Dune: Awakening on Steam - User reviews, Price & Information

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Dune: Awakening is an Open World Survival RPG where you can fully immerse yourself in the epic world of Dune. Alone or with friends, explore a vast open world Arrakis, survive the sandworms, build a home, craft an ornithopter, and unravel the mystery of the missing Fremen.

Dune: Awakening is a open world survival craft, survival and adventure game developed and published by Funcom.
Released on June 10th 2025 is available only on Windows in 14 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish and Ukrainian.

It has received 73,777 reviews of which 51,891 were positive and 21,886 were negative resulting in a rating of 7.0 out of 10. 😐

The game is currently priced at 29.99€ on Steam with a 40% discount, but you can find it for 27.93€ on Eneba.


The Steam community has classified Dune: Awakening into these genres:

Media & Screenshots

Get an in-depth look at Dune: Awakening through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit (or newer)
  • Processor: Intel Core i5-7400 / AMD Ryzen 3 1200
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 (6 GB) / AMD Radeon 5600XT (6 GB)
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 60 GB available space
  • Additional Notes: SSD required

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2026
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 But this time I feel strongly that the negative reviews are outdated and I want the game to succeed.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!
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Jan. 2026
There is the shell of a great game here. At its best, I had genuine fun—base building, collaborating with other players, raiding decaying structures, and exploring a world that almost feels alive. But the game currently sits in an awkward middle ground between genres, and that indecision undermines everything it tries to be. It isn’t like Rust, where decay and resets are expected and understood. where loss is part of the loop. At the same time, it doesn’t offer the sense of permanence or long-term investment that defines a true MMO. The result is a system where effort feels disposable, but not in a way that’s intentional or satisfying. I spent roughly ten hours building a base, only to go on a long work trip and return to find it decaying and partially destroyed. That wasn’t a tense survival moment or a meaningful consequence of risk; it was simply demotivating. Seeing my outer walls gone made it clear that my time investment had little resilience, and I quit shortly after. The game is often punishing, but not in ways that feel rewarding or skill-based. NPCs, for example, become largely mindless once you have the right gear. Difficulty fades, but punishment remains; creating frustration rather than challenge. At the same time, the game fails to fully serve either its PvE or PvP audience. For PvE-focused players, there is a clear lack of mechanic-heavy content: meaningful dungeons, interesting boss encounters, or systems that reward mastery and coordination. This leaves the PvE experience shallow, repetitive, and ultimately abandoned. But PvP players aren’t well served either. PvP zones are introduced so late in progression that only a small fraction of fully geared players ever meaningfully engage with them. In over 160 hours of play, I did not fire a single shot at another player. That’s not because I avoided PvP.. it’s because the game rarely creates natural, meaningful opportunities for it. As a result, PvE players feel neglected, and PvP players rarely encounter one another. I think the game needs bold, structural changes rather than incremental tweaks. Lean fully into danger. Consider always-on PvP, reworked loot systems, and a reduced grind paired with higher stakes. Make bases important: but temporary. Encourage players to build, use, abandon, and rebuild rather than cling to fragile permanence. Safe zones and bank storage should be essential tools, not optional conveniences. One possible solution is a tiered world design: a small, stable region near main hubs where bases are safe, long-lasting, and largely cosmetic symbols of achievement rather than survival necessities. Beyond that, the world should be harsh, volatile, and unpredictable in ways that create stories players want to return for. Right now, the game is too punishing in the wrong ways and not punishing enough in the right ones. With a clearer identity and more intentional risk design, it could become something truly compelling instead of something that quietly burns players out.
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July 2025
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.
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June 2025
Very immersive game. you can cook a well-done steak on your GPU while you play and the hot blasts of air from your PC fans truly make you feel like you are in the desert. keep a bag of sand by your desk and periodically toss handfuls of it into the air to really complete the experience :)
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June 2025
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.
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Frequently Asked Questions

Dune: Awakening is currently priced at 29.99€ on Steam.

Dune: Awakening is currently available at a 40% discount. You can purchase it for 29.99€ on Steam.

Dune: Awakening received 51,891 positive votes out of a total of 73,777 achieving a rating of 6.96.
😐

Dune: Awakening was developed and published by Funcom.

Dune: Awakening is playable and fully supported on Windows.

Dune: Awakening is not playable on MacOS.

Dune: Awakening is not playable on Linux.

Dune: Awakening offers both single-player and multi-player modes.

Dune: Awakening includes Co-op mode where you can team up with friends.

There are 4 DLCs available for Dune: Awakening. Explore additional content available for Dune: Awakening on Steam.

Dune: Awakening does not support mods via Steam Workshop.

Dune: Awakening does not support Steam Remote Play.

Dune: Awakening is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Dune: Awakening.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 15 March 2026 00:35
SteamSpy data 14 March 2026 19:04
Steam price 15 March 2026 04:49
Steam reviews 15 March 2026 03:45

If you'd like to dive deeper into the details about Dune: Awakening, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Dune: Awakening
  • SteamCharts - Analysis of Dune: Awakening concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Dune: Awakening compatibility
Dune: Awakening PEGI 16
Rating
7.0
51,891
21,886
Game modes
Multiplayer
Features
Online players
16,012
Developer
Funcom
Publisher
Funcom
Release 10 Jun 2025
Platforms
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