
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.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99−50% | 78.5Kreviews | 71% | #22 | $37.5M |
| $49.99 | 0ratings | 0% | — | 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 1656 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm sad because this is a very good game in many ways. The universe is appealing and immersive, the base-building is very well-done. I don't mind some grind, this was a good balance. The reason I'm sad is because I was hoping for a good solo experience, and I found it just too difficult. I'm an experienced gamer, albeit with old man reflexes - but I've beaten Dark Souls and other "difficult" games through persistence and craftiness, so I'm no slouch either. I can see how the quests could be very fun in a group. They're designed for that. I'm talking about game-progression quests that unlock necessary crafting recipes - these aren't optional - death really hurts when you've got a long way back to your corpse, and chances are you won't make it and end up losing everything - I can see why it was designed this way, and if I was playing with friends all of these issues would be mitigated enough - but solo it's just too hard to be fun - for me. A gamer with higher skills and more experience may find the challenge to be exhilarating but for me it was just an exercise in frustration which is not why I like gaming.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Same day: best AU #10, worst BR #39 · 11 markets collected
Reviews, worldwide (the counter carries no country): 13.43/day in the week to Aug 8 → 19.43/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 2,400 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, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +2 more
| $49.99 |
| 0ratings |
| 0% |
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| 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 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
**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.
Finally! Optional singleplayer!
Great job on the Single Player update and the changes made with 1.5. Fantastic direction for the game, keep doing what you're doing.
Ай да, Фанком, ай да молодцы! Любо-дорого смотреть на развитие их проекта. Сначала урезали pvp, чтобы псих-больные не мешали играть адекватному большинству, а теперь релизнули одиночную игру, дабы вообще никто не мешал. Отличный пример для других разработчиков pvpve игр, что нужно давать выбор, а не пытаться умещать на одном сервере адекватных игроков и нездоровых (которые называет себя pvp). Браво Фанком, би ла каифа)
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.
I wouldn't recommend this game if it were free. Definitely do not buy it; it will disrespect your time.
From Ambitious Desert Warfare to Eierless Casual Singleplayer: The Chronology of a Total TrainwreckThis game is the biggest bait-and-switch in gaming history. If you are looking for a hardcore survival MMO on Arrakis, Funcom is straight-up lying to your face. Here is the detailed breakdown of how the developers listened to the loudest forum crybabies, let corporate executives run the design, and systematically executed their own game: 1. The Server & Genre Bait-and-Switch The Cry / The Lie: For years, the game was aggressively marketed as a massive "Survival MMORPG" with 1500 players per server to ride the hype wave and rake in wishlists. The Incompetent Fix: Right before launch, the "MMO" label was stealthily wiped from all store pages. The netcode was so utterly trash that servers imploded whenever they crossed 500 active players. Instead of fixing it, they chopped the world into instanced mini-zones (Sietches) with a hard cap of just 40–60 players. The Consequence: Players ended up stuck in server queues just to enter their own bases. An absolute joke for a self-proclaimed MMO. 2. The Resource Gridlock & Cheater Invasion The Problem: High-end endgame materials (Jasmium, Titan, Stravidium) were artificially scarce. At the same time, unkillable "Lasgun Surfers" (abusing animation-canceling exploits) and rage-hackers flying through walls completely ruined the game's balance. The Incompetent Fix: Massive mega-gilds completely enclosed the few high-tier resource nodes inside the safe PvE zones with their own walls and foundations. "Failcom" ignored support tickets for weeks, copy-pasting automated responses. Meanwhile, the chosen anti-cheat (BattlEye) stood by completely powerless. The Consequence: Progression for solo players and smaller groups was completely frozen for days. You were left standing helplessly in front of griefer walls while hackers teleported into your base and looted your chests. 3. The "Thumper Panic" & The Invasion of the PvE Noobs The Cry: Before the map split, casual players whined on Reddit and Steam for weeks, terrified that "toxic PvP players" would grief them in PvE zones by dropping a Thumper (thumper) right next to them to summon the Sandworm and shred their gear. The Incompetent Fix: Funcom folded to the pressure, completely splitting the Deep Desert (DD) into separate PvE and PvP instances. On top of that, they turned the Hagga Basin into a 100% PvE safe space. The Consequence: A massive swarm of brainless, eggless PvE noobs flooded the risk-free DD instance. Lacking any basic game mechanics, they just held down left-click with their Compactors on the spice fields while keeping their shields active. They pushed the Sandworm’s agro bar to maximum in under 10 seconds. The worm went into a permanent instant-breach state, devouring everything. Harvesting spice became impossible even for pros because the noobs rendered the desert completely unplayable. 4. The Murder of PvP Loot The Cry: Casuals flocked to Reddit crying that coordinated groups were rolling them in the DD and that they never got any loot. The Incompetent Fix: The cold, unforgiving law of the desert (First come, first serve) was abolished. Funcom introduced instanced loot for bosses and stations. Now, any loser who just stood nearby or contributed a single point of damage got high-tier schematics handed to them in their own private UI window. The Consequence: Any incentive to actually fight over valuable resources was instantly murdered. Why would a PvP guild waste resources and gear on a fight when every uninvited bystander gets the same fat participation trophy anyway? 5. The Movement & Stamina Debakel The Problem: The combat system was originally dynamic, highly physical, and heavily rewarded fluid movement, stamina management, and precise timing.The Incompetent Fix: To forcefully bend the game into shape for the console controller release, they massively increased the stamina costs for dodging, jumping, and melee swings in PvP. Hitboxes were also artificially inflated to accommodate controller aim-assist .The Consequence: Combat became painfully sluggish. After two dodge rolls, your character stood panting in the sand like an asthmatic. Whoever landed the first hit won automatically. Movement skill expression was completely deleted. To make matters worse for the upcoming console crowd, traversal mechanics ("passieren") are being almost entirely automated because the new target audience lacks the cognitive capacity to manage an endurance bar. 6. The Death Blow: 17 Weeks of Radio Silence & The Singleplayer Farce The Problem: The game bled players at an unprecedented rate following the casual patches, turning once-vibrant servers into a graveyard .The Incompetent Fix: Failcom abandoned the PC version, delivering zero meaningful updates or bug fixes for over 17 weeks (more than four months). All development resources were secretly reassigned to the console port. To top it off, they confirmed no crossplay for the console launch, leaving the PC community completely isolated. Their grand "savior" feature? Slapping a single-player mode onto a gutted pseudo-MMO. The Consequence: The player base cratered by over 90%. PC servers are an absolute ghost town. And the new singleplayer mode? A stillborn disaster. You run around a completely lifeless, hollow sandbox devoid of any dynamic NPC factions or real story quests, forced to tackle monotonous grind-timers designed for entire guilds all by yourself. The Verdict: Funcom listened to the loudest forum crybabies and clueless spreadsheet-driven executives, betrayed their core community, and drove their own game straight into the dirt. Arrakis isn't a lethal, testing planet here—it's a sterilized, hand-holding playground for casuals. Save your cash and leave this garbage out in the sun to dry!
Dune world is great. Building Bases is awesome. Combat on pc with controller sucks. Lack of end game and the farming grind for no reason sucks. Needs insta battle grounds or something pvp wise Lots of risk very little reward. Save time and skip this one.
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.
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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