
Dune: Awakening is a single- and multiplayer Open World Survival game with immersive adventure and RPG gameplay. Explore, build, craft, and unravel a cinematic Dune story as you rise from survival to greatness on the most legendary planet in the universe. Just remember: the sandworm always comes.
Most likely between $54.6M and $154.7M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 71% | approximately $91M |
| Xbox | $49.99 | 72% | Top 100 |
| PlayStation | $89.99 | 89% | #16 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1960 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
cahildim DUNEyanın rengine kandım.
300 hours into a mega base I kept alive as a chore just for it to get finger blasted when the server shut down while I just so happen to be 400 miles away from my computer on vacation with not enough of a grace period to come back and recover it...the things I would do for a refund are beyond logic.
I really wanted to like this game and I did for parts of it. I played about 300 hours and I came to the conclusion that this is not a game for solo players. The grind is just too difficult and the game is just not balanced in this regard. The last straw came when I lost everything I've been working on for 2 weeks in a storm. My mistake or not, it's just not a good time in general when a game is that unforgiving .
You can read about the positive sides of this game in plenty of other reviews. I’m going to focus on the parts that feel bad, unfinished, or in desperate need of a spice intervention. The combat is rough. It feels like a 20-year-old MMO wearing a fake mustache and pretending to be a third-person action RPG. There is too much jank, characters get stuck too often, the camera regularly joins the enemy team, and enemies seem to have unlimited stamina while you fight like someone who just discovered knees. It does not feel smooth, tactical, or satisfying. The overland map is one of the weakest parts of the game, and it has annoyed me since release. I do not understand why I need to fly around on a top-down map just to reach cities or points of interest. Either let us fly around a real map like in Hagga Basin, or remove the system entirely and let us simply select the city or POI we want to travel to. Right now it feels like a loading screen with extra steps and worse steering. This becomes especially painful during missions. A typical quest sends you to find something in Hagga Basin, then bring it to someone in Arrakeen or Harko Village. So you fly to the border of Hagga Basin, wait through a 1 to 2 minute loading screen, “fly” across the overland map to the city, wait through another 3 to 5 minute loading screen, run to the quest giver, run back, wait through another long loading screen, use the overland map again, zone back into Hagga Basin, wait another 1 to 2 minutes, then fly to the next step of the mission. Then the game looks you dead in the eyes and asks you to do it again. The truly mind-blowing part is that some missions let you simply call the quest giver and be done with it. So the technology exists. Apparently, half the NPCs have phones and the other half are committed to wasting your evening as a lifestyle choice. Inventory and storage are also a pain in the ass, which seems to be a general disease in modern survival games. There is no proper total overview of your resources, and the “circuit” system is convoluted, unintuitive, and barely works with the build tool. If you change the output circuit of fabricators or refiners to anything other than circuit 1, their inventory becomes invisible to the build tool. You can have 10,000 ingots sitting right there in a refiner, but the build tool acts like they are hidden in another dimension unless the output is set to circuit 1. Whoever designed that system needs to be locked in a room with their own inventory UI until they understand what they have done. There is a good game buried here, but some of the core systems are working very hard to keep it buried. Combat needs serious work, travel needs to be rethought, inventory needs a proper overhaul, and mission flow needs to respect the player’s time much more than it currently does. It's fun, especially in Co-Op until the fatigue and frustration wins.
**Not Recommended** I have around 25 hours in Dune: Awakening, and while I can see the potential, the game is filled with frustrating design decisions that constantly get in the way of having fun. The biggest issue is durability. Literally everything degrades: weapons, armor, tools, vehicles... everything. Constantly having to monitor durability on every single item is tedious rather than engaging. Players have hated excessive durability systems for years, yet this game takes the concept to the extreme. One example: I parked my sandbike before logging off. The next day I logged back in and it had completely decayed. My base was far away, I had no repair tools, and I couldn't even continue playing. Instead, I had to spend my time walking across the map just to rebuild or repair something that shouldn't have disappeared in the first place. The respawn system made things even worse. After moving to the second region and building a new base, the game still respawned me in the first region after I died. My bike was stranded in the second region, and without a vehicle you can't safely cross the desert because of the sandworm. Since I had already dismantled my first base and moved all my resources, I was forced to start farming resources again, rebuild another vehicle, and basically recreate infrastructure I had already spent hours building. That's not challenging—it's simply bad game design. Being eaten by the sandworm is another terrible mechanic. I understand that it fits the lore, but good lore does not automatically make good gameplay. Losing absolutely everything because you made one mistake is incredibly punishing. Even worse, some high-tier items require rare recipes. If you lose an epic item to the worm before finding another recipe, it's simply gone. The game actively punishes experimentation instead of encouraging it. There are also countless quality-of-life issues that make the experience unnecessarily annoying: * NPC names aren't shown until you talk to them, forcing you to speak to everyone just to find the right person. * Fuel levels for vehicles aren't visible in the quick interface—you have to open management menus just to check your tank. * Many mechanics are poorly explained or unintuitive. * Moving an entire base is unnecessarily complicated, and even the available relocation tools don't work particularly well. None of these problems individually would be a deal breaker, but together they create constant friction. It often feels like the game is wasting your time instead of respecting it. The gunplay is... fine. Maybe a 5/10. Not terrible, but nothing special either. What surprises me most is that the game has already been out for quite some time and has received numerous updates, yet many of these issues still feel like day-one problems. So many systems could have been simplified or redesigned by now, but instead they remain frustrating. Dune: Awakening isn't a terrible game. There are enjoyable moments, and I genuinely wanted to like it since I very much like the universe. Unfortunately, the amount of unnecessary frustration outweighs the fun. My free time is too limited to spend it fighting the game's design instead of enjoying the game itself.
I'm sad because this is a very good game in many ways. The universe is appealing and immersive, the base-building is very well-done. I don't mind some grind, this was a good balance. The reason I'm sad is because I was hoping for a good solo experience, and I found it just too difficult. I'm an experienced gamer, albeit with old man reflexes - but I've beaten Dark Souls and other "difficult" games through persistence and craftiness, so I'm no slouch either. I can see how the quests could be very fun in a group. They're designed for that. I'm talking about game-progression quests that unlock necessary crafting recipes - these aren't optional - death really hurts when you've got a long way back to your corpse, and chances are you won't make it and end up losing everything - I can see why it was designed this way, and if I was playing with friends all of these issues would be mitigated enough - but solo it's just too hard to be fun - for me. A gamer with higher skills and more experience may find the challenge to be exhilarating but for me it was just an exercise in frustration which is not why I like gaming.
I started playing Dune: Awakening in the summer of 2025. Many of my IRL friends were really hyped for the game, and I joined them. Almost instantly, I got completely hooked. Whether it was the story, progression, building, or simply having new things to work towards, there was always something to get excited about. With my group of friends, we started a guild that grew pretty quickly, with friends of friends joining as well. Everything was pretty awesome, and the grind was surprisingly satisfying, even though I usually do not like grindy games. We were on Discord almost every day and evening playing together, and eventually we reached the Deep Desert. By that point, we were completely hooked. We are all grown men with families and jobs — pilot, doctor, engineer and more — yet we were literally waking up in the middle of the night just to try to secure the best spots in the DD after the storm.That should probably say something about how invested we were. We represented House Atreides and enjoyed both the PvE and PvP aspects of the game. After we built our first Carrier and Spice Crawler, we started doing actual "operations" together. We would send scouts flying around looking for large spice fields while also checking the surrounding area for other players and potential threats. Once we had assessed the risk, the rest of us would move in with the Carrier and Crawler and start harvesting. The excitement was unreal. Of course, during our first proper spice crawl, we were attacked by a Harkonnen guild. We fought it out and managed to get away while losing very little. By the end of that operation, we were ecstatic. It was already pretty late in the evening, so we called it quits for the day, but none of us could wait to get back on and play again. The Deep Desert had actually made the game feel dangerous, unpredictable and exciting. By this point, however, we were getting close to the end of the available content. Most of us kept going anyway. We geared ourselves up with max-level equipment and started going into Testing Stations. Quite often, we would find Harkonnen players hiding nearby, waiting for us to finish before ambushing us and trying to steal everything we had farmed. Sometimes they succeeded. We died, lost our farm, and had to deal with the consequences. But instead of making us want to quit, it usually made us want to go straight back out there — both to try to recover our stuff and to fight the Harkonnen guild that had been ratting us. For most of us, this was actually fun. It felt appropriate for a game set in the Dune universe. Resources mattered. Territory mattered. Other players were a genuine threat. Losing something actually meant something, and succeeding felt rewarding because there had been some risk involved. Unfortunately, after weeks of doing the same activities without any meaningful updates to the game, things started becoming repetitive. A large part of the player base also started disappearing because there simply was not enough content or enough new things to do. Gradually, fewer and fewer of my friends joined Discord to play Dune. Those of us who remained were okay with that at first. We were waiting for new content and hoping that Funcom would eventually introduce a proper endgame that gave us more reasons to keep playing. But after weeks without much new content, everyone from my original group had eventually left the game except for me and my best friend. We still weren't ready to give up on it. So, the two of us started new characters on PAX, which at the time was one of the most populated European servers. We grinded our way all the way back into the Deep Desert, and on a populated server the place was crazy. There were players everywhere, guilds competing with each other, and once again there was that sense that something could actually happen while you were out there. By this point, the Deep Desert had been divided roughly between PvE and PvP areas which I felt was alright, I guess. It wasn't necessarily what I wanted, but there was still enough happening that we continued playing. Then Funcom started making changes that, for me, completely killed the excitement of the game. The endgame increasingly seemed to be redesigned around players who wanted to avoid PvP entirely, and the risk-versus-reward gameplay that had made the Deep Desert exciting started disappearing. Ornithopters became almost useless for meaningful aerial combat. Then rocket launchers were changed so they could lock on, which also made progression toward things like "The Ancient Way" feel almost pointless to us. We had spent time grinding toward equipment and strategies that suddenly no longer felt meaningful. Most importantly, fighting over resources gradually stopped being a major part of the game. And once that disappeared, a lot of the reasons for organizing a group disappeared with it. -There was less reason to scout. -Less reason to plan an operation. -Less reason to worry about what another guild might do. -Less reason to protect a crawler -Less reason to coordinate with your friends. What had once felt like a dangerous shared world gradually started feeling more like a farming simulator where you simply repeated the same activities with very little meaningful risk attached to them. Both my friend and I eventually stopped playing. Even then, I remained optimistic. I genuinely believed Funcom would eventually find a balance between PvE and PvP and bring back some of the things that had made the Deep Desert so exciting in the first place. But, at least for me, that never really happened. Instead, the game seemed to move further and further toward repetitive grinding without giving us enough meaningful reasons for why we were grinding in the first place. And that is probably the most frustrating part of all. A very vocal part of the community wanted the danger removed. They wanted safer farming, less forced PvP, fewer consequences for entering the Deep Desert, and more ways to simply play without having to deal with any hostility. Funcom gave them more and more of exactly that. And from my perspective, they gutted the very systems that made the endgame interesting in order to do it. The irony is that after all those changes, many of those players still stopped playing anyway. Meanwhile, many players like us, who actually enjoyed the tension, the rivalries, the risk of losing resources, the faction warfare and the need to organize with other people, were left with a version of the game that had removed most of what kept us logging in. This was a game that once had a group of grown men with families, careers and responsibilities sitting together on Discord almost every evening. It had us planning spice operations. It had us scouting ahead for enemy guilds. It had us fighting Harkonnen players over resources. It even had some of us waking up in the middle of the night after a storm because we were that excited about getting back into the Deep Desert. And somehow, Funcom managed to turn that experience into a game that none of us wanted to log into anymore. For me, Dune: Awakening wasn't ruined because there was too much PvP. It was ruined because Funcom removed the danger, competition and risk that gave the grind a purpose in the first place. Without that, what is left is basically a PvE grinding game, and let’s be completely honest: there are already plenty of games that do PvE progression and grinding far better than Dune Awakening. What made Dune: Awakening special to me was never the grind itself. It was everything surrounding it: scouting, planning, rival guilds, fighting over resources, protecting your crawler, risking your gear and never quite knowing what was going to happen when you entered the Deep Desert. Once most of that disappeared, so did my reason to play.
Finally! Optional singleplayer!
I don't play multiplayer games anymore so I was really excited when the single player version of Dune:Awakening was released. I have been playing for about 20 hours and have barely scratched the surface of all the content. The devs have allowed single players to totally customize the game so it is balanced for them. I am 77 and don't have the abilities or reflexes of a younger player. I was easily able to adjust the difficulty of all the various things in the game to match my skill set. This allows solo players to make the game much easier or much harder. Brilliant! There are many quests and contracts to carry out. Rewards include skills and talents. The skill trees have many options and the talents unlock research which allows crafting/building of the items unlocked. It is a great system and works well. The desert is a brutal place and most people you come across (all AI in single player), shoot you as soon as they see you. The ai enemies have good aim and seemingly unending firepower. Traversing the terrain can be done on foot, on a ground vehicle and eventually on a flying machine. There are many difficulties when travelling. The giant sandworm is a major difficulty and I was very happy to be able to turn off the sandworm and the storms. There are factions you can join, merchants you can shop with, ornithopter taxi services, etc. etc. Base building is fun and you can design pretty fancy bases. There are a variety of crafting machines and they require power. I am sure there will be even more to learn and take care of as the game progresses. I highly recommend this game to anyone who likes survival games.
Imagine giving a game a negative review after playing it for hundreds of hours, it's wild. Count your hours of gametime and weigh it against what you earn as a wage at your regular everyday job. As if you get paid per hour and then maybe reconsider from that perspective. The least you can do is give it a thumbs up. Game is 10/10 and it is time to replay it.