
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.
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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.
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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
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
Hours played at review time, across 623 reviews with recorded playtime.
Reviews
Themes across 618 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
Dune: Awakening — игра, которая сначала затягивает, а потом оставляет только разочарование Первые 50–100 часов игра действительно может казаться интересной: атмосфера Дюны, выживание, база, прогресс, первые PvP/PvE-активности — всё это работает и поначалу увлекает. Но дальше начинается главная проблема: ластгейм пустой и скучный. Когда первичный эффект новизны проходит, становится понятно, что заниматься особо нечем. Прогресс превращается в рутину, мотивация пропадает, а игра начинает ощущаться не как живой MMO-survival, а как набор повторяющихся действий ради самих действий. Отдельный и самый неприятный момент — блокировка аккаунта. Я получил бан, при этом нормальную причину блокировки мне так и не объяснили. Я много раз писал в техническую поддержку, пытался разобраться, но в ответ — молчание. Ни прозрачности, ни адекватной коммуникации, ни желания помочь игроку. В итоге Dune: Awakening для меня стала большим разочарованием. Потенциал у игры был огромный, но сейчас это проект, где сначала ты тратишь десятки часов, а потом сталкиваешься либо со скучным эндгеймом, либо с полным безразличием поддержки. Не рекомендую к покупке. С большой вероятностью вы просто потеряете время и деньги. На старте может быть весело, но дальше игра быстро сдувается, а в случае проблем с аккаунтом вы рискуете остаться один на один с молчащей техподдержкой.
You can read about the positive sides of this game in plenty of other reviews. I’m going to focus on the parts that feel bad, unfinished, or in desperate need of a spice intervention. The combat is rough. It feels like a 20-year-old MMO wearing a fake mustache and pretending to be a third-person action RPG. There is too much jank, characters get stuck too often, the camera regularly joins the enemy team, and enemies seem to have unlimited stamina while you fight like someone who just discovered knees. It does not feel smooth, tactical, or satisfying. The overland map is one of the weakest parts of the game, and it has annoyed me since release. I do not understand why I need to fly around on a top-down map just to reach cities or points of interest. Either let us fly around a real map like in Hagga Basin, or remove the system entirely and let us simply select the city or POI we want to travel to. Right now it feels like a loading screen with extra steps and worse steering. This becomes especially painful during missions. A typical quest sends you to find something in Hagga Basin, then bring it to someone in Arrakeen or Harko Village. So you fly to the border of Hagga Basin, wait through a 1 to 2 minute loading screen, “fly” across the overland map to the city, wait through another 3 to 5 minute loading screen, run to the quest giver, run back, wait through another long loading screen, use the overland map again, zone back into Hagga Basin, wait another 1 to 2 minutes, then fly to the next step of the mission. Then the game looks you dead in the eyes and asks you to do it again. The truly mind-blowing part is that some missions let you simply call the quest giver and be done with it. So the technology exists. Apparently, half the NPCs have phones and the other half are committed to wasting your evening as a lifestyle choice. Inventory and storage are also a pain in the ass, which seems to be a general disease in modern survival games. There is no proper total overview of your resources, and the “circuit” system is convoluted, unintuitive, and barely works with the build tool. If you change the output circuit of fabricators or refiners to anything other than circuit 1, their inventory becomes invisible to the build tool. You can have 10,000 ingots sitting right there in a refiner, but the build tool acts like they are hidden in another dimension unless the output is set to circuit 1. Whoever designed that system needs to be locked in a room with their own inventory UI until they understand what they have done. There is a good game buried here, but some of the core systems are working very hard to keep it buried. Combat needs serious work, travel needs to be rethought, inventory needs a proper overhaul, and mission flow needs to respect the player’s time much more than it currently does. It's fun, especially in Co-Op until the fatigue and frustration wins.
**Not Recommended** I have around 25 hours in Dune: Awakening, and while I can see the potential, the game is filled with frustrating design decisions that constantly get in the way of having fun. The biggest issue is durability. Literally everything degrades: weapons, armor, tools, vehicles... everything. Constantly having to monitor durability on every single item is tedious rather than engaging. Players have hated excessive durability systems for years, yet this game takes the concept to the extreme. One example: I parked my sandbike before logging off. The next day I logged back in and it had completely decayed. My base was far away, I had no repair tools, and I couldn't even continue playing. Instead, I had to spend my time walking across the map just to rebuild or repair something that shouldn't have disappeared in the first place. The respawn system made things even worse. After moving to the second region and building a new base, the game still respawned me in the first region after I died. My bike was stranded in the second region, and without a vehicle you can't safely cross the desert because of the sandworm. Since I had already dismantled my first base and moved all my resources, I was forced to start farming resources again, rebuild another vehicle, and basically recreate infrastructure I had already spent hours building. That's not challenging—it's simply bad game design. Being eaten by the sandworm is another terrible mechanic. I understand that it fits the lore, but good lore does not automatically make good gameplay. Losing absolutely everything because you made one mistake is incredibly punishing. Even worse, some high-tier items require rare recipes. If you lose an epic item to the worm before finding another recipe, it's simply gone. The game actively punishes experimentation instead of encouraging it. There are also countless quality-of-life issues that make the experience unnecessarily annoying: * NPC names aren't shown until you talk to them, forcing you to speak to everyone just to find the right person. * Fuel levels for vehicles aren't visible in the quick interface—you have to open management menus just to check your tank. * Many mechanics are poorly explained or unintuitive. * Moving an entire base is unnecessarily complicated, and even the available relocation tools don't work particularly well. None of these problems individually would be a deal breaker, but together they create constant friction. It often feels like the game is wasting your time instead of respecting it. The gunplay is... fine. Maybe a 5/10. Not terrible, but nothing special either. What surprises me most is that the game has already been out for quite some time and has received numerous updates, yet many of these issues still feel like day-one problems. So many systems could have been simplified or redesigned by now, but instead they remain frustrating. Dune: Awakening isn't a terrible game. There are enjoyable moments, and I genuinely wanted to like it since I very much like the universe. Unfortunately, the amount of unnecessary frustration outweighs the fun. My free time is too limited to spend it fighting the game's design instead of enjoying the game itself.
Если бы разработчики изначально заявили, что это одиночная игра с возможностью прохождения в кооперативе, если бы они изначально заявили, что весь season pass это набор недоработанной косметики, то, наверное, вопросов к ним никаких не было. А так что мы имеем Плюсы: + Сюжет (звёзд с небес не ловит, но кадры поставлены хорошо, история как минимум интересная) + Атмосфера Дюны передана, не без нюансов, но в целом ок. + Дефолтный "выживач" с постройками и уровнями ресурсов и крафтов Минусы: - Оптимизация. Прежде всего это именно она, я уже не говорю о том, что игра может лагать на топовых сборках, проблема в другом. Данная игра ловит очень такие неплохие статтеры, виснуть может буквально на секунд эдак 30, порой они заканчиваются плачевно, с надобностью перезахода в игру. Если данная проблема случается рядом с большими песками, то скорее всего вас сожрал червь... - Очень плохой тикрейт серверов. У вас хорошее интернет соединение, живёте относительно близко к европейским серверам - этого недостаточно. Сервера в загруженной Котловине Хагга не успевают обрабатывать запрос от большого количества построек, результат - потери пакетов и соединения на ровном месте. Порой доходит до смешного, когда на собственной базе полы начинают тиками пропадать и возвращаться. Я уже не говорю о возможности ведения PvP (да и PvE, на самом деле) в таких условиях. - Баланс, которым глобально практически не занимались, не буду расписывать, кто знает, тот поймёт (для PvE игроков данный минус будет неочевиден). Далее пойдет ряд проблем, которые связаны с переориентированием игры. Эндгейма нет. Кто бы что ни говорил, но одни и те же миссии Ландсраада, дабы апнуть очевидно прикольные статы спустя тонну опыта, это не эндгейм. Эндгеймом была ММО, живой рынок, отношения среди игроков. 1. Люди наныли на отмену налогов и возможность сохранять свои базы. Второе решение очень хорошее, а вот первое - нет. Теперь на серверах (которые к тому же сократили) тонна построек, которые могут быть красивыми, но распластываются на тысячи гектар, что нагружает сервер. Стоят они вечно, платить же за них не надо. Это в том числе ломает экономику, инфляция летит вверх. 2. Потом люди наныли сначала на половину ДД PvE, затем - разграничение на две локации. Данное решение ещё сильнее убило экономику, товары, которые итак были не то чтоб редкими, теперь ещё доступнее. 3. Введение системы миссий Ландсраада и появление тиров снаряжения, аугментаций - добивание ДД, теперь туда летают за меланжей и ресурсами. Смысл в краш сайтах и лабораториях в ДД значительно снизилась. Как бы я видел эту игру 1. Вернуть налоги, снизить базовый, но сделать значительную (может быть геометрическую) прогрессию по занимаемым площадям. Ещё есть проблема с расширенным доступом по объектам на базе. Люди, вступающие в гильду и приезжающие на базу гильдии, хотят свой скромный уголок, который был бы только для них, по итогу задать приватность двери или сундука за конкретным персонажем нельзя. 2. Когда-то разработчики обещали отдельную локацию для PvP с бесполётной зоной, эх. А ещё помните, как все ждали PvP арену с выходом новой сюжетной части? Было бы круто разграничить награды получаемые в PvE и PvP, уникальные чертежи давали бы повод заходить игрокам в PvP, но при этом не лишая PvE игроков "эндгейма". Сделать отдельные островки, доступные для застройки (проблема с блокировкой ресурсов). 3. Вернуть относительно нерандомное выпадение чертежей с краш сайтов и лаб в ДД, сделать их уровневыми, как это есть в данжах. Наряду с уникальностью наград это поднимет спрос заходить в ДД не только ради лутки ресурсов. 4. Сделать невозможным убирать разведывательный орнитоптер в карман, ЛИБО сделать невозможным раскрывать/забирать его из/в карман(а) в воздухе, сделать одно пассажирское место в нём. Разработчики уже попытались решить проблему эксплойтов, но есть и другие. Предлагаемые мною решения (за небольшим исключением) не являются каким-либо новым контентом, либо же серьезной разработкой. Достаточно забавно, что обновление, которое мы ждали в мае всем селом, откатилось скорее всего на конец года. Это ужасно, но ждём. Я как искренний фанат верю, что разработчики справятся с данным кризисом, и все мы получим то, чего хотели на релизе. Однако за то, что я написал в самом начале - отрицательный отзыв.
Это могла быть хорошая игра. Так можно рассказать о многих многопользовательских проектах компании Funcom Система поддержания баз игроков заставляют игроков воспринимать игру как вторую работу, тратя ценное время чтобы просто пылесосить территорию вокруг базы на добычу ресурсов ради ничего. Чтобы постройка с лутом просто стояла. Система pvp и ландсрада продумана не очень хорошо для студии с таким обширным опытом и которая уже натыкалась на одни и те же ошибки в своих куда более старый проектах вроде Secret World. Разработчики стараются наполнять энд гейм контент сюжетом. Но многих игроков, ушедших прошлым летом, потерявшим свои базы и лут уже будет крайне сложно вернуть в игру. А даже если они зайдут - то, скорее всего, окажутся по среди безжизненной пустыни с перегрузом на несколько сотню килограмм, потому что разрабы решили сразу "порадовать" зашедшего игрока лутом и ресурсами, автоматически пополнив инвентарь. Я провел в этой игре неплохое время, хоть и не очень продолжительное. Мне очень нравится, как игра выглядит визуально. В целом, разработчиков из funcom всегда можно было выделить в техническом плане, но их слабое место всегда крылось в геймдизайне в целом. Получил удовольствие, но проекту придется несладко в будущем... На данный момент я бы скорее не рекомендовал игру новым игрокам. Но очень хотел бы поменять полярность обзора со временем. Так что со временем дам игре еще шанс в декабре, когда выйдет Дюна 3...
Well, here goes... I cannot recommend this game for some very obvious reasons. But let's be fair in the review: THE GOOD: The game is visually amazing. The story is interesting, immersive and well thought out. The progression system ( while at times can be a bit overly grindy ) is satisfying. Base building is fun, varied but at times limiting ( build piece limit etc ). They are ( at the time of writing this ) also making a single player option, which will allow you to change certain aspects of the game to make it less grindy. There are also options for the deep desert which allow you to choose between PvE and PvP. Vehicles are fun, weapons are plentiful and its an all round fun experience. It truly does immerse you into the Dune universe in a way that no other game possibly can. THE BAD: End game is an absolute mess. Imagine yourself progressing through the game. All the grinding, all the effort. You finally make it to the point where you go into the world map, and go through the ( currently ) new dungeons. The dungeon system goes from lvl 0 - 100. You may start at lvl 3, but can only increase the difficulty one lvl at a time. Meaning for each level, you have to complete the entire dungeon. The rewards in the dungeon go from 6.0 ( Plastanium ) to 6.5. As you progess through the levels, you attain a higher chance to receive higher level gear ( ideally 6.5 ). Now that you have run the same dungeon 37 times ( and you have to do this for every dungeon mind you ), you have reached level 40. At level 40, the percentage chance for gear 6.5 stops increasing. The levels of the dungeon do not. The increase stats to the NPCs and boss do not, but the drop chance for 6.5 gear does. Meaning you can be doing a lvl 60 dungeon, but the drop chance for gear 6.5 will be the same as at lvl 40. Now you might think that in itself is bad enough ( completely destroying the idea that effort gets you a better chance at better gear ). But at lvl 40, which is if you remember from before, where the drop chances stop increasing, you still have an equal chance to get gear 6.4 AND a small chance to also get 6.3. At - Level - 40. This system almost looks designed to frustrate you. To force you to grind, and grind, and grind to no end. Without any possibility to increase your chances at better loot. While admittedly Funcom has attempted to somewhat change things ( lowering drop chances of useless loot, balancing drop chances of The Ancient Way ( rocket launcher ) ), it has not remedied the core of the problem in the slightest. The loot itself, or better yet the drop chances also make no sense. For this I can offer two examples: Testing Station 136: I have lost count of the amount of times that I have received double the same item. And not just the same item in the sense that two of the same dropped from one dungeon run. I mean the same item, after running the dungeon again and again. I am talking about Glasser and Plastanium Pyrocket. Myself and the friend I play with have literally stopped picking them up, because we have so many. Testing Station 89: Has the exact same problem. Except in this case its Way of the Misr and Shishakli's Bite. I can't remember the last time I did that dungeon, and didn't see one or the other, or both. Which means they take up the drop slot for any other gear piece. My friend has asked about this issue, and the response he received can be boiled down to " its just bad luck bro ". Suffice to say, it was dismissive and didn't help resolve a pressing end game issue at all. In Conclusion: Is the game immersive? Yes. Does it provide a satisfying experience in the Dune universe when it comes to story? Yes. Does it scratch the itch of wanting to build the way you want to build? Yes. Is the end game balanced and rewarding? No. Is the loot system streamlined? No. Can you increase your chances for better gear? Only to level 40, where you have an equal chance to get gear 6.4 as you do 6.5. Which defeats the purpose of a leveling system, as it does not cancel out the chance to get worse gear. I can very easily say that if it wasn't for the few hours that I play with my friend on Saturdays and Sundays, I would not be playing this game. As someone that has reached the end game a while ago, I was super excited when they announced the Overland Map testing stations and the new system. Only to be crushed and disappointed that it wasn't so much a progression system, offering you a chance at better loot. But a Trojan Horse that springs a grind cycle on you, combined with nonsensical drop rates of weapons/gear and augments. You can see by my hours that I played this game a lot. But even so, I cannot recommend it to new players. And honesty, as someone that absolutely loves Dune, that is the very last thing I wanted to say...
Funcom держит марку как создатель кривого, допотопного г**на. Игра перенесла в год так 2010й. Ужас.
Игра понравилась, поиграл немного, хорошая атмосфера и все такое. Но буду ждать полноценный одиночный режим, анлайн мне не интересен. Я хочу играть из атмосферы в такие игры. Так что надо дожить до сентября.
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.
Das spiel macht an sich ja spaß aber wenn die Sandwürmer direkt unter einen spawnen ohne das man auch nur annährend eine chance hat sich in sicherheit zu bringen dann killt das jeglich freude am spiel
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