da estação. O jogador pode optar por apenas seguir as linhas de texto para ver a história ou participar da sobrevivência ativa e, escolhendo viver na estação, não basta somente alocar os dados, usar engenharia e hacks como cobertura e agir no momento certo, mas antes é preciso observar os pontos conhecidos do mapa (cuja boa parte das consequências é ocultada a princípio) escolher o caminho e o que gastar, então não são apenas decisões de curto prazo, mas mesmo na estação, e quem jogar vai sentir, é preciso tomar decisões de longo prazo. Imagino que, pelo fato de o In Other Waters ser mais voltado para a busca de amostras e para a catalogação, sendo a sobrevivência em si um desfecho, em muitos aspectos ele acaba sendo mais relaxante, ainda mais com ritmo de exploração predefinido, haja vista que a tensão é mais para o final e você precisa mais ser atento na interface do que cauteloso com a escassez de recursos. No Citizen Sleeper a tensão é maior pois você já entra no cenário prestes a colapsar -- bom, eu gosto, mas não sei se todo mundo gosta. A sobrevivência é bastante diferente das do jogo mencionado e, na minha opinião, para melhor: É mostrado o resultado das ações e seus efeitos por meio dos valores numéricos dos dados rolados; quando o dado está no seis, a chance de ele nos causar uma falha é menor, mas se o gastarmos sem pensar nesse momento (e somos nós que escolhemos quando usar os dados, como um androide fugitivo em campo), a energia acaba e podemos perder a rodada, pois é preciso restaurar a condição física (algo que em RPGs tradicionais não acontece, primeiro porque nosso controle dos testes de habilidade é mínimo devido aos modificadores fixos, e, em segundo lugar, porque dependendo da árvore de escolhas e do progresso da narrativa, os diálogos são muito automáticos; houve situação no passado em que perdi um desfecho enorme sem causar impacto algum no cenário, o que em jogos de ficção científica existencial é bem esquisito e improvável). Ainda sobre a sobrevivência, aqui há um conceito muito importante, que é o moral do Sleeper (o moral e não a moral). Como Philip K. ♥♥♥♥ ensinou, o moral é muito relevante, e muita coisa altera esse fator no jogo. Por exemplo: Se você iniciar um ciclo sem estabilizadores, isso pode diminuir o moral da sua carcaça; se suas habilidades de hacking são muito superiores ou está em uma posição social superior, uma pequena gangue em formação pode te deixar em paz sem uma ameaça sequer; cada ciclo que você avança sem comer, diminui um pouco o moral; e o mais importante, se você não for cauteloso e tomar um colapso crítico, que quebra boa parte da sua barra de condição, o resto dos sistemas debanda imediatamente, talvez você perderá todo o progresso do dia -- e isso faz parte da mecânica do jogo, mas você pode jogar sem pressa usando guias, o que, na minha opinião, estragará a experiência --, então aconselho a não mandar todos os seus melhores dados para o tudo ou nada, a menos que o relógio da missão também tenha rodado, nesse caso, a luta será de pura sorte, pode mandar todos os números. Para finalizar, outra coisa que eu gostei: na exploração, não fique com preguiça ao olhar para um mapa espacial com muitos nós de rede, contratos ou bairros industriais, foque no objetivo; você não precisará concluir todas as linhas de missões da estação, nem agradar a cada habitante, às vezes basta garantir a dose da sua substância vital ou ocupar determinado setor do Olho de Erlin. Enfim, recomendo.
usually not a fan of scifi/space settings, but i stuck with citizen sleeper until the very end and didn't regret it! the dice gameplay is really fun and engaging, the music is lovely, the ui is mwah, and the pacing feels just right. loved the consistently intersectional approach to the story (looking at ember's questlines) and the final choice(s) [spoiler]between leaving for something safer/freer/greater or staying and nurturing the community you ended up in.[/spoiler] some characters felt a bit flat compared to others (petr and castor stood out the most) but overall i did care for many of them and enjoyed their storylines. as for the rpg element, some dialogue lines felt like they were leading to the same reply, no matter which one you choose — that was a bit of a bummer; and overall it felt more like watching other people's stories unfold rather than exploring who my character is. but i tend to struggle with the "make your own protagonist" kind of rpgs, so that might be a me problem! can absolutely recommend it to those seeking more narratives that include queer characters, characters of color and characters of diverse body types 💖
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