
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.
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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).
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 83 reviews with recorded playtime.
Reviews
Themes across 83 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
Damn
A small derelict space station never felt so alive or endearing.
シチズン・スリーパークリア。操縦士で開始。 追跡者と支払いと空腹と体調の変化に追われながらそれでも最後まで瞳に残る決断をしました。 高い目のダイスだけがいい結果を生むのかと思いきや低い目のダイスにもちゃんと役割がある。 キノコ大好き。
Gripping narrative adventure with clever use of TTRPG mechanics. Found home.
This game is Peake. Yes, with a -e.
Gollygosh, what a good game. Goes well beyond what some might consider to be in the visual novel genre, with TTRPG and resource management mechanics - a HUGELY detailed story with characters that have you aching for a home that doesn't exist anymore. A Moebius-esque-BladeRunner-UI-masterpiece-gut-punch that leaves you wanting more. Keen for the sequel, letsgo, I'm (not) ready. ;___;
What a beautiful story experience this was. A choose your own adventure style RPG that gave me nostalgic feelings from Neuromancer, Blade Runner, Firefly...if you are a fan of cyberpunk stories, this game delivers. The visuals are static, but the writing, the character art, the atmosphere are top notch. It was a bit grind-y at times, you need to make strategic choices with your limited actions, but the limitations work in favor of the story. I was often on the edge of my seat despite the limited physical action and I admit, I cried at the end, I felt that attached to the characters, to my character. In a world where so many games are frantic FPS, I am grateful for a heartfelt story based gem like Citizen Sleeper - Thank you to the Devs, you made a wonderful game!
Recommended if you enjoy games that have great stories and interesting settings. Also if you enjoy it when your decisions matter. You won't miss the combat of other games in this one, and it's short enough that you don't notice its absence. Citizen Sleeper has a complex narrative hidden behind what first looks like a simple interface. Decisions matter and there are multiple endings. Some are good and some aren't. The story does a great job of interrogating what it means to be a synthetic lifeform that's a copy and of value in different contexts. Can you beat out planned obsolescence? Is it possible to beat out corporate greed? Why are you being hunted by cosmic horrors deep within the net? The world is lived in and the characters all have unique personalities and motivations. It's cyberpunk through and through. There are 3 classes, each with a different way of doing things, but that can eventually expand out to be far more functional. Self-modification becomes integral to getting things done. The music is not overpowering and adds atmosphere to important scenes without being too much or distracting. Also, condition and energy are different values, but both are modified by tasks, sleeping, and eating. Run too low on condition and you will be unable to roll dice to complete actions. Run low on energy and you start to starve, which affects just about everything you do. Finding out how to manage them is key. it's an interesting take o the idea of a synthetic lifeform that often would be depicted as running on a battery or unable to consume food. Botany is incredibly important here. The interface itself is easy to use but hard to predict. Dice rolls add unpredictability and tension when on a timer to complete goals. Despite having up to 4-5 options in dialog at times, sometimes there is no good answer. While most of the gameplay ends up being mouse clicks and traversing maps, it feels like more than that. it's easy to sit down to play and lose 5-6, hours but the game only takes 10-12 to beat if you do absolutely everything to reach the end of the expansion content (not including trying to get all the endings). There's no user directed combat either, although there is violence. I played this originally back before the expansions came out and it felt very incomplete. The story just ended unless you took one of the early endings. Some things were looping back then without a clear idea of what you were getting out of it. Even feeding the stray cat didn't have a dedicated outcome. Now that the game is finished and the expansions are all in place, everything you do and everyone you meet now has a purpose (even the stray cat) in the end. Nothing is left hanging. The art is wonderful as well, with a style that fits the setting. The only issues I had were that, in the later expansion content, there are some grammatical issues like missing quotation marks. It makes it harder to tell what is being said versus being thought. It's relatively minor. There are also a few spots where there probably should be a drive entry for waiting to see what will happen so you can see the countdown without having to change maps. It can make you question if you selected the right dialog option at times. Also minor.
我是离线游玩,实际一周目应该是六小时左右。 但是我遇到了一个bug。最后结局处应该黑屏放制作人名单。但是我视角一直在飘没有办法进结局。也没看到其他人触发这个结局。 删除重下都没有解决,我也懒得开新档玩二周目。 悲。
Had this game in my backlog for quite awhile. I played it not expecting to like it and would quickly write it off. 11 hrs later and it's one of the best games I've ever played. Go in as blind as possible and really lose yourself in the story and people created in this game.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: English, French, Japanese, Simplified Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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