
Mr. Sleepy Man is up way past his bedtime and out of control! Make a mess of everything you find and turn Bedtime Town against you! This sandbox adventure is filled with comical hijinks, outrageous characters, and platforming action!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 2.14/day in the week to Aug 13 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About

In Mr. Sleepy Man, you play as a sleepy guy who's up way past his bedtime and out of control!
The citizens of Bedtime Town don’t stand a chance! Make a mess of everything you find and turn the entire town against you!
In Bedtime Town… nobody can hear you snore…

Mr. Sleepy Man features a fully expressive 3D platformer moveset. Jump, glide, and dive your way through interconnected levels that encourage exploration and experimentation.
Interactivity is key! You can pick up and play with every item you find. You’ll need to use the environment to your advantage if you want to create chaos and find every secret this game has to offer!
List of features:
A one-of-a-kind soundtrack written and performed by the developer.
Over 350 objectives to complete! (Including collectables)
Chaos simulator gameplay!
Immersive environments, unhinged characters, and interactive NPCs.
Fluid character movement!
SLEEP BUTTON! Go to sleep at any time!
OUCH!

Your actions will have consequences! NPCs will remember how you've treated them. Friendly faces won't last long when you're up to no good, so be wise!
Bedtime Town's cast of outrageous characters have their own independent logic. These aren't copy + paste NPCs. Each one of these characters responds in a different way that reflects their own personality!
Mmm... Donuts!
Equip different colored PJs!

Mr. Sleepy Man features an interconnected world filled with secrets for the player to explore. With over 250 objectives to complete (including collectables), you'll easily get lost finding every nook and cranny this game has to offer.
Hit snooze and cruise through this sleepy land!

With a fully original soundtrack composed and performed by the developer, Mr. Sleepy Man delivers a soundscape that blends nostalgic homages to classic 3D platformers with the raw, melodic edge of early 2000s alternative rock.
Be careful what you dream of...
Sums Steam only; Nintendo publishes 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 | 680reviews | 99% | — | $276.5K |
| $19.99 | — | — | — | 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.
Engagement
Reviews
Themes across 126 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is going to be a soft recommend. This is definitely not for everyone, it might not have been for me. Playing it sometimes I felt like "wow this is cool" and sometimes like "well, this is kind of tiring", which I feel is a good way to summarize how I feel about the game. Somethings are great, somethings are okay, and somethings are bad. Great stuff: - This is definitely a labor of love, almost entirely made by a single developer. That means 3D modeling, programming, story, sounds, level design, obviously music, and mostly everything else. That's A LOT! I'm a game developer as well and have never tried working on everything on a single game, but I can tell from experience by doing like 50% of each game I made, making 100% is A LOT. It feels great playing a game that has received so much love in its development - The setting is extremely unique. This whole "sleeping" theme, about dreams and nightmares. The whole town and different area settings, the characters, how the gameplay ties itself. I've played tons of indies and can tell that there's nothing like it - It's one of the rare cases where a game doesn't allow its influences to dictate itself entirely. This game references A LOT of games. The menu sound effects reminds me of Zelda. The combat reminds me of A Hat in Time. The sandbox platforming exploration reminds me of Super Mario 64. Some music remind me of Banjo Kazooie. There's a tree that's DEFINITELY Deku Tree from Ocarina of Time. The game even references Seinfeld in a tiny joke. What I mean is, by playing the game you might see a bunch of references and obvious influences it had, but the game never stops feeling unique Okay stuff: - The platforming. It's okay, not great (otherwise it would be on "Great stuff" haha). It's waaaay too 10% or 100%. You either jump 10% height or 100% height. You're either at 10% speed or 100% speed. For example, your character has a set maximum speed, but you can jump and perform a slide that propels you WAY too intensely forward without being cancelable. You don't have "in-betweens" in your movement, every move goes way too hard. But it has some good stuff, you have a good variety of vertical and horizontal movements - The stamina system. I just don't think it has a place in this game, it just makes it less fun. Imagine Mario in Super Mario 64 lost 30% of a bar of stamina whenever he long jumped. It just adds unecessary waiting and makes it feel worse to combo moves that cost stamina, which are many - The camera. At random points it gets very buggy and even inverted for some reason, but otherwise it works well - The story. Maybe I wasn't paying enough attention, but it didn't make much sense to me. It was one of those cases where when you think something will FINALLY make sense, it starts making even less sense. I'm okay with these types of lore heavy stories that require you to really use your brain to interpret it, look for stuff you missed online or even discuss with other people. But I think these types of stories are better suited for games that have shorter cutscenes, like Hollow Knight for example. It just doesn't feel good to watch a cutscene for several minutes and just not understanding it Bad stuff: - The dialogue system. When you're in a dialogue, the game gives you two options: Press A to skip text, or hold B to skip the entire cutscene. The problem is, the dialogue bubbles display text with a very slow typewriter effect (an effect many games use where letters appear one at a time), but when you press A instead of showing the whole current text, it skips to the next one! Which means you are forced to wait for the typewriter effect. This makes 'some' sense if the dialogue is voiced, but even when it's not voiced you can't press A to show the whole text! In my opinion even when it's voiced you should have that option. Also some cutscenes are not skippable with B for some reason, which is kind of annoying in a game that wants you to replay stuff from time to time - And my final point and biggest issue I have with Mr Sleepy Man: the game structure itself. Maaaan it's confusing. The game is a sandbox, which means you can go literally anywhere. But it's not a Mario 64 type of sandbox where there are many levels and each level is a mini sandbox. It's more of a real open world style of sandbox, think something like maybe Goat Simulator, you start in one point and from there you can go anywhere. My biggest problem with how it's done in this game is because you don't have to interact with the open world at all, and I only realized this by the end of my playtime. You see, it took me 9 hours to beat the game, but in the middle of my playthrough I was realizing I was doing stuff that didn't seem to progress the main plot. I was exploring the world, feeling like I was doing some sort of progress, without realizing I could already have beaten the game MANY hours ago. That's when I was realizing how weird and flawed the structure of the game was If you haven't played TLOZ: Breath of the Wild you probably have already watched or read something about it. That game has an area called The Great Plateau, it's where you start in the game and after that there's a whole world to explore. In that game, you can leave this starter area and beat it at once! Go straight to the end in Hyrule Castle, fight the final boss and everything. But the thing is, that's EXTREMELY hard with your character stats all down, and 99% of the players won't do that. In Mr. Sleepy Man the opposite happens. You can finish the game in The Great Plateau, you kind of don't even need to leave it. And most players did just that. I realized it because, as I was exploring the game's sandbox, I was doing very basic missions and was getting golden achievements for that. Achievements on Steam that have been completed by less than 10% of players. And when I finally got to finish the game, many many more people have done that. Because the means to finish the game are right there in the starting area. There's a small detour to fight a boss in another area, but it's so close to the starting area that it doesn't count for much. This game has a big open world that's begging you to not explore it. The whole world outside of the starting area serves only for you to collect stuff you don't even need. You can collect shiny things which are entirely optional except for a single one, I believe, and cloud coins which increase your maximum health that gets way too big allowing you to tank everything. You actually use the shiny things to allow you to kind of "fast travel" through the game, but you don't need that because you can just beat it already in the starting area. Realizing it, it felt bad. The game has 100% content, but you only need to interact with around 20% of it. You can beat it without meeting tons of characters, without visiting many many areas. And I'm not talking about end game stuff, I realize some games have optional areas, but in here it feels like the entire game is optional. Usually it's like, 20% of the content is optional stuff, in this game it's 80%. Conclusion: Having said all that, the game is worth a shot! It's definitely a labor of love, the developer clearly dedicated a lot of time and hard work on it. Even though it seems I have more negative then positive to say about this game, I don't regret having experienced it and do still recommend for all platformer and wacky stuff enjoyers out there! It has a very unique comedy/horror style which makes it worth trying
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 126 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Okay. Gonna get the "critique" bits outta the way first. Mr. Sleepy is VERY floaty to control and that might frustrate some people. It fits the dreamlike settings, but when you get to some substantially more difficult platforming sections, the learning curve shoots up dramatically. Or it did for me. Maybe that's the reason there's no "lives" counter, which is generous in of itself. I can't remember if the game tells you where the guitar songs are stored due to my faulty memory, but I'm wondering if anyone else didn't find where they were until much later in the game. That could just be a me thing because I didn't examine the items menu closely enough. Some minor jank and a couple of bugs, but not too much during my playthrough. One bug was hilarious. Everything else? I can't recommend this game enough. I feel some creative envy toward Devin Santi, who, as demonstrated by this one-man endeavor, is highly skilled at all forms of art. So good it almost makes me angry. I've only got a little more than half of the achievements for this game so far, because it's surprisingly deep and there's quite a few branching paths. Patient experimentation, exploration, and "thinking outside of the box" is very rewarding here. I was genuinely caught off guard during a lot of moments. The art style manages to be both comfy and unsettling at the same time, and the writing has some surreal and gross-out qualities that can be quite funny. There's a stellar variety of music as well, with some tracks that are very inspired by familiar bands. Give Mr. Sleepy Man a try before bedtime.
This game feels exactly like how 3D platformers felt back in the 90s. I’m already nostalgic for Mr. Sleepy Man. So much passion and creativity has been poured into this I AM GENUINELY OBSESSED!! It reminds me of 40 Winks, which was one of my faves back in the day. Makes you feel like a kid again — a bit terrified yet desperately curious.. Perfect game and the music is FIRE (..Lost In Dreams made me tear up) UPD: I cried like a mf. 10/10, hits home so hard.
Mr. Sleepy Man is an impressive debut from solo developer Devin Santi: a colourful, absurdist send-up of 90’s collectathon platformers that revels in nostalgia with one hand and flips it off with the other. The story is a bit a bit shaggy - you play a sleepy man attempting to unpack the complex trauma of your…mentor? Friend? He’s wracked with anguish over the loss of his other friend - a prominent cereal mascot - see, they used to be real tight, just play this game-within-a-music-video-within-a-game, it’ll all make sense. What we’re really getting at here is a takedown of nostalgia, in games and in life. To sleep, to idle in dreams, is to stay static, choosing the comfort of predictable and orderly games over the fear and risk of moving forward in life. Teefy isn’t happy gazing at his pointedly-named Lonely 64 - really, he’s miserable trying to conjure up a long-gone past with Dinosaur Jones - but he’d much rather stay in a land where time literally refuses to pass than to accept that he’s chasing a dream he can no longer return to. It’s up to our indifferent sleeper - whose own dreams remain a mystery - to teach him a lesson. Where the story critiques nostalgia, the gameplay invokes it, inviting comparisons to classic Rare platformers - though the dashes of dark, absurd humour prevent the game from being regarded as pure pastiche. Mr. Sleepy Man certainly hopes you’re awake enough to notice the underlying tension in its presentation, and not sleepwalk through your playthrough and treat it only as another indie throwback. The game’s structure will prove challenging and maybe confusing to some. Sleepy is not interested in holding your hand, and while it’s not too complicated an experience, the lack of tutorializing and clear missions create an imbalance the game is excited to play with, throwing unusually shaped and arranged levels at you just to see how you respond. This gleeful sense of chaos is woven throughout; the rigid objectives of a standard collectathon are shattered and reassembled into a bizarre mosaic. To complete our objectives there are some characters we need to help, but most we need to torment. Of the core five items needed to complete the main game, some of them come from boss battles that come at the end of meaty exploration sections; others appear after relatively trivial interactions with nearby NPCs. Collectibles abound - kind of. I gathered all of the game’s 64 “shiny things”, each of which required a reasonable bit of work to earn. Additionally there are scores of other objectives available, most of which are strange, obscure, and unrewarded. It’s interesting, considering the game’s cynical approach to the genre, that many players boast uncritically their delight in thoroughly accomplishing tasks like “bother a tulpa of Jerry Seinfeld 17 times”. (Hey, I did it too - I wanted to see if anything would happen.) The lopsided approach to structure and objective is mostly a matter of taste, and how much one wishes to be in on the joke. There are some weaknesses that feel less tongue-in-cheek, chief among them the score of mechanics that are introduced (MM-style time loops, OoT-style musical spells, Sunshine-style pure platformer levels, Banjo-style move upgrades) and used less than a handful of times. These make for some exceptional moments of delight and challenge, but they feel a bit suffocated by the game’s unwillingness to pick a gameplay direction and stick with it. (It should be said for those who are picky about such things: there are some minor bugs, but not enough to really affect my playthrough. The breadth of material, the strong art direction, and the impressive sound and music design more than overcome a few technical limitations.) Overall, those looking for a classic-feeling platformer will find a lot to like in Mr. Sleepy Man, though it can feel at times like you’re playing a title you were a little too young for with a lost game manual. There’s more slumbering below the surface, though, making Mr. Sleepy Man worth a deeper consideration.
This game is the first 3D platformer since Rayman 2 that's hooked me; really wholesome, creative, tripped out n vibey. Got the brain tingles
One of the best indie games I've ever played. Tight controls, genuinely hilarious writing and sense of humor, a soundtrack punching -way- above its weight class, its insane to think this was made by one guy. Easy recommend to anyone who likes N64-style 3D platformers.
I'm sad that I'm 79% of the way done with this game already because its been super fun to play for the past couple of days and didn't even realized how far in progression wise I was until just yesterday.
Thank you dev for this game! These kind of games are what reinforce my belief that everything will be juuuust fine in gaming industry, despite that AAA studios and companies are trying to do. Keep up a great work!
So much stuff to do/funny dialogue too. I really can't believe that Devin was capable of doing all this and I hope he really is proud of his work, as it's quite the showcase put out there. I have ADHD and there are some difficult things but I at least find myself coming back to it. I love the '90s vibes as well.
This is the most creative platformer since Hat in Time. And the fantastic musical numbers?? Unbelievable. 100/10
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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