
Dune: Awakening
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 Dune: Awakening
On Arrakis, survival means finding shade, avoiding sandworms and turning scarce resources into water, equipment and shelter. Dune: Awakening combines open-world exploration, crafting, base building and a cinematic story, with options to play alone or alongside other players. Steam players rate it 72% positive across 68,866 reviews. The Steam PC version supports full controller input. Interface languages include Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese-Brazil, Russian, Turkish, and Ukrainian. Released June 10, 2025.
Credits
Lowest recorded in 36 months
$19.572026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 11 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-23
02Before you buy
Play modes
The Steam PC listing includes single-player, multiplayer and co-op. The description also mentions official servers and player-hosted or rented servers.
Languages and controls
Interface and subtitle support is listed for 14 languages, with full English audio. Full controller support is listed for the Steam PC version.
03Frequently asked questions
What do you do in Dune: Awakening?
Explore Arrakis, survive its climate, craft tools and vehicles, build a base and investigate a cinematic Dune story.
Can I play with friends?
Yes. The Steam PC version lists multiplayer and co-op, and the description says you can explore with friends.
What is the story premise?
You travel to Arrakis as a Bene Gesserit agent to investigate the disappearance of the Fremen, in a story framed around a world where Paul Atreides was never born.
“Funcom turns Arrakis into a planet that really makes you bleed to survive — superb survival craft, with combat and endgame still catching up”
Our Verdict
A planet that pushes you to the edge — and that you cannot bring yourself to leave

Tally it all up and Dune: Awakening's report card is hard to argue with. A million copies in two weeks made it Funcom's fastest-selling game ever — its own Conan Exiles took a full year to reach the same number — and concurrent players on Steam peaked above 189,000 within six days. It carries a Strong rating on OpenCritic with an 81 top-critic average, a 71% positive rate on Steam, and a review profile that flipped back to Very Positive a single day after a review pile-on. Put those numbers together and they say one thing: it has real chops, and it has a real temper.
What is hardest to replicate here is not any single system but Arrakis itself. Funcom twisted scarce water, storms, worms, and movement into one continuous pressure that makes you calculate and makes you wary, so that staying alive on the planet becomes the content. That is exactly what the studio's own Conan Exiles never managed — back then survival was a skin over a savage world, while this time the fiction sinks into the motive behind every sip of water and every stretch of road.
Who should buy it, and who should keep their distance

Who should buy it is easy to call. If you want to be pulled into a cruel planet for the long haul, to savor that shift from suffering to obsession once you clear the steep early slope — and especially if you have a few steady teammates to carry the worst of the opening with you — this game is all but tailor-made for you. It does not want your three-minute attention span; it wants you willing to treat it as a life you tend slowly. Getting swallowed whole by a worm is a catastrophe for a solo player, but inside a group of friends it becomes a shared memory you bring up for months, and that tension is a kind of fun all its own.
Flip it around, and if you only want to play casually for an hour or two, cannot stomach losing every possession on death, and have no patience for the brutally steep opening, it will very likely turn you away within the four or five hours before your first worm. It never set out to please everyone — that is its temper and its price. In all honesty its combat feel and endgame structure are both still catching up, and the late-game grind needs to be kinder; those are real shortcomings that should not be papered over by the immersion. But as long as you sign up for the harshness and treat it as a long life rather than a one-and-done clear, Arrakis hands back a world of immersion with few rivals. That post-launch reputation curve, climbing steadily as players adapted, has already said the most important part for it: most of the people who made it through stayed. A game that flips a review pile-on into Very Positive in a day, and keeps a peak player count like that, is not coasting on hype — it is keeping the people it manages to convert. If you are one of the players it is built for, the verdict was never really in doubt; the only question is whether you are willing to bleed for the desert it offers, and a great many people turned out to be.
Latest news about Dune: Awakening
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.
The game is good. I'm not commenting on the PvP because I have little first-hand experience, but the PvE journey of 80h had been fantastic. Especially not having played Conan Exiles before. I'm not going to go into detail here, this is a great multiplayer survival platform and I suggest you read other reviews if you want to know if the mechanics, world and gameplay loop are for you. What is not good is Funcom's take on the Live Service business model and it's already showing. After Friday's server issues, Rhea - Legg lost most bases. In our corner of the map, every base for miles around was destroyed. Only frameworks left. Of 10 bases, just one even had a claim left at the end of it. Chests gone, vehicles gone, everything except character progress gone. So basically my group of 4 had lost ~300h of collective progress. When asking (not demanding, not being a **** about it) on Discord if there would be rollbacks, I was laughed out of the room by a community mod. As expected, players droolingly brought out the "you're just a soft casual" lines. Since the days of Ultima Online and later EvE and countless hardcore mode installations, I have lost more progress in games than others have played, that's not even a flex. I have no issue with ingame consequences and feel like these are generally lacking today. But here's the deal: In each of these prior instances I KNEW what I was getting into. The games clearly communicated the danger of losing everything. Losing everything to server issues after having paid extra cash for early access (like a chump) in designated safe PvE zones that were never intended to be destroyed like this, that's something different. Devs not commenting on rollbacks or even acknowledging the massive base destruction on several Sietches, that's something else. Then jokingly passing the blame to players, trying to veil your ♥♥♥♥♥♥ server-destroying patch in roleplay with "hurr durr, it was Shai Hulud", that's just rude. Not to mention that all tickets created via the ingame help function have so far been completely ignored without even an answer for anyone I know from my Sietch that submitted one. This game does not respect your time and frankly doesn't give a damn. If you're fine with what I've described above, by all means, buy this game and you'll thoroughly enjoy it. But I can't.Show moreShow less
Dune: Awakening is both amazing and terrible. It is quite frankly one of the best games I have played, untill the endgame starts. At this point, where the game should and could have really shined, it is instead a massive let-down. The game is advertised as a open world survival and crafting game, while being classed as a singleplayer, mmo, online pvp, online pve game. The game starts off strong with a decent and proper tutorial into the survival mechanics of the game. Stay hydrated, stick to the shadows to avoid the sun and never cross large distances of open sand unless you want to become food for Shai-Hulud. Sadly these mechanics soon become irrelevant: The first major upgrade in traversal that a player gets access to is the sandbike, at which point sunstroke is no longer an hinderance. Simple enter the sandbike and it goes away. Water is needed, not just for survival, but also for crafting. As such water is not a scarce ressource that the player has to hoard and guard with vigilance. Instead it is a ressource that is commonly avaliable in large quantities, precisely because it has to be, otherwise the crafting system would be too tedious. While the sandbike makes crossing open sand a lot safer, Shai-hulud remains a constant threat when doing so. Patches of drumsand and quicksand makes traversal even harder, but this new challenge does not last long either. As soon as the player gets access to an ornithopter, travelling becomes easy. Too easy in fact. Shai-hulud is no longer a threat, it is not even an inconvinience, it is instead almost completely irrelevant. At this point in the game all the survival aspects of the game are effectively just hassles. Is it a survival game? It starts off as one, but leaves much to be desired later. Crafting is ever present. There are several ingredients and components to be fed into several different machines and generating even more items and products. There is quite simply far too many different items that are found in far too large quantities for them to have any meaning other than to contribute to the grinding aspect of the game. Coupled with the vast amount of tools and different weaponry a player would like to be able to easily access, but can't due to the hotbar being limited to a mere eight items. The crafting aspect of the game is unnecessarily grindy for no apparent reason other than as a timesink. Is it a singleplayer game? That would depend on the definition of singleplayer. It is online only, and private servers only offer part of the game world to be private. Accessing the endgame content, located in the Deep Desert, will transfer the player to one of the public servers. As such true singleplayer is not possible. Online PvP and PvE however is. Sadly this is where the game developers intention and the expectation from the playerbase as a whole starts to diverge. The Deep Desert was intended as a large scale PvP zone where players would battle for the most precious ressources, most of which are not found elsewhere in the game. However at the same time the game was depicted as being a PvE experience with "optional PvP". Gating most of the endgame content in a zone where other players can attack you on sight is not a PvE experience, whether you fight back or not. The Deep Desert resets every week, so no player or guild can make a lasting claim on a specific spot. Shortly after launch the Deep Desert was reworked in order to accomodate the vast majority of players that were not interested in the PvP aspect. Currently it is splitly roughly 50/50 between PvE areas and PvP areas. However the rarest ressources are still primarily found in the PvP part of the zone. From current experience there are roughly 4-5 nodes of Titanium and 4-5 nodes of Stravidium to be found in the "safe-zone" each week. These have a 45 minute respawn timer however, and thus can be harvested a total of 224 times during the week. With 5 nodes that puts each of these ressources at 1120 yields, split between the up to 1500 players each server accomodates. But the nodes mostly occur in areas where players can build there bases. Usually after less than a day, all these nodes will have thus been claimed and made unaccessible to others. If a player wishes to experience the endgame, there is no other option than to enter the "optional" PvP zone. Dune: Awakening could become a great game one day, but at the moment it is not. Instead it is a game one can happily sink 100+ hours into because of the immersive universe, the beautiful vistas and the deep lore. Only to drop it completely and never look back, since the endgame is practically non-existing or inaccessible, at least for the moment. Would I recommend this game? Yes absolutely. But anyone who thinks about purchasing it should be aware of what it is and perhaps more importantly - what it is not.Show moreShow less
Great foundation, but PvP is not truly optional Hours Played: 69 hours Recommended: No, with caveats I've spent nearly 70 hours in Dune: Awakening, and there’s a lot to like. The atmosphere is immersive, the crafting and base-building systems are well thought out, and the setting captures the Dune universe in a way that’s genuinely exciting. However, I feel misled by one of the game’s core claims: “PvP is always optional.” This simply isn't true in practice. While you can play much of the early and mid-game without engaging in PvP, the final tier of progression—The Deep Desert—is locked behind PvP-flagged zones. This means if you want access to top-tier materials, gear, and content, you must enter PvP areas, even if you're a solo or PvE-focused player. As someone who plays mostly solo and enjoys PvE, I was hoping to fully experience the game without being forced into competitive PvP. Unfortunately, that’s not possible right now. The game’s structure funnels everyone into these PvP zones where you lose your inventory (outside of equipped items and maybe hotbar) if they want to progress or “finish” their build. That’s not optional—that’s mandatory with extra steps. If the developers want to respect all playstyles—especially those of PvE or casual players—they need to provide alternative endgame paths or PvE versions of the Deep Desert. Until then, players like me will always hit a wall. I still think Dune: Awakening has massive potential, and I’ve genuinely enjoyed a good chunk of it—but if you're buying this under the impression that PvP is entirely optional, you should know: it isn’t. My “Not Recommended” rating is based solely on the current lack of PvE-friendly endgame options. It’s not for me—and I know I’m not alone in feeling that way. That said, this could absolutely change if the developers add proper PvE modes or enable private servers to operate independently, without tying them to the shared, PvP-focused world structure.Show moreShow less
This is my first review on Steam. I normally don't see the point. But this time I feel strongly that the negative reviews are outdated and I want the game to succeed. The developers have been incredibly responsive to the community, making sweeping changes to respond to the complaints. Even the negative reviews typically admit the leveling experience is enjoyable and one of the most atmospheric games of the year (which I wholeheartedly agree with) but I'm writing this review to say that the complaints about endgame have also been addressed: First, Forced PvP is no longer a thing. The PvE zones have all of the same materials, now in sufficient quantities to be useful. Second, Base taxes have been removed. And if you want to take a break from the game, you have a 1-button option to pack up your entire base and progress into your pocket, ready to be placed again when you return. Third, Funcom's model is that all gameplay updates are free. This is a live service game that is putting out paid-expansion levels of content for a one-time purchase. Honestly some of the best bang for your buck you'll get. Fourth, as of Chapter 3, there are now 5 repeatable, scalable difficulty, solo or group, instanced PvE dungeons that drop the best endgame loot. All in all, I cannot recommend this game enough. Hope to see you on Arrakis!Show moreShow less
EDIT: I reached end-game solo and I lost my ores through the bug that caused buildings to deteriorate while powered & paid. I have since uninstalled and do not intend to return. From a solo player's perspective it's alright for the first ten hours, but I strongly recommend you have a group or plan to join others. As a strictly solo player things escalate very quickly and resources become really hard to gather in the quantities you need without assistance. I like the setting and the mechanics behind combat (shields are fascinating) but I find myself no longer motivated to play because gathering Aluminum seems to consume all of my time and it took forever to craft Steel before that. The end-game is strictly PvP as well, so yeah, it's not a game for people like me, which is why I'm not recomending it. It isn't bad by any stretch, it's just not a game made for people that want to play a solo PvE experience.Show moreShow less
Normally not a fan of survival games and normally don't write reviews, but I'm gonna make an exception for this one. From gathering to combat to base building to something as simple and stupid as managing my water or deciding what time of day I should attempt to make a trek across the desert, this game really makes me feel like John Dune.Show moreShow less
This game is an absolutely phenomenal game, if you never leave the Hagga basin. I have been in the DD since week 1 and I genuinely wish I had waited and 100%'d Hagga before going to the DD. I didnt do that, that is a mistake. If you buy this game, treat it like Breath of the Wild and play it as a (optionally) multiplayer action adventure. the atmosphere is amazing. The world theyve crafted has the right mix of lonely and inhabited, the combat is fun and engaging, and lets you play with a multitude of builds and play styles, and it all falls apart in the Deep Desert. -PVP is sweaty, and very poorly crafted. ---There is almost no translation between NPCs and players. The play style you chose and learned and got used to in your first 50 hours (if you rush like so many of us did) is useless. the npcs above the A-Row POIs get a random 20x health buff. everything locks you in a room with several waves making playing solo a painful grind at best even in pve areas, and genuinely impossible in PVP -The Schematic chest system in PVP areas is just painfully handled. (--adding a random spawn timer sometime between 45 minutes and 2 hours 15 minutes was... a decision. an absolutely inspired decision. why is it not tied to active ID bands who's signature cycles on set schedule, forcing players to run through the POI again to get the schematics?--) --Why do unrecovered ships only have one schematic on a random timer when it could again, be tied to a ID band signature? the best unique loot is in these locations which encourages group play, but only gives one schematic which means you and your 4 friends have to sit and camp the same spot from THEE TO NINE HOURS to all get a schematic. EDIT (9/17/2025): The PVP testing stations now seem to be tied to the ID band good job funcom! at the time of this edit I have not yet tested the Ships, but Im hoping theres a similar system in place for the unrecovered shipwrecks --Thopters are still wildly unbalanced, scouts still have rockets instead of some sort of nose mounted minigun. The assault can now boost past glide speed making it way faster (on average) and more consistent than a rocket-scout. Both are entirely useless if someone has (--an ancient way--) a missile launcher as they now all lock on (an inspired decision/s). but the absolutely worst part of this game is simply the lack of social content. Being an early bird in the DD on my server (Themis NA represent) and quickly realising that there is genuinely nothing to do other than blow people up with high risks low rewards, We started a community server to make social content for funcom, and we arent the only server to do so. but funcom refuses to even recognize that they have these players who want the game to thrive and make it past its infancy, because this game is made to be an anti social MMO. Unless im in a party (when its even working) with a guildmate I have no way of identifying players, at any distance. we need things like custom swatches or ways to make custom guild emblems. vehicle cosmetics should have been limited by faction but they arent. they promised us house swatches on vehicles, but theres none. For an MMO, this game isnt even in alpha. as a looter shooter ffa? its probably past beta. (--If you havent bought dune yet, dont. wait to see how people take the first DLC, wait and see how funcom decides to handle the first "content pack" decide then if Funcom respects you enough to spend money on this game; Theres a great foundation but no house. Good bones, but no meat. there are systems, but nothing to do in them. --) Edit: I am editing this after having played the Lost harvest DLC, and the Free patch that came with it. I apparently need to make it more obvious that I do love this game. Some people like things that they wouldnt recommend to others. Its not sunk cost fallacy that I am still playing. I run a discord for the game, we have server events on the regular, I have one of the largest guilds on my server. I Am currently making my own fun, That has all been in spite of the poor social systems in place. My opinion of staying in hagga (if you buy the game) remains, finish hagga, play the single player game before playing the multiplayer game. -The DLC was fun, and for about $15 Id say it was worth it, about 3 hours of decent content. the treadwheel is fun. The building pieces are seeing controversy. I really like them, however I do not like that the treadwheel and buggy dont fit through the door. that must be addressed. -as for the controversy, all the promotional material showed that the duneman was build into the lower tier choam. I never expected a full build set.Show moreShow less
Update 7/6 - aka why I'm finished as a solo player: So overall not much of my main review has changed. Still enjoyed the game, still felt it was worth the cost. Had a lot of fun. Sadly endgame is just not for the solo players. Even with the recent changes to DD making more zones safe, they severaly cut the resources spawn and increased the respawn timer. The result is all the large guilds build massive bases around entire zones, locking the node spawns in their base, and if you do manage to find a node, most of the time it's just in time to watch someone else landing and mining it. Any attempts to go after spice (I've still yet to see spice in PvE zones) is just asking for death. So the 3 main resources you need are still inaccessible most of the time. Others might have better luck on different servers but this has been my experience. The sad truth is with things like the carrier and sandcrawler locked behind these resources, even if I spent months making trips that resulted in 1 or 2 nodes of each ore and farming the 2-3 small spice fields in hb (If they aren't bugged out that is...) I still wouldn't be anywhere close to building anything, and while I do have more time than most to devote to games, I'm not keen on spending that much time with so little to show for it. I don't hate it. Sure it's got some graphical issues that need to be ironed out, and there seem to be some server issues but that's the kind of stuff I'd expect the day a game pre-launches. I'm betting a chunk of issues will be sorted rather quickly. Personally I haven't run into any issues with servers or been stuck waiting in queues, and the server seems fairly active but I think it's just luck of the draw here. I'm a solo player. Do I find the mmo aspect of this annoying? Not really, but it can lead to you fighting over blood and waiting on things to respawn so you can kill it. Plus having to jump around and navigate annoyingly placed bases from other players. The survival aspect is well done. Enough pressure to keep you moving but not brutal enough that you end up overwhelmed while learning the mechanics of the game. It does get quite stressful when you start having to navigate the sands. I've managed to avoid being worm food but there are been some really close calls and I imagine it's only a matter of time. Am I a bit salty about the fact private games are "locked" behind third party server rental? Sure but it's not bad enough for me to not play. I'm here for the story, crafting, exploring and base building. We'll see how it goes There's a massive battle between the PvE and PvP players, much like in any game. I avoid PvP like the plague, it's just never been my thing, but I think the PvP lovers have as much right to be satisfied as us PvE lovers. It's nice they tried to balance and meet the needs of both sides of that but it's still kinda meh that the endgame zone is a PvP zone. Again, not enough to stop me from playing but we'll see how rough that ends up being. Update: Coming up on 100 hours in game I can say my review still stands for the most part. I've hit the level where the only way to progress is to head into the deep desert which I won't be doing, my one attempt saw me ganked so fast by a large group of people it wasn't even funny. Took all of 3 minutes to make that mistake. It's still pretty crappy that the resources you need to build things like large chests, bigger refineries and larger spice sources are *only* in the deeper zones of the DD. Personally I think it would have made more sense to have a PvE alternative so that us solo players and those that share my PvP allergy could do more that hunt small spice zones that net 300-400 spice or swarm the shipwrecks for a small bit. At this rate it doesn't even make sense to use the improved power generators as they require a byproduct of refining spice. (The auction house might be a bit of an alternative in the future but as it stands now it's not very active for endgame materials) I'm still wrapping up training missions and contracts and what not but I don't see myself sticking around, waiting for new content drops. Any sort of break means your base is going to run out of power and/or you won't be around to pay taxes so a few months away means you'll be coming back with everything you built being destroyed.Show moreShow less
Im so over games that punish you for not playing it enough by destroying everything you've invested your time into.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
