
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 | 8.3Kreviews | 93% | — | $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 971 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good Game.
I don't tend to play narrative focused games too often but something about this one made me give it a go. I was kind of expecting to bounce off of it but I ended up completely engrossed right through to the end. Even though the presentation and basic gameplay loop is pretty simple, the writing and the overall feel of the game is really compelling. Unexpectedly this ended up being one of the best games I've played this year!
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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 2,402 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 978 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩,看起来类迪其实和极乐迪完全不一样,虽然有处女航这种翻译瑕疵但还是那句话瑕不掩瑜,很多塑造得很好的角色,而讨厌的角色呢也会有惨烈的下场。不过我太讨厌政治局了没有打dlc内容。
Сюжет второстный слоп про плохихи корпораций Выборы номинальные, часто приходилось выбирать "промолчать" потому что все другие опции максимально ебланские Геймплея мало и тот тривиализирован в хлам: размаж кубики по активным квестам в произвольном порядке, максимум сначала выполни квест на таймере. Игра ощущается растянутой из за затянутого перемещения по карте о ожидание результата действия в вставлении кубика в секунды две Лучше перепройдите диско элизиум. Получите схожий опыт но кратно лучше
This ♥♥♥♥ softlocked me so I had to watch characters I was invested in, die needlessly and in the dumbest way you can think of. This ♥♥♥♥♥♥♥ hurt. So it'd be a great game without that, because you do get invested. But it ♥♥♥♥♥♥♥ hurts when the game ♥♥♥♥♥ over your effort by making you watch the game kill the people you've gotten to know and help. You do everything right, and you only get to watch them die as a reward.
一个不能存档的需要读档的游戏哪怕值得一玩也不推荐 以及在大部分角色设计无性别的前提下个别女角色靠动作就可以分辨男女这点还是需要改进
quite a while since I got this immersed in a game. it's insane how great the soundtrack and writing is - characters and descriptions just pop out of the screen. choices feel impactful and the combination of hard decisions with limited resources to act on them is amazingly executed. only weak link was the unclear path to obtain certain items and a sometimes livelier presentation would be welcome. other than that I can't wait to play the second one [spoiler] - "The sadness of remaining forever unknown, even to yourself." - "That is either sentience, or the illusion of sentience, and for me, the entity in question, the distinction becomes a moot point. To misquote: I think I am thinking, therefore I am thinking." - "But if those practices remain unchanged while the universe around them shifts, aren't they already dead? What is better, to preserve at all costs, or to allow things to be destroyed by change?" - "If the Eye is to become anything more than an offshoot, a temporary structure, it must form its own history, its own stories, stronger than anything that came before. Unlocking these Solheim secrets won't do that, but the persistence, the stubborn drive to survive that is in the veins of every person in this place? That will. And that is what you are trying to save." - "And in this frozen moment you focus on only the next step, because that is the only way you have learnt to persist. And to persist is to believe that a future, any future at all, is possible."[/spoiler]
It's good. I want to say great, but I can't. I see what could have been a much larger, engaging story if only a few parts were shuffled around. I'll explain how and why. Citizen Sleeper is not a choice-based narrative. It may seem that way at first, but the choices you make during the dialogue are mostly superficial. What you have is a daily cycle where you do a few things, rest, then do a few other things. Some of these things have a countdown timer, meaning if you don't do them now they'll fail or become unavailable. Okay, so if you're not making choices in the dialogue then surely your choice is spending your time either doing Task A or Task B, right? Unfortunately, the story threads are written to be mostly linear and self-contained. You pick a story thread and tug on it for a while until the game tosses an ending at you. This isn't necessarily a bad thing, but I wanted to point out how these stories are mostly linear and separate. Each one of those story threads ends with a very similar choice: [spoiler]Do you stay or do you go?[/spoiler] Spoilers ahead. [spoiler]I think the game could have been a lot better if it wove the story threads together into a longer, more interconnected narrative. The first act working for Dragos and discovering the fate of the Winter Light already serves as a good introduction, establishing mercenaries as a threat. Instead of Ethan being (only) a drunk loser he could have been used as a driving force to get you integrated into the station's communities; securing friends and places to sleep. He even comments on such when finding you. By the time Maywick enters the picture you would be juggling between all your different hiding places just to keep him off your trail. Completing the Yannick story could have helped with that. Since leaving on any of the ships would have left your tracker/stabilizer situation unresolved, having Lem's "Three Body Problem" act as a sad bookend to the second act would have Lem's question of "what all the toiling was for on the Sidereal when he has nothing to show for it" act as a springboard leading into The Greenway as an answer. Concluding Feng's story could have involved securing the body of a sleeper, tying into Ankhita's story. All of these different interconnected stories could have painted a more broader picture of the citizens of The Eye, now your friends and family, "protecting" you from Maywick. I think Maywick should have been the final confrontation of the game with the different story threads coming together in how you choose to deal with him. After all that, meeting The Gardener could have made a fitting epilogue. Not just tied to the Greenway itself, but as a symbol of the tireless effort of restoring The Eye as a whole. The Gardener gives you a final choice. It's similar to staying or going on a ship, but it's different. Do you tug on your own thread and stay a sleeper protected by the citizens or do you cut your thread and become the sleeper protecting the citizens? Of all the endings I think it's the most relevant to the unique circumstances of a Sleeper.[/spoiler]
没太体验到反抗公司,反抗资本的斗争精神,但这个环形城市里形形色色的人让我感受到了一种独特的烟火气。
没有灵活存档我好难受........................一直在重开..... 以下内容是纯通关游后感 结束了,最后我选择登上飞船离开了厄灵之眼。 这款游戏真的很难让人不联想到星际牛仔,SPIKE最后说的自己像做了一场很长的梦---那也完全是我在这款游戏里面作为梦游体的感受。探究不到的过去,能想象到的是和现在一样荒芜的未来,厄灵之眼也好,厄灵之眼上面遇到的所有人,也不过是我的一场梦。 在厄灵之眼上面遇到的所有人都有独立的剧情线,他们从来不会给我改变世界的任务,只会给我刚好足够维生的冰棒、一顿饭,或是一段几分钟的温情时刻。然后,列车到站,大家各奔东西。我为了活过今天而去打工、治病、与人交谈,倒计时永不停歇.... 我选择登上飞船追求的也不是抵达,而且是旅程,从一个破败之地到另一个破败之地的路途中,我的存在被持续地创造和确认,大概是在这个宇宙里能拥有的最大限度的自由吧。 掷骰子这个模式其实还蛮有意思的,反正让我前期还不太熟悉怎么去控精力体力的时候因为上头重开了好几回。 还有就是猫咪真的可以统治宇宙了吧!!!每天睡觉前都要喂猫啊!!整个厄灵之眼让我最放不下的就是我家门口的小小流浪咪!!!!!
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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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