
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 958 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
its a chill game to play but many of the quests i couldn't complete late game because they were inaccessible and tracking missions didn't help you locate them. It also had slight political propaganda that was pro-refugee and tried to make the player feel bad if he didn't side with flooding the space station with refugees on flotillas. The flotilla was also ran by what looked like a transsexual and a black woman. The game also was very simplistic I feel like i could have an AI create something similar in about a week worth of work.
🎮 total time played: 13 hours 🎖️ achievements: 74% 🖊️ rating: 8/10 this is a text-based "rpg" where you play as a sleeper, essentially an android with a copy of a human's mind in it, and you wake up on a centrifugal station. i put quotation marks around "rpg" because this is mainly a narrative experience where you get to talk to people, while the rpg mechanics are mainly trying to survive and manage your limited resources cycle per cycle the writing in this game is excellent, i love the characters and how rich this place feels. the themes around the control of corporations are kinda obvious when you start, but im glad they got deep into the ideas of personhood and identity and what it means to be yourself and live for yourself or live for someone, and what it means to get to decide that for yourself however, i don't think this is a perfect game, and a few things nagged on my mind up to the very end. first, while the game does track the number of days or cycles that have passed, it doesn't really change the metanarrative of the game that much. you could go through a storyline near the start or end of your playthrough and it would have the same events with no change. because of this, even though i felt very encouraged to feel through the character and make choices based on how i felt the character would feel, on a meta level the game is pushing me to continue playing and try to finish every drive. it also loses its replayability when ive seen so much of it on my first go second, none of the storylines or drives intersected with each other at all, which made sense given you can do any at any time, but it also took away from the immersion the story was trying to put me in. it was only at the end, playing the three final episodes, where i really felt like my previous actions actually had weight and could come together, even with how limited the interactions between those storylines were. third, this game has too many early endings. three times i completed a storyline to be met with a choice, i made a choice and i was given the credits, and i found that confusing tbh. none of those felt like they would have been satisfying endings in any playthrough, so they didnt make sense at all. the only ending that made sense and felt definitive was the final one. plus with those other endings, like i said in point 1, the game is encouraging you to keep playing, so to have an ending there goes against what the game really wants you to do in that moment. you may read all of this and think i hate this game or something but i really do love it - the story is brilliant as is the worldbuilding and the beautiful art and music. i wish i could spend a hundred hours just exploring this world (and i cant wait to continue with the sequel)!! there are just some things i think the devs missed out on doing with this one. i have yet to check out the sequel, but i sincerely hope some of these problems are addressed in the next one. if they are then im sure the next game will be a banger
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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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 |
| $5.99−70% | — | 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 965 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
プレイ時間は10時間程度で、1週目のエンディングを迎えた状態です。 [h2]システムについて[/h2] この作品は「サイクル」を一つの周期(1日)として、与えられたサイコロの出目に応じて行動を選択するTRPGを基にしたゲームシステムになっています。 サイコロの出目は「サイクル」の開始時に決定されますが、スキルの獲得によりある程度いじれるようになるので、運の要素は少なめです。 ただ運の要素が少なめだからこそ行動の最適化が容易であり、私の場合は5時間程度のプレイでそこまで至りましたが、ゲーム性自体がとてもシンプルなので、分かりきった結果のために時間を捧げる消化試合のようで、遊んでいて退屈な時間が長く苦痛でした。 [h2]物語について[/h2] 物語の設定としては、「ブレードランナー」や「攻殻機動隊」を彷彿とさせるような古典的なサイバーパンクSFです。 専門用語も一応出てきますが、難解なものは特に無く、SF初心者でも問題無く楽しめるポピュラーな内容に仕上がっています。 ただポピュラーであるが故に、同ジャンルのファンからは物足りない物語になっているとも感じました。 [b](具体的に…)[/b] このゲームはクエスト方式(ミッション)で登場人物の悩みや要望を解決していく事で物語を進めていく事になるのですが、基本的に期限内にクエストを達成できるか失敗するかの2種類しかありません。 「サイバーパンク2077」のように二者択一の難しい決断や、派閥間の対立といった要素も無いので気にせず全てのクエストを進めても何の問題もありません。 一応登場人物によってはミッション最後の選択によっては分岐が発生する可能性もありますが、プレイヤー側の選択の余地としては少ないです。 [h2]リプレイ性について[/h2] 個人的にはここが一番の問題と考えているのですが、このゲームはリセットによるサイコロの出目の厳選を防ぐためにオートセーブしか対応していません。 そのためSteam実績解除に関わる実績を全回収しようと思ったら、相当な数の周回を強制されます。 前述したような、最適化が容易で飽きやすいシンプルなシステム、ミッション最後の分岐以外変化に乏しいリニアな物語となると、周回は作業感が強いと考えられます。 [h2]最後に[/h2] 私はこのゲームの物語や世界観は結構好きです。 ただ他のサイバーパンクの名作と比べて際立った魅力、このゲームでしか得られない体験を感じられずこのような評価になりました。 小説やビジュアルノベルは好きだけど、SF等のジャンルに触れてこなかった方にはピッタリの作品かもしれません。
I cannot give this one a thumbs up, as much as I like the visual style, the theme and setting, which all feel very good. The core gameplay itself just feels like busy work, and really appears to have no other use than to move a timer along to get to the next story beat, there is no strategy, skill or even real thought required as to what actions you choose, why you should choose one over another, or any urgency in the choices, which is a shame as I was a little interested in where it was going storywise, but its not enough to get over the mind numbing gameplay, and as i played more I found it harder and harder to keep going, I just wanted a skip the crap and give me the story button !!! At the end of the day this is a choose your own adventure with extra steps if you like that kind of thing then this would be good, but if you want some actual gameplay, stakes or anything more than reading I would look elsewhere.
连着几天一口气打到白金了,虽然全流程只有十个小时左右,但呈现的世界观却非常完整。游戏内除主角之外的角色并不算少,但不管是人物之间的人情与权力关系,还是星际各方之间的立场与形势,都很清晰地展现在了玩家面前。 画风很精致,每位角色的立绘重点都在突出角色特点,并且在不同的场景下,同一角色的立绘也会重绘,[b] *注意* [/b]是重绘而非只是换套衣服之类的,能看出来作者有在很用心地打磨这部作品。 作为一部以文字撑起大部分内容的游戏,文笔也是该游戏亮点之一,在以科幻和[u] 赛博朋克(基于资本主义的框架,存在着仿生人与义体、被垄断的生存资源、以及故事中人物对体制/企业的反抗,个人认为应该算得上是一部赛博朋克作品)[/u]为背景的世界观里少不了一些让人摸不着头脑的专有名词,但该作的文笔却并不让人觉得枯燥或是难以理解,反而在描述了很多意识层面的玄思的同时,还能让人以很快的速度摸清楚文本所要表达的意思。这方面肯定有很大一部分翻译组的功劳。 (btw,不知道是不是我的错觉,我觉得它的文本有一点点的密教味(?)特别是那种需要几个循环才能出结果的行动,等待中的文案像极了密教中刚把一张卡放上去时旁边出现的文案) 玩法方面就是很简单的以骰子作为行动点来经营生存资源活下去,只有前期资源比较紧迫,后期资源用不完。 比较值得吐槽的一点是此游戏存档系统很不友好,作为一部需要掷骰子的游戏,它居然没法在一个周目里存多个档。有需要sl的朋友可以在行动前确定右下角出现了已保存的图标,在行动后不要返回高视角,直接从选项里返回主菜单然后再读档,就可以实现多次掷骰子。 白金党不想重复打很多周目可以在游戏外手动备份存档。 提问:这游戏有登味或小头内容吗?回答:完全没有,不管是角色服设还是文本内容都没有让人不适的地方,纯正的太空科幻味。 不说了我要去打深空梦里人2了
Poorly written and way too verbose. Many many actions don't have any real consequence.
简单剧情小游戏,剧情一般画风出彩,主角有点摄像头但是主要人物描写还不错,教程引导做的不太行但是玩明白了后还挺上头。不能便捷sl所以做成就会挺难受。 总之仅建议史低购入。
Незважаючи на те, що рольові елементи під кінець гри дуже трівіалізуються через відсутність балансу та, можливо, більш жорсткого ігрового обмеження — у гри виявився інший недолік, більш суттєвий для мене. Вочевидь надихаючися прозою Disco Elysium (дежавю відчувається навіть у пролозі грі), розробник написав гру у провокативно-емоційному стилі, надмірно описуючи оточення ігрових сцен та середовищ. Але гра доволі скупо фокусується на об'єктивному зображенні діалогів та персонажів. Коли вона це все ж таки робить, то широкими епітетами передає, що вам треба відчувати чи бачити, на кшталт "погано виглядаюча кімната", "сумна людина" (приклади не з гри — лише щоб донести що маю на увазі). Через це, а також дуже складне для моїх глаз форматування тексту вузькими, але високими абзацами з великим розміром шрифту; і без жодних акцентів (чим можна було б розрядити візуально верстку) — я з плином часу зловив себе на думці, що хочу скіпати діалоги, щоб більше взаємодіяти з тим самим трівіальним, але прикольним шаром геймплею. Коли ж той шар геймплею спростився до того, що гра перетворилася на де-факто кінетичну новелу, де твої стати не мають тепер ніякої ваги —я гру закидую. Може, колись пройду другу — чув там хоча б геймплей кидає більший виклик.
Honestly, the game had a great start to the story. You had to manage your resources, time, and effort between different people or else you might miss them or incur a consequence. However, as the game progresses, there was a lack of 'dread' you needed to manage and it really came down to just waiting for events to finish their timer. I felt the characters were ok. The story was alright, but do not come into this expecting your choices to matter. I often just found myself clicking the first choice because there wasn't really any consequence to doing something different. This sucks because it feels like there should be a dividing path for you to choose between but somehow everything just works out between the two characters and your just there in the middle of it watching it be resolve. Furthermore, there is no real ttrpg mechanics beside a dice system. The system is extremely barebones and hardly matters later in the game when there is barely any risk to your character. Its a short, alright experience. If you're dead set on getting this game then pick it up on sale.
有人情味的软科幻小故事 +分支剧情很多但一周目可以完整体验,探索顺序自由把握; +主角以外的人物塑造很出色,大概也是这种游戏风格的优势所在; +-各方面限制比较宽松,资源自由后一些重复操作变得乏味; +-开局3种出身有看似风格完全不同的立绘,实际游戏区别微乎其微,有点遗憾; +-支线互不相干可以自由选择,可每做完一个,基本上这个角色就见不到了(毕竟纯文字游戏),越玩到后期能做的事越少,游戏体验逐渐下降,不过坚持到dlc3会有一个完美收尾,非常值得。 -大量二元选择,主角只是个叙事辅助工具人,跟设定联系起来就挺讽刺,不过做选择的我还挺有感触[spoiler]四次结局分支,前期觉得主角纯牛马,两次都毫不犹豫选了离开想帮他解脱,后来却发自内心的想要留下,真的对这个地方有了归属感[/spoiler] tips: 开图优先度高(不仅是开区域,也包括每个区域的详细设施),了解全局情况后方便先做简单支线迅速提升属性; 体况资源很充裕可以放心用,足以全局保持骰子3~5格,精力一般没必要吃满,很多正判定可以蹭饭吃; dlc内容建议遇到就开,除了dlc3的最后部分都对结局没有影响,减少支线全清后的空窗期。
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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