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 open world 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 75,088 reviews of which 52,830 were positive and 22,258 were negative resulting in a rating of 7.0 out of 10. 😐

The game is currently priced at 49.99€ on Steam, but you can find it for 36.99€ on Instant Gaming.


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 a game that is right for: 1. Fans of Dune. It's very lore-friendly, but creative! A "what if" scenario that makes the story better with its own pretty well done plot! If you ever wanted to do a spice harvesting operation with a harvester, a carrier and a spotter ornithopter and go for riches while risking opponents in PvP, worms and storms - this game is IT! SPOT ON! If you ever wanted to explore and mingle the Atreides and Harkonnen - this is IT. The story's good. The lore is valid. It even has old school MIDI music from Dune 1990 and Dune 2 from 1992 in its radios! IMPROVED VERSIONS of the originals!!! Alongside 102nd century radio-dramas and news! It's brilliant! 2. Fans of Survival MMORPGs with punishing mechanics who like a challenge and love being defiant towards the entropy of the world and its rules. Vehicles parts break with use. Your equipment breaks with use. The mechanics make for the adventures. Every technological leap you make matters. A LOT. It's hard to reach, but it's worth it. You have to mind plenty of things. But the results are glorious once you attain them. The way you play is two-fold: a) You focus on building a guild base, a huge base, you farm a lot. It's strangely addictive. There's a lot of OCD about it, since you can lose what you've farmed at for hours with seconds of neglect. There are plenty of ways to tweak, furnish and make your base functional. It's beautiful. I hear it's all taken from Conan Exiles. Probably, it's the same studio. b) You operate as a nomad with the players doing a) hoarding and securing your stuff. Some guilds operate like that. It's all very functional, but there's always a possibility of a disaster with treason. On both ends. It's also risky to have everything on you 'cause... getting killed can ruin all of it and set you back a lot. The early game is phenomenal. A must-see. Mid-game is awesome, filled with rich storytelling. Quality stuff. It's a survival MMORPG so late game is what everyone should wonder about, 'cause it's de facto most of what you'll be playing. The late game is set about two activities: The Deep Desert. And the Lansraad MIssions. The Deep Desert appropriately is huge (it is 9x9 servers working in sync). It is vast and uniquely dangerous. It has no source of water (apart from a few hard enemies and their blood), its storms hit harder and can make your bases temporarily vulnerable to attacks. It has a weekly Coriolis storm that wipes out EVERYTHING in it, so bases need to be packed up before then and set up on a weekly basis (at least they are 50% of the cost in materials). The rocky islands are few and have a LOT of desert between them, so you HAVE to use ornithopters to get anywhere. The Lansraad missions are a combination of a) Instanced open-world locations that you can share with your team, rewarding. It reminds me of SW:TOR's Flashpoints a bit, and b) Testing stations which are classical Raids in MMOs. You choose the difficulty, the main boss is the main source of late-game loot, the rewards are proportional to the difficulty which you pick at the beginning. They all have a story and theme. Each boss is hard in his/her own way. Classic raids: you need to learn the challenge because no min-maxing can do it for you. RPG mechanics: It's a class-based survival MMO. You get XP for quests, defeating enemies and farming. Every time you level up you get a skill point to invest in one of the skill trees. There are five classes: Trooper, Mentat, Planetologist, Bene-Geserit and Swordmaster. They have three types of skills: buffs, buffs that need to be asigned to one of your 3 active buff slots and abilities (you can use 3 at any time). Most skills can have 3 tiers. Higher tiers cost more points (3 or 4). All classes have 3 skill trees each. All skill trees have a "spice" skills as its pinnacle which can only be used while under the effect of Spice. Skils can be re-specced every 48 hours, or at the cost of Spice Melange. Once you enter the late game, you can specialize your character in 5 specialization paths: Crafting, Gathering, Exploration, Combat and Sabotage. They offer permanent buffs, cost Spice, can only be earned through Lansraad missions and are very, very beneficial. This is at the core of Late game mechanics. Adventuring: You unlock special Fremen-unique tools and abilities by undergoing Fremen trials. Story-wise they are very much like Jedi ruins in Star Wars games in the best way possible. This includes using Spice to enter a Spice-trans state. It provides you with a significant buff to damage and damage reduction and enables the aforementioned pinnacle skills. The story takes you across regions which all have unique mineral resources, unique look, a unique theme and a unique hostile NPC faction. These factions and their lore are surprisingly fun in their themes. Quest lines take you across all regions, so you do them consecutively OR you struggle A LOT if you're ahead of your equipment level. You unlock technology to construct and craft by gathering "Intel", which is a unique, depletable resource found in every hostile fortification. There are several types of locations: 1) Small bandit camps. 2) Fremen caves. They are the only supply of unique Fremen resources which you will need for Stillsuits and special Fremen tools which are pretty necessary to use. 3) Small/medium NPC forts. They have intel and decent loot. 4) Ancient Imperial Testing Stations. They're classic "dungeons", each with a unique story. The late game ones are the primary source of PvE challenge to the game, best done in teams. They are the only source of unique vehicle parts. 5) Shipwrecks. They are PvP areas and only one player can get the loot from any crate. They are the only source of weapon and armor parts. Once you have an ornithopter you can exit the main map and fly overland. Here you'll find Arakeen and Harco Village, two only civil places where you can find the Exchange (trade with other players and store items in the bank) and get to unique traders. You can also access the Deep Desert and the specific PvE Lansraad mission locations. Most items are in tiers, but their functionality does not always increase with an increase in tier. For the most part, an increase in tier is an immense advantage. All tiers have uniques. Unique items are found mostly as blueprints which offer ONE licence for crafting and can be spent. They require appropriate spice-infused metals, which are only found in dungeons. So the good things about this game: - The art directing is awesome. - It conveys the Dune universe in so many ways. - The mechanics are deep, entangled and sensible. - Once you team up with a functional guild it's awesome. The game's faults are: - Bugs can rob you of quality equipment and your vehicle and Funcom won't give a crap about it. This seems to be mostly fixed, but it used to be horrible. - You can't leave the game for more than 20 or 30 days if you have a base. The game won't allow you to just set off all powerplant fuel. You have to manually load it at regular intervals. - It loads its textures slowly at every game start. - There's no real incentive for PvP other than ruining someone's day. - There are no neat ways of assigning guild members storage, making things risky. What the game is missing to be great(er): - Content for the Deep Desert is sparse. There is hardly any incentive to explore besides checking where the large spice locations are. There's no surprise, there's no content. It needs rework. - The social aspect is too bare bones. This is Dune! It should have organizations, politics and intrigue. There's a LITTLE BIT of it, but.. this is Dune. It should have a lot. - Plenty of factions aren't covered. We need more content. The content thus far is good. More. Overall, the game is good, the late game is good, the studio support is bad. They're alleviating some of the biggest pains, but the support is still utterly bad.
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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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Frequently Asked Questions

Dune: Awakening is currently priced at 49.99€ on Steam.

Dune: Awakening is currently not on sale. You can purchase it for 49.99€ on Steam.

Dune: Awakening received 52,830 positive votes out of a total of 75,088 achieving a rating of 6.97.
😐

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 19 April 2026 00:35
SteamSpy data 27 April 2026 01:49
Steam price 29 April 2026 04:49
Steam reviews 27 April 2026 14:06

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
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