
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 971 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's hard to explain how this game makes me feel. On one hand, some parts of it were quite frustrating or boring, but, on the other hand, I'm still thinking about it months after finishing it. The style of this game is honestly great, and early parts of the game feel like a very intense board game. The stakes are real - right off the bat you're dying, there is a bounty hunter after you, and there are people to help. The game loses momentum after this though, and, towards the end, you barely feel the stakes or the difficulty. The characters also peak in the early game; the father and daughter's story was fantastic, while the end-game refugee crisis characters are pretty flat and preachy. The survival mechanics are pretty fun and I really like how they tie into the narrative. It would be more impactful if the game had a true fail state since knowing you can mess up as much as you want and still get a decent ending take away from the stake. I would still recommend playing this game. It took me <10 hours to beat it, and I'm looking forward to playing the sequel
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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% | — | 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
Fascinating world, compelling story. No real "combat", but if you liked Disco Elysium you'll find plenty to enjoy here.
Je suppose que tout à déjà été dit à propos de ce jeu, ou plutôt de ce roman graphique. Car le gameplay est très simple, un peu de gestion de ressources (en pratique 2 ressources), mais aussi très facile: on place les dés ici ou là, les gros sur les tâches "réelles", les petits sur les tâches "virtuelles". Cela devient vite routinier. Metro, boulot, dodo, comme on disait autrefois. Les compétences/caractéristiques ne servent pas à grand chose. Pire: elles tendent à simplifier encore l’utilisation des dés: la tension du début disparaît vite, pour ne laisser que la répétition. L’histoire aurait pu être intéressante. En tout cas, ça commence bien. Un lieu mystérieux et ambigu, un personnage principal sur la corde raide, qui rencontre des individus très divers. Mais tout cela s’effrite vite. Les sentiments, émotions et réactions du dormeur sont laissés au choix du joueur, mais la narration n’en tient pas compte, et suit son fil. Ce n’est pas cohérent, ni vraiment roleplay, ni vraiment romanesque : ce personnage reste flou. On ne sait pas trop ce qu’il veut. Partir ? Mais vers quoi ? Et pourquoi ? On en arrive à choisir un peu au hasard parmi les directions proposées, pour voir. Mais toutes semblent également ternes. D’autant que les autres personnages semblent n’être là que pour justifier ces options. Il n’y a pas de mouvement d’ensemble, chacun suit sa route, qui ne fait que croiser celle du dormeur. Ils donnent l’impression de ne s’intéresser à notre personnage que dans leurs propres intérêts, et sont peu convaincants. Et donc réciproquement, le joueur ne remplit les tâches confiées que pour les récompenses promises (grind grind). Difficile de s’impliquer dans une intrigue essentiellement individualiste.
Wow wow wow wow wow. Wow. Insanely extremely good. Absolutely love the tabletop mechanics, clocks may be very chic but they're chic for a reason, and allocating dice was engaging the whole way through. Makes such excellent use of being a videogame, getting to consider the way the game will react to you (and the game doing everything it can to make sure you realize that it has consequences in store for you, so you have to take them seriously). I love the way being a sleeper makes you consider your place in the world. It was the perfect hook to get me to roleplay, because I can imagine it being someone almost like me, but also with all the baggage of being an illegally sentient robot created from a simulacrum of a person for money. How desperate would I have to be to take that deal and essentially consign myself to slavery? Except it's worse, because I wouldn't even be suffering the consequences, only my sleeper. Spectacular hook, totally shaped how I viewed the world and characters. The entire way through I'm thinking of labor, and how mine is valuable for coming from a strong robotic body, and also valued cheaply because that body is marginalized. Such an incredible hook. Lots of strong characters too, and great art throughout. I can't speak highly enough about this game. Absolutely recommend it, it was incredible.
My kind of game. Slow burn, turn based, relaxing. Make decisions, manage resources, moral choices.
it is a lot mor fun than mine sweeper
Sympa et original
6 hours in and this game is just awesome. I've never been into reading a ♥♥♥♥ ton of dialogue but this games characters and story have changed that. The artwork with all the unique characters you meet is impeccable. I absolutely love this game and I haven't even finished it. I thought I had beaten it but there is even more after what I thought was the ending. So many threads to follow. I can't believe there is an entire second game, and I can't wait to play that one.
An excellent little game. About 6 hours for me to reach end credits with the chance to continue the story after the 'end'. Definitely room for multiple, different playthroughs.
Nice 'more than visual novel' game. Its not as engaging in its narrative as Disco Elysium, but story and characters are well written enough. Endgame become a chore, and sudden endings that you can just stumble upon are a bit annoying. I wish there was VA.
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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|---|---|---|---|---|
| $3.7M | 36.1K | 71% | $5.99 | |
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