
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
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。
As a Sci-fi fan, I need to say that it's not a bad story... it's a mix of robots, moral, and one of the last bastions of Humanity with the Final Frontier. If you like this kind of stuff, this game won't just be interesting, but it'll actually act like a kind of comfort blank. The graphic is nothing much, but it works - especially with the design that mixes with cyberpunk and what looks like hand-drawing. The music is good, but there is no voice-acting whatsoever what is a let down. There are multiple endings, just as advertised, but don't let yourself be mistaken, the story is pretty much linear and most of your acts and dialogue choices won't influence the other npcs in anything at all. It's a relaxing game to enjoy a different story - nothing else.
Media

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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 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
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.
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
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.
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.
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.
"They consigned you to a doomed life for their own gain. Their life is yours now. You will live it better than they ever could."
作为科幻作品来说略显老套,尤其冯的支线(可能算是主线了)完全落入对抗大资本的那一套窠臼,汉化更是刻意翻译得诘屈聱牙十分难读,偶尔有些富有韵味的独白,但难以挑出特别出彩的地方,最喜欢的可能只有绿道的剧情,在钢铁和机械间生长着的蓬勃的生命是如此让人感到惬意,不是你选择了土地而是土地接纳了你…… 玩法倒是增色不少,但平衡性欠佳,前期生存压力紧迫,后期又资源溢出过于无所事事,推荐尽快点出每天重新掷骰的二级技能,拿到后就可以躺玩
Overall pleasing science-fiction story, touches on a range of classic themes from the genre, mostly focusing on the nature of sentience and the meaning of life through the eyes of a non-human being. Mechanically it’s essentially a choose-your-own-adventure with dice rolls determining the paths taken, the destinations on the whole being fairly fixed. There’s a story being told, and you’re there to immerse yourself in it for the duration like a good book. To that end, the soundtrack is fantastic and fits naturally with the broader theme. The character artwork was also on point, “a picture paints a thousand words” was taken to heart here.
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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