
Dune: Awakening is an Open World Survival game with immersive adventure and RPG gameplay. Explore, build, craft, and unravel a cinematic Dune story alone or with friends as you rise from survival to greatness on the most legendary planet in the universe. Just remember: the sandworm always comes.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
About
Dune: Awakening is an epic Open World Survival Game where you get to fully immerse yourself in one of science fiction’s most iconic worlds.
You have been chosen by the Bene Gesserit to go to Arrakis as their agent and uncover the mystery of the missing Fremen. Visit locations such as Arrakeen and Hagga Basin and meet familiar characters such as Duke Leto Atreides and Feyd-Rautha Harkonnen, as you unravel an epic Dune story never told before: yours.
Whether you prefer to play alone or with friends, Dune: Awakening gives you the opportunity to explore a vast, open world Arrakis brimming with secrets to discover, stories to investigate, gadgets to craft, vehicles to assemble, and bases to build. You choose which path to take as you rise from survival to greatness.
Avoid the roaming sandworms. Seek shadows to stay out of the scorching sun. Study the slow blade or learn to master the powers of the Mentat and Bene Gesserit. Build a modest home or a massive base and decorate it to reflect your character’s unique personality. Climb mountains or craft your ornithopter and take to the skies.
Dune: Awakening gives you a living, breathing Dune on a scale never seen before.
Discover a dynamic and immersive Arrakis, from the rolling sand dunes of the Deep Desert to hidden Fremen caves and the bustling city streets of Arrakeen. Climb towering mountains with the Shigawire hook and fly across sandworm-infested deserts in an ornithopter you built yourself. Escape the destructive might of the massive sandstorms towering above you as they sweep across the landscape, then take a quiet moment to witness the beauty of Arrakis when the sun is low.
In Dune: Awakening, you get to step into the books and movies and experience one of science fiction’s most incredible worlds up close. Join the Atreides or the Harkonnen and rise through their ranks as you explore their unique stories. Meet familiar characters such as Duke Leto and Feyd-Rautha, investigate the mysterious disappearance of the Fremen, and discover the truth about your own past. Unravel an epic, cinematic Dune story that asks the mind-bending question: what if Paul Atreides was never born?
Arrakis is a test that few survive. Those who do, awaken. Learn to survive the unique climate of Arrakis, chasing shade and extracting liquid from the bodies of your enemies to refine it into water. Study the teachings of the Schools of the Imperium to unlock a powerful repertoire of abilities, weapons, and tools. Wield the Trooper’s unparalleled firepower, use the Bene Gesserit voice to control your enemies, deploy the Mentat’s deceptive traps, or master the Swordmaster’s unique dance of death.
Carve out your own piece of Arrakis and build your personal base of operations. From small outposts to elaborate and towering strongholds, build everything piece-by-piece in the Atreides or Harkonnen style, or any of the other available architectural styles, and decorate it to reflect your personality. Equip it with powerful crafting machines and spice refineries and watch your power and fortune grow. Craft anything from useful desert-survival gadgets to entire vehicles such as ground cars and ornithopters.
Play alone, with friends, or head into the wider world filled with hundreds of other players and engage in the politics of Arrakis. Host your own server, rent one from a third-party provider, or play on an official server. A full single-player mode will arrive on September 22nd, along with many other additions and improvements.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99−50% | 78.6Kreviews | 71% | #21 | $37.5M |
| $49.99 | 0ratings | 0% | — | 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 1663 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TLDR 1) The early survival/exploration/crafting/base building experience in Hagga Basin is loads of fun. If you are a fan of the Dune IP, buy the game for these reasons. Thumbs up for the early game. 2) The endgame is unevenly designed and implemented and a generally unfun experience that is disrespectful of the player’s time. 2 thumbs down for the endgame. Having played since shortly after release, I think the first 60-100 hours are an excellent example of how to build a fun and engaging survival/crafting game with outstanding use of the Dune IP. I’ve rarely had so much fun exploring, building with varied construction sets, gathering, and fighting as I have in this game. The progression is well designed and implemented, and there was clearly significant time invested on Hagga Basin to build an immersive and challenging environment. I quite enjoy the music as well and have played the soundtrack for the game actively in the background while building one of many bases that I have constructed since release. If you enjoy this type of game play, you can expect up to 100 hours of play just exploring Hagga and progressing your character there. Kudos to Funcom on the early game. While the devs spent significant time after release redesigning the endgame, this is where the game falters badly and completely loses the magic of the Hagga Basin experience. I do want to acknowledge that the Deep Desert was changed to allow for both PvE and PvP instances, which is a step forward for those (especially solo players) who wanted to advance their characters into tier 6 without getting ganked incessantly. And I have never done much with PvP so I will not opine there. But the new PvE Landsraad system is incredibly grindy, unfun, and generally disrespectful of the player’s time. 1) The new Landsraad missions, while not terribly challenging at higher gear levels, are super grindy and not very interesting. You will have to run many hundreds of them over the course of a year or so to fully advance your character with the missions time-gated at 5 a day. And the rewards for this progression system are too powerful to not complete if you want to remain competitive, e.g. 100 combat rating (the max achievable) doubles your character damage and halves the amount of damage taken. This also appears to have an outsized impact on the PvP experience. 2) While I appreciate the creativity behind the overland dungeons, the number of runs needed to obtain advanced weapons and armor and the augments to go in them is excessive, especially with the number of one-shot mechanics at higher difficulty levels. I personally just do not enjoy the dungeons, and I think the loot drops are poorly tuned. If I wanted to play a game where I had to run the same dungeons over and over, I’d just go run keys in World of Warcraft. The add scaling also significantly favors solo runs, further disincentivizing group play, which is a prevalent theme, especially in light of the solo player version of the game scheduled to release Sept 2026. This is supposed to be a MMO but there are few, if any, systems in place to actually encourage group play, short of grouping being advantageous to clear Deep Desert testing stations that are largely irrelevant in the endgame. 3) The augment system design is poor. It’s not enough to finally get a blueprint to drop for a weapon that you actually need, but you then need to obtain 2-3 different augment blueprints to drop as well to fully utilize the potential of the equipment. Moreover, the actual power gain is highly variable and determined at the time of augment creation. You cannot remove nor actually improve the augment after creation nor after slotting in the equipment, i.e. you’ll have to craft an entirely new weapon/armor piece (after finally getting the relevant BP to drop again) and craft new augments (after getting new BPs to drop) and hope they are better than the originals. I sincerely hope this is a technical issue that Funcom is working through rather than an actual design choice. If it is indeed the later it was a poor decision and extremely disrespectful to the time investment of the player. I hope Funcom will continue to evaluate and iterate on the endgame experience as, overall, I find it generally unfun, not respectful of the time I invest in the game, and generally not well conceived. With the endgame ultimately representing the meat of the Dune Awakening experience, I really cannot recommend the game overall to most players, save those who solely want a simple crafting/exploration/building experience in Hagga Basin.
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Every market we collect.
Same day: best AU #7, worst BR #69 · 11 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 13.43/day in the week to Aug 8 → 19.43/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, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +2 more
| $49.99 |
| 0ratings |
| 0% |
| #35 |
| 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 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Had an assault thopter full of end game gear get sucked into the ground, screenshotted the blades sticking out of the ground and asked for help getting it out, the thopter recovery tool in game would delete the stuff in the cargo hold, which is where we'd stored a full set of Tier 6 armor and 4 tier 6 weapons, all told, about 600 spice melange worth of gear. Return email from the devs was basically you're SOL, but here, have some garbage gear that you don't want to help you on your way to farm back what our game ate for no reason. 5 minutes of help would have fixed the problem caused by their buggy broken game and saved us a couple of weeks of spice farming (which to be honest I find boring AF), or failing that they could have given us copies of the lost gear back, which we had a full list, verification would have been easy for them too as the thopter was still sitting there, IN GAME, INSIDE THE ROCK, with its blades sticking out so you could even see WHERE it was at. But no help, no assistance, and even the automated vehicle recovery tool would have helped us EXCEPT THEY MADE IT SO THE TOOL DELETES WHAT YOU HAVE IN STORAGE, SO ITS USELESS WHEN THEIR GAME EATS YOUR PROGRESS. I'm going to find something else to do with my time, there are games out there that respect your time with developers who aren't stingy with in game resources that cost them nothing. Again, not wanting a handout, just the stuff back that was lost due to a bug that was easily verifiable and easily recovered if one had access to admin tools.
First of all it is NOT Singleplayer, it's a server game like Rust. When you want to play alone you have to buy your own server. Even on min. to max. graphic settings it runs like ♥♥♥♥, it stutters and breaks the grafic whenever you move to fast or even just try to turn around. The combat itself its meehh because of the wonky camara that has no problem to get stuck above your head and shows how bad your hairline looks when you get to close to an object. The melee combat is through the block function that only some times work or only triggers when it wants more luck based.
I’m a huge Dune fan, so this was one of my most anticipated games in years. When it launched, I put hundreds of hours into it and genuinely enjoyed my time in the game The early game is great. Exploring the world, building your base, upgrading your equipment, getting better vehicles, and progressing through the different systems feels rewarding. For a long time, I always had something to work toward. My problem with the game is what happens once you reach the endgame. At some point, the progression just stops. You have the gear, the resources, the vehicles, and then you realize there isn't much left to do. The game starts feeling repetitive very quickly. Every time I logged in, I found myself doing the same things over and over without any real goal. A lot of people, including me, expected PvP to carry the endgame, but it never really did. The fights weren't interesting enough to keep me invested long-term, and after a while they felt more like a grind than actual fun. The game also has a habit of wasting your time. Losing hours or even days of progress doesn't create excitement—it creates frustration. In a survival game some risk is expected, but there has to be a balance. The frustrating part is that I don't hate the game. Quite the opposite. I enjoyed it enough to spend hundreds of hours playing it. That's why it's disappointing. The foundation is good, the atmosphere is excellent, and it feels like Dune. But eventually you reach a point where you ask yourself why you're logging in, and the game doesn't really have an answer. If you're a Dune fan, you'll probably get your money's worth. I certainly did. Just don't expect a strong endgame or endless content. After a certain point, Game becomes a beautiful desert with very little left to discover. As a PvP player, I absolutely cannot recommend this game. The biggest issue is that the developers have done the exact opposite of what they originally marketed. Many players bought into the vision they presented, only to watch the game move in a completely different direction after launch. They consistently ignore feedback from the PvP community and focus almost exclusively on PvE-oriented updates. Instead of expanding endgame PvP, faction warfare, territory control, or meaningful player conflict, they continue making changes that reduce risk and player interaction. For example, they slowed down ornithopter rockets, turned half of the Deep Desert—the game's main endgame area—into a PvE zone, and eventually split the servers into PvE and PvP environments. Decisions like these completely changed the identity of the game and removed much of the tension and excitement that originally attracted many PvP players. After these updates, the player population dropped significantly, and honestly, it's not hard to understand why. The game currently holds around a 70% positive review score, but I strongly disagree with that rating. In my opinion, it's inflated by people who simply love the Dune universe or players who primarily enjoy PvE content. If you're looking for a PvP-focused MMO with meaningful risk, competition, and long-term endgame goals, this is not the game that was promised. That's the most disappointing part. The potential was there, but instead of building on it, the developers chose a completely different path.
Simply put: NOT FUN. Single player requires joining a server (just because). Had to trawl through the region list to find server in a very different part of the world which has a "Standard" server to join (because none are in my region and none of it is automated or intelligent enough to find one by itself). Not interested in MMO, just want a good single player story campaign, wasted 30 minutes trying to figure out if I had started the wrong executable. I just want to download a game and play it, not spend time trying to work out if the game has falsely advertised a single player mode. There were no helpers along the way to explain that single player mode requires a server or why (really not an obvious move there devs - seems shifty to me, there are only a few reasons why you would want to join server for single player mode and all of them are great for the dev, but really not great for the user.) I'm not going to applaud it, it should be vehemently discouraged. 2 hours gameplay, trying to figure out the basic building mechanics (how to simply rotate an object so that its facing the right way) and I'm being constantly threatened with dehydrating to death. If you can't make the controls VERY VERY VERY obvious, then don't constantly threaten me with death when I know what to but can't figure out how to get your interface to do it, and a timely tutorial for basic construction controls seems non-existent (not sure why as fighting was quite well covered). I can handle death by Arrakis due to my own errors, it's a harsh planet, but to be given death due to the shortcomings of the UI is a MAJOR turnoff. This has become a whining chore of a game to play due to idiotic dev decisioning after just 2 hours. Major red flag. I'm taking it as indicative of how much dev interface decisioning will ruin what should have been an awesome story to come (which I've now chosen to never experience). Reloads just to work out controls utterly disruputing the immersiveness and flow of the gameplay. It turns a natural learning experience into a forced debug session (that's work in my book, not play.) I'm not taking the risk at playing further as I haven't the patience for half-arsed experiences. Feels like it was rushed out to meet deadline TBH. If it ever improves and makes a good user experience it'll probably be an old game which I'm no longer interested in by then. Money not well spent, even at 40% off. I'm out. I'd never heard of "Funcom" before, but lesson now learned. If you bought this game, my condolences to you, I don't think Steam do returns.
Grind till your eyeballs bleed, then if solo, grind till they bleed some more for months on end just to do content. Solo players that want their time respected - stay far far away
We do not need single player... all we wanted was a REAL PVE option, and some better persistence options. Seriously, the grind was simply mad, the rewards shallow, the difficulty insane, leave the game a few days and your entire progress is reset to nothingness, while you are stuck in a zone you have barely a way out of... Yes, I understand this is a "survival game" but having a few severs with tweaked settings would have saved this game! So sad... really... so sad.
Dune: Awakening réussit plutôt brillamment son pari : nous envoyer sur Arrakis avec trois fois rien, aucune idée de ce qu’on fait, et surtout une espérance de vie légèrement inférieure à celle d’un moustique dans un barbecue. L’ambiance est excellente. Le désert est immense, magnifique et surtout parfaitement adapté pour vous rappeler que l’eau est une ressource précieuse et que marcher 20 minutes dans le sable n’est absolument pas une activité de loisir. Entre les tempêtes, les vers des sables et les différentes joyeusetés locales, Arrakis sait recevoir. La progression est agréable, la construction permet de s’installer tranquillement et l’exploration donne régulièrement envie d’aller voir « juste un peu plus loin ». Évidemment, « juste un peu plus loin » finit généralement par devenir une expédition de trois heures avec retour en mode cimetière. Mais alors… le multijoueur. Sur le papier, c’est une bonne idée : rencontrer d’autres joueurs, collaborer, commercer, explorer ensemble… Dans la pratique, cela peut parfois ressembler à une réunion de copropriété organisée par des mercenaires sous caféine. Tu veux construire tranquillement ? Quelqu’un vient probablement mettre son nez dedans. Tu veux explorer ? Un autre joueur a décidé que la zone lui appartenait. Tu veux faire du PvP ? Très bien, mais prévois une assurance habitation, une assurance vie et probablement un avocat. Le plus frustrant reste cette sensation de ne pas toujours pouvoir jouer tranquillement à son rythme. Le côté communautaire peut être génial, mais il peut également transformer une simple promenade dans le désert en avis de décès administratif. Malgré ces petits défauts, Dune: Awakening reste une très bonne expérience. L'univers est bien exploité, l'ambiance fonctionne parfaitement et la progression donne vraiment envie de continuer. ⭐ Un excellent jeu de survie dans lequel le plus grand danger n’est pas forcément le ver des sables… mais parfois le type qui vient vous tuer pendant que vous essayez simplement de récolter du minerai.
**Approximately 5,200 hours played — Not recommended ❌** I’m a huge Dune fan, and this game has an excellent foundation. The atmosphere, base building, vehicles, progression, and early Deep Desert experience kept me engaged for thousands of hours. Unfortunately, the true endgame feels empty & Boring. Once you complete the main progression, there is very little meaningful content left. Most of what remains are repetitive missions that feel like chores, mainly tied to contributing to the Landsraad. Even that system lacks impact when players can create alternate characters on both factions and benefit regardless of the outcome. The PvE and PvP Deep Desert split also removed much of the tension that made the game exciting. Arrakis should feel harsh and unforgiving, but the current experience is far too safe and predictable compared to the early Deep Desert. There is also no clear PvP endgame or long-term roadmap. The developers have stated that this is not primarily a PvP or dogfighting game, but without meaningful risk or equipment loss, there is little incentive to keep farming resources, crafting vehicles, or grinding high-tier Testing Stations for Grade 5 gear. My House had already stockpiled massive amounts of resources before Chapter 3, and we still have almost nothing worthwhile to spend them on. The specialization trees feel excessive for both gathering and PvE combat, especially when there is little reason to push beyond level 40 labs. Without meaningful PvP, whether aerial or ground-based.. there’s simply no purpose for that level of progression. The economy has also been heavily impacted by bugs, exploits, glitches, and Solari duplication. When currency and resources can be duplicated, legitimate farming, crafting, and trading lose their value. Thus earning the name #BugAwakening #DupeAwakening. A long-term game needs meaningful faction conflict, effective resource sinks, high-stakes activities, House objectives, and fun repeatable endgame content. Right now, this game has a strong early and midgame, but very little reason to continue once you reach the top. I genuinely enjoyed my time with it and still believe it has enormous potential. However, until the developers provide a clear endgame direction, restore meaningful risk, and stabilize the economy, I cannot recommend it.
I don´t see how this should be a singleplayer game. You have to connect to servers. Once there is a downtime, you can no longer play. There are others players in your " Singleplayer game". Yes, I read about the game before and I watched several videos. But somehow I would have expected a selection bezween local singleplayer and multiplayer. Beside this, at lease within the first 1,5 hours, the game feels like old Call of Dutys with levels build like a pipe and everything is preselected and you are forced to play as the developers want it. You want to build and just survive in the desert and find your space?# Forget it, the developers want you to constantly kill everything, so you have to do so. Enemies respawn faster that you can kill them. Ths is simply due to the fact, that the wohle game is only build for multiplayer. You fight your way along one of the pipe tunnels and once you reach the end, the enemies at the start are already back. In addition, this is one of the first "singleplayer games" with latency problems... This game is not bad, but the singleplayer flag is just a lie.
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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