
Citizen Sleeper
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Citizen Sleeper
In Citizen Sleeper, you are a digitised human consciousness in an artificial body, trying to survive on a decaying space station. Dice shape the actions available each cycle, while your choices determine whom to help, which stories to pursue and what future to build. The Steam PC version is single-player. The Steam PC version has full controller support. Interface languages include English, French, German and Simplified Chinese. 92%% positive from 8,334 Steam player reviews. Released May 5, 2022.
Credits
Lowest recorded in 36 months
$0.002026-06-18 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 1 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Interface languages
Steam PC lists English, French, German and Simplified Chinese interface support. Full audio or subtitle support is not specified for these languages.
Play and controls
The Steam PC version is listed as single-player and has full controller support.
03Frequently asked questions
Who do I play as?
You play a digitised human consciousness in an artificial body, trying to survive on Erlin’s Eye, a struggling space station.
How do cycles and dice work?
Each cycle, dice are assigned to actions; clocks track progress and the effects of choices.
What are drives?
Drives, rather than quests, guide the stories and activities you pursue and shape five character skills.
Which additional episodes are mentioned?
The description names FLUX, REFUGE and PURGE as included post-launch episodes.
Latest news about Citizen Sleeper
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It's an okay game, but I was disappointed. As it was sold to me, it is all about fighting unfair odds and resource management in order to reclaim an existence for yourself. To not be a thing owned by a system anymore. Which sounds cool af. Unfortunately, I think it suffers from two problems. First, it is too easy. Very rarely have I been worried about making it to the next day. And it is difficult to be invested in the narrative struggle and existential dread when from a mechanical standpoint you are in fact comfortable the whole way through. Then, nearly every single action you can choose to perform in the game goes towards helping you survive. But if all you do is to keep you from dying tomorrow, can you really say you are reclaiming an existence to yourself? If you are just surviving, can you say that you are living? Or are you just a thing belonging to a system once again? I believe existence isn't simply "not dying", existence is having a reason not to die. As a result, I wish this game had a lot more actions that don't help you survive, but give you a reason to survive. I wish I had to choose whether I am going to spend resource on being more comfortable the next week, or on having a fulfilling life. Maybe I'm asking for too much. But I think the game isn't that far from being what I wished it to be. The opportunity to feed the cat for the sole sake of feeding the cat is very interesting, for example. Not everything has to be a financially advantagious transaction.Show moreShow less
Citizen Sleeper is a game that promises that the world is cruel. You are literally dying day by day and the game takes your dice away from you to signify that. It's easy to get swept up in thinking this is a hardcore game at first, wondering if maybe this is a game out to test you. It's not, the game isn't nearly as hard as it wants you to think it is. Citizen Sleeper is a game about hope. It's a game about recognizing how dire things can be, how terrible life can feel at times, how hopeless the situations can be, it's about seeing all of this and recognizing that, regardless of it all, we can still make a life for ourselves. This is a game about defiantly digging your feet into the ground and insisting that you have a right to exist, that you are important and valid, that sometimes it is okay to go out on a limb and help someone. And I think it's pretty great.Show moreShow less
This game actually managed to upset me. If only if it wasn't breathlessly compared to Disco Elysium. If only if it wasn't tagged "choices matter". If only the reviews weren't "Overwhelmingly Positive". Alas, it was and they are. My expectations were high. I wanted to like it. Heck, at first I did. It's got good bones: the dice rolling system is fun, there's legitimately some tense moments trying to survive at the beginning. The setting seemed interesting, at first. But it's hollow. It's papier-mâché Disco Elysium: all of the familiar contours with none of the substance. Ironically enough, it feels like a corporate suit filled a room full with Disco Elysium fans and focus-grouped the s**t out of them. What was good about Disco Elysium? Well gentlemen, we can now confirm scientifically that it was 1) rolling dice, 2) lots of words, 3) hating on capitalism, 4) gritty atmosphere, 5) distinctive art style. Ergo Citizen Sleeper. You have to admit it delivers! There's all of those things! So what gives? Well, it purports to take on gritty subject matter, to drop the mask on capitalism, and perhaps to explore what it means to be human. It delivers on none of the above. It feels like I got drunk, ordered Disco Elysium off of Wish, and this is what showed up in a dented cardboard box two weeks later. OK, I realize that 95% of reviewers liked this game, and I'm about to get flamed. So let me be more specific. This is supposed to be a role-playing game. The blurb says it's "inspired by the flexibility and freedom of TTRPGs". So I was surprised to discover my choices do not matter at all. In fact, it's worse than that: regardless of what you even say, you get railroaded back into the exact same dialogue. If I didn't want a sense of agency, I'd read a book. Which brings me to the next point... The editing is really bad. Grammar and punctuation errors abound. This is not a minor complaint -- it is actually distracting. It reveals a dearth of effort and craftsmanship, because 1) this is a story-driven game and 2) the railroaded dialogue means that there is not even that much text in the game! Disco Elysium had over a million words and they still managed to proofread! Plus, the writing is just... not good. It vacillates between overwrought prose (particularly the scenes in "cyberspace") and uninspired dialogue. The characters are one-dimensional cartoons. The "bounty hunter" is pathetic and ineffectual to the point of implausibility: the guy is able to cross huge distances to the Eye in pursuit of you, effortlessly overpowers you every time, and then just... gets drunk at a bar for days on end? The "gang lieutenant" has a heart of gold, despite the obvious reality that gangs murder, steal, and traffic in drugs? The turncoat corpo doctor is actually an ideological warrior that threw everything away just because? The hardened mercenary has a pacifist change of heart -- after killing some guy who ripped her off and his broken robot buddy? Plus the Havenage systems engineer expresses no concern for his job or safety on a station where everyone else is supposedly struggling to survive. And the main character is just straight up a waste of potential -- there's really no development or exploration of their history / background. There's just no nuance or insight or moral ambiguity to be found anywhere. The only positive things I could say involve the Navigator and to some extent Lem and Mina, even though that relationship itself is a trope. It's so puerile that it doesn't even add up to a mediocre Choose Your Own Adventure novel; it's children's literature, complete with illustrations. For those of you gushing about being left misty-eyed: for your next "TTRPG" might I suggest picking up a copy of The Velveteen Rabbit at your nearest independent bookstore? That's my pick for GOTY. The publisher is named "Fellow Traveler", and the game blurb calls out "the ruins of interplanetary capitalism". So I came into this expecting some exploration of those themes. But aside from a couple of quests making out corporate executives as cartoon villains (seeking to scrap the whole station, turn people into mindless drones, etc), and the constant references to how everyone is barely making it by (nevermind that's not really a company's fault, since the station hasn't been controlled by one for decades), there's not much to walk away from the game with. There's a commune in the game, sure. There's even a joke achievement if you join the commune: "Communist". But I cannot for the life of me understand why the developers put it in the game. By their own telling, the commune only survived due to what the botanist basically describes as magic! So I guess the moral of the story is that you can escape soul-crushing interplanetary capitalism if you've got a fairy godmother on your side. Or maybe that if you start a commune and try your best, the universe will provide and protect you? That seems too saccharine and infantile even for this game. Finally, there is not much innovation in the gameplay loop itself. Disco Elysium broke new ground with the connection between stats, your character's internal monologue, and what your character is capable of. Citizen Sleeper is a stripped-down facsimile of that, but introduces the idea that the dice are rolled beforehand, allowing you to explicitly manage your odds of success... and... that's about it, really. The novelty wears off about the same time that the gameplay difficulty drops off a cliff (since you no longer have a shortage of Condition or Energy), and at that point it becomes undeniable how empty the game really is. Look, this game isn't terrible. I did get pretty close to 100%ing it, although mostly because I wanted to make sure I wasn't missing anything for the review. If it had an 80% positive rating, I'd probably have left no review at all. But it's got 95% -- higher than Disco Elysium! -- and that actually led me astray and set my expectations for this game. So I'm leaving the review accordingly. For everyone out there making comparisons: if you think Citizen Sleeper measures up to Disco Elysium, I'm sorry to say that you didn't understand what made D:E so special and that ain't disco, baby.Show moreShow less
15 minutes in I wanted to refund. 20 minutes in I persevered. 8 hours later I highly recommend this experience.Show moreShow less
Man, I really enjoyed this game... Right up until the point where I 'solved' the gameplay and it became a tedious click fest with zero stakes or tension. The game couldn't work out whether it wanted to be a game or a visual novel, and it ended up being the worst of both worlds. Let me explain. To begin with, the dice rolls really matter - your character really has to choose between feeding themselves or completing objectives, building relationships, and securing a future on the ring. But over time, you realise that the game only progresses at the rate you choose to, so you learn not to start any new and potentially timed events until you're in a safe position to do so. Towards the end, you are so comfortable for resources and you're so in tune with the 'gameplay loop' that it becomes just that - a loop. I found that all tension and stakes had absolutely evaporated, and I was able to get the optimal outcome from every mission, which had the side consequence of me not really caring about the characters or story because it all just felt a bit too gamey. You are way too in control of the situation, given that you're supposed to be playing as an absolute nobody. It's said that given the chance, gamers will optimise the fun out of an experience, and this is the perfect showcase for that. It's a real shame because the opening hours were absolutely fantastic - you really do feel like a down and out bit of space junk just trying to make it through the day. And I think that if the game was tweaked to be a bit more punishing, so that you were only just scraping by and could be screwed over at a moment's notice, the organic storytelling would be the driver throughout the whole experience. The writing is good, but not good enough to play for its own merits. As it is, I can't say I recommend the game, because although there's a lot to love, I don't think it makes good on its premise.Show moreShow less
Citizen Sleeper is regularly compared to Disco Elysium and is undoubtedly inspired by the 2019 title, but I'm not so sure the two really benefit from being compared. They share similarities, of course; they are both focused on exploring the pitfalls of post-modern social organization and how human connection can serve to sustain us in times of hardship, and both are strongly inspired by pen-and-paper roleplaying games. And both clearly have an emphasis on telling impactful, emotional, human-centered stories—which is ironic, considering Citizen Sleeper's player character is not human. But Citizen Sleeper has its own vibe and does its own thing; it lacks Disco Elysium's penchant for bleak humor, and is far more cerebral throughout than Disco Elysium is. I did have a few complaints regarding Citizen Sleeper's writing, which aims high but falls into its own rough patches here and there. In certain instances its writing team seems curiously hateful of the comma, resulting in oddly paced, juddering prose and dialogue that reads stiltedly. This isn't a regular thing, but when it does pop up, it's extremely noticeable. Additionally, Citizen Sleeper falls prey to several instances of writing gaffes, including on of my least favorites: The all-time video game classic, "this is only a twist because two characters didn't have a simple 30-second discussion which would have naturally occurred by any human being who wasn't dumb as a rock". These criticisms being said, the writing does meet par quite frequently and is enough to keep the player motivated and continuing onward. I found some of the characters quite likable and their subplots, for the most part, threw in a few interesting twists and turns I didn't see coming. The writing hits it high points where it matters, though: In its endings. The multiple endings are superbly constructed and all leave the player reeling from the emotional impact. One of them, in particular, is a clear high-water mark for the game in terms of writing, in my opinion, and left me near tears. Writing is a touchy subject. Some folks demand it, others don't care either way, and it's intensely subjective. Overall, Citizen Sleeper is well-written—for a video game—and the effort places it in the upper echelon of games, though probably not among the all-time greats such as Disco Elysium, which it seems doomed to be compared to. In general I greatly enjoyed my time with Citizen Sleeper. It succeeds mostly on account of the way it crafts its resource scarcity early in the game, and allows the player to eventually learn enough to scale up and overcome it, giving a real sense of progress and agency in its world. In the beginning, the player is a dirt poor refugee, barely scraping by, their body literally decaying as they slowly starve to death, living in an empty shipping container. And the game succeeds in using its mechanics to make the player feel this pressure. There were several moments early in the game when I was barely scraping by, and more than once I had the distinct feeling of "Huh, so I'm gonna lose this run, huh? That's OK, hopefully I'll learn enough for a second run." But I never saw a game over screen. I'd skirt by, by the skin of my teeth, barely making it through. Whether or not there even are game over screens, I don't really know. But it doesn't matter. That feeling of tension and pressure is crafted carefully enough just by what's happening to the player character and in the narrative that I didn't really need the threat of a fail state to keep me immersed and impacted by what was happening. Illustrator Guillaume Singelin's hand drawn art is also superb. Each character illustration is so deeply woven I'd find myself staring at them for a few minutes when introduced to a new character. Their faces are relatively minimalistic, but their outfits, their gear, their clothing are given so much depth in detail that I couldn't take my eyes away. The bold lines, the muted color palettes were just wonderful. I understand the benefits of the developers using polygons, but very early on I found myself wishing they had gone all-out and hand-drawn the entire game. It's that good. The art in this game is to die for. I can't say enough about it. There's a very careful attention to crafting its mood that I often appreciate in games I love. Its quiet, sparse polgyonal visual ambience certainly carries a lot of the weight, but Amos Roddy's excellent original soundtrack picks up the slack otherwise. The muffled, minimalist music glows in the background, floating alongside the player as they make their way through each cycle. Each song is mellow and more than a bit sad, but with minor upturns in note that leave the player feeling hopeful more often than not. It suits the game exceptionally well. The only criticism I can level at Citizen Sleeper's atmosphere is that it often feels intensely lonely. This is obviously often by design; your Sleeper lives alone and a large part of the game is creating human connections for the player character, which is great! But there are also scenes in which we are meant to be on a crowded space station, packed with writhing masses of the working class as they go about their day. In these scenes I felt a jarring disconnect with the game, as there is only ever what is basically a permanent establishing shot camera view of the exterior of these buildings from space, and Singelin's art—although wonderful—typically only depicts one or two characters on the screen at a time. So while my mind's eye attempted to picture the crowded tubes and walkways my player character was moving through, and the loud, packed bars and restaurants in which the scene was taking place, but my actual eyes were constantly hampering the experience by resting on a static shot of the outside of a gray, dead building floating through space, accompanied by only one character portrait on the screen. Again: I know why developers use polygons, but it would have been nice to have had some hand-drawn backgrounds done by Singelin for these scenes that actually gave us a detailed view of how crowded these places actually are. In summary, what begins as a relatively straightforward pen-and-paper-inspired RPG eventually allows the player to peel away its layers to reveal a surprising amount of depth both in its mechanics and its narrative, and a heart and careful attention to mood at the center of it all ensures that the game is utterly worthwhile, even if it doesn't surpass the high water writing marks set by other games in its genre. It's not the best RPG out there, but it's so promising a title I find myself hoping the developers continue to build on this foundation with an eventual sequel. I need more of this art and more of this world. Highly recommended. Feel free to follow my Curator page if you like my reviews!Show moreShow less
There's a bit to like here, but unfortunately I'm left disappointed. It's a game of two modes: there's the dice/time management "overworld", and then there are the dialogues. It reminded me a bit of Fallen London/Sunless Sea, if you're familiar with those, in that there's a sense in which the dialogues act as a reward for completing tasks, and tasks require actions be repeated until a progress bar's filled. I liked the dice/time management, at least initially--managing your rolls and choosing what you want to pursue is pretty fun. The problem, however, is that it starts easy and only gets easier as the game progresses. This might be intentional--it might be part of the overall progressive, anti-capitalist fantasy package on offer here, or it might be the result of stripping things back (there are telltale signs of simplification...). It certainly puts a big burden on the dialogue, though, since without it there's not much game beyond trivially filling up some progress bars. And that's where things fall apart, for me. Firstly, the writing is serviceable at best. It doesn't help that its opening paragraphs invite direct comparison to Disco Elysium--whereas DE was fresh, adventurous, creative, funny, writing here feels rather by-the-numbers... derivative, even, in terms of tone and style. This could still be okay if anything exciting happened, or if there were some variety in the characters, but I quickly realised that: 1) there was no danger, 2) I had very little agency anyway, and 3) most characters were Saturday morning cartoon characters with hearts of gold, deep down--even the "baddies". Overall, there's a feeling of being swaddled and doted upon, which is not what I expected from a game set on a "lawless station at the edge of interstellar society". The biggest crime might be the lack of agency. I play CYOA games to make interesting choices; RPGs let me make a character who can do things a different character couldn't. The "freedom of TTRPGs" is a touted inspiration here, but this is so misleading: there are very few meaningful story decisions you can make, and there's no meaningful character progress (that is, it makes very little difference which "class" you choose at the start--partway through, they'd be indistinguishable). Overall, the game is just a handful of mostly unrelated plot threads to burn through, with progress gated by a dice management game. And it's really short, especially for the price. I'd give it a miss.Show moreShow less
My only real complaint is that there isn't more of it. I reached an end of the game in one large binge sitting (roughly 7 hours, or my total playtime at time of this review). The writing is wonderful, the characters compelling, and the setting fascinating. Would love to see additional campaigns or stories told in this engine.Show moreShow less
So this is by no means a bad game. It's a perfectly functional visual novel, but given both the comparisons to Disco Elysium and the idea that it's as open as a TTRPG and that "choices matter", I felt I should offer a small dissent to the "Overwhelmingly Positive" reviews. The primary mechanics of the game are thus: you wake every day (or "cycle") with randomly generated dice. You use these dice, with modifiers you gain and assign by completing quests (or "drives") to complete tasks. These are dictated by "clocks", a mechanic that will be familiar to anyone who's played the Blades in the Dark TTRPG. The writing is functional, and the gameplay loop is also decent. So why don't I like it? Why do I keep saying that things are "functional" and "decent" rather than good? If I had to break it down, I'd break it down into two major issues. 1. There are no actual stakes. Within the first 30 minutes, you've got a decent income supply that will allow you to buy the medicine you need to keep your "Sleeper AI" running. There are basically no existential threats that operate on a timeline such that I felt in any actual danger. Once you figure out the basic gameplay loop, you can keep full energy, condition, and a steady income. A perk allows you to reroll your dice pool once per cycle, making challenges basically an endurance test rather than any actual challenge. Piggybacking off of this, there is no real penalty for failure. You'll lose some energy, which can be easily regained by eating food, and there's an opportunity cost of not advancing the clock that you were hoping to advance. 2. The writing is kind of all over the place and your choices don't REALLY matter. This game has garnered comparisons to Disco Elysium due to the anti-capitalist messaging (which is much less subtle in this game), waking up in medias res in a strange place and having to adapt to one's surroundings, and using dice rolls to determine success and failure. But where in Disco Elysium failure can lead you down completely different paths (with often hilarious results), there is no real penalty for failure here (as I discussed above) and your dialogue choices make absolutely no difference in the results of the game except for which ending you choose. Once I realized this, it kind of sucked the air out of the room for me as the journey stopped mattering, and the destination therefore mattered significantly less. There are nine endings to Citizen Sleeper, and I accessed one before deciding I was finished and coming here to write this review. If you're a fan of scifi, or of visual novels, or of bashing on corporations or capitalism without a lot of nuance, you can find something to enjoy here. But while I enjoyed my time on the Eye, I won't be going back any time soon.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
