
Dune: Awakening is a single- and multiplayer Open World Survival game with immersive adventure and RPG gameplay. Explore, build, craft, and unravel a cinematic Dune story as you rise from survival to greatness on the most legendary planet in the universe. Just remember: the sandworm always comes.
Most likely between $54.6M and $154.7M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 71% | approximately $91M |
| Xbox | $49.99 | 72% | Top 100 |
| PlayStation | $89.99 | 89% | #16 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $11.92 on Steam · China (−52%). Compare 17 prices in 15 markets →
Reviews
Themes across 1960 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
Funcom держит марку как создатель кривого, допотопного г**на. Игра перенесла в год так 2010й. Ужас.
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...
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...
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.
Great Co-op experience on a private server. 150hr of gameplay without needing to touch the sweaty deep desert, and with the new update allowing server customizations, the old group is returning for another go. Toby sand gatherer returns!
They've really invested into turning the game around. It is 100% worth playing now. They've actively engaged with the community, have been receptive and listened to community feedback, and have made efforts to improve almost every single area of the game since launch. This company is worth giving some faith and trying out the game.
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
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.
I was unable to get a self-hosted server to work. It's more complicated than running a server in most other games because it utilizes virtualization. This will definitely be an issue for some people. While I was able to get it installed without much issue, I was ultimately unable to get one functioning. The status said it was running and ready for players, but I was unable to find it in the server browser even on my own LAN. I typically only play these sorts of games with my wife and neither of us have much interest in public games so this was a pretty major let down.
The game has had its ups and downs, and I wouldn't claim it to be perfect, but it has something special that has kept me coming back nearly every day since I bought the game. No other game in my personal gaming history has kept me invested this long, so this game has achieved what no other has managed to do before. For me, I love the nearly endless options of things I can do in a day when I boot up the game. I love the design/worldbuilding and IP of the game. I love that you can have a peaceful game session, or an adrenaline-filled game session. It's the freedom to play how you want to play that I think is my favorite element. Other reviews will get into gameplay mechanics, and nit-picky stuff, but I wanted to speak to the overall attraction of the game, which for me, this game has a lot of.