Compara los precios de SLEEP AWAKE en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por EYES OUT, LLC.. Publicado por Blumhouse Games. Lanzado el 2/12/2025. Disponible en PC. Géneros: Action, Adventure, Indie, Simulation.

Vivid atmosphere and a genuinely unsettling premise carry this one, but anyone expecting mechanical depth will find the gameplay loop surprisingly thin for a roughly 4-to-6-hour ride.

I went into SLEEP AWAKE with my spreadsheet instincts fully engaged, half-expecting some kind of resource system built around Katja's dwindling wakefulness. What I got instead was closer to an interactive David Lynch film than anything resembling a systems-driven experience, and being honest about that gap is the whole review. The premise is legitimately strong: the city of The Crush has been ravaged by The Hush, a phenomenon that erases anyone who drifts into delta sleep. Factions have splintered in response, from pharmaceutical dependents to pain-inflicting death cults called the DTM, and you move through their territory as Katja, armed with nothing except stealth, wit, and anti-sleep eye drops that serve as your main survival tool. The standout here is unambiguously the audio-visual design. Robin Finck's original score is a brooding industrial landscape of synth passages, guitar motifs, and rhythmic pulses that shifts register between sci-fi unease and outright horror depending on what the scene demands. Sound is weaponised as a narrative device, with whispers, distant footsteps, and ringing phones actively misleading your spatial sense. The psychedelic hallucination sequences, referred to in-game as The Fathom, are the moments where SLEEP AWAKE fully earns its concept: reality blinks mid-step, environments shatter and reconfigure, and Finck's score swells into something genuinely alien. These passages are unlike anything else released in the horror space this year, and they alone justify most of the runtime. Where the game struggles is in its interactive scaffolding. The stealth sections against gas-masked DTM agents have been criticised widely and the criticism is fair. Enemy line-of-sight is inconsistent, two hits end the segment, and there are no mechanical indicators to tell you whether you are hidden or exposed. Basic environmental puzzles, aligning symbols, powering generators, tuning radios to match frequencies, pad out the traversal but rarely create tension. The game earns the "walking simulator" label during its quieter stretches, and for players who want pull-back-the-curtain agency over stealth systems, those sections will frustrate rather than immerse. It is also short: most reviewers clock it at four to six hours, and the story ends on an open arc that feels more like a first chapter than a complete statement. Critic reception landed in mixed-to-average territory on aggregate, which tracks. The people who connected with it describe it in the same terms as Observer or Layers of Fear, vibes-first narrative horror where atmosphere is the game. The people who did not connect criticise the lack of moment-to-moment tension and a scattered lore delivery that leaves the worldbuilding, The Swell, The Fringe, The Fathom and its vocabulary of invented terms, feeling underdeveloped. Both camps are correct. SLEEP AWAKE is directed with genuine artistic conviction by Cory Davis and Robin Finck, and the FMV sequences blended with in-engine footage create a specific disorienting quality that matches the sleep-deprivation theme better than most mechanics could. But as a game, rather than an experience, the systems are underbaked and the runtime is unforgiving of that fact. If your tolerance for narrative-led horror is high and you have spent time with Hellblade or the older Remedy catalogue, this sits comfortably in that company for atmosphere even if it falls short mechanically. If you need the gameplay to carry equal weight to the presentation, lower your expectations before the credits roll. Diego, Scout Team

SLEEP AWAKE

SLEEP AWAKE

2 dic 2025EYES OUT, LLC.Blumhouse Games
GamerScout opina

Vivid atmosphere and a genuinely unsettling premise carry this one, but anyone expecting mechanical depth will find the gameplay loop surprisingly thin for a roughly 4-to-6-hour ride.

PC
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Mínimo histórico: €21.99

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Acerca de SLEEP AWAKE

I went into SLEEP AWAKE with my spreadsheet instincts fully engaged, half-expecting some kind of resource system built around Katja's dwindling wakefulness. What I got instead was closer to an interactive David Lynch film than anything resembling a systems-driven experience, and being honest about that gap is the whole review. The premise is legitimately strong: the city of The Crush has been ravaged by The Hush, a phenomenon that erases anyone who drifts into delta sleep. Factions have splintered in response, from pharmaceutical dependents to pain-inflicting death cults called the DTM, and you move through their territory as Katja, armed with nothing except stealth, wit, and anti-sleep eye drops that serve as your main survival tool. The standout here is unambiguously the audio-visual design. Robin Finck's original score is a brooding industrial landscape of synth passages, guitar motifs, and rhythmic pulses that shifts register between sci-fi unease and outright horror depending on what the scene demands. Sound is weaponised as a narrative device, with whispers, distant footsteps, and ringing phones actively misleading your spatial sense. The psychedelic hallucination sequences, referred to in-game as The Fathom, are the moments where SLEEP AWAKE fully earns its concept: reality blinks mid-step, environments shatter and reconfigure, and Finck's score swells into something genuinely alien. These passages are unlike anything else released in the horror space this year, and they alone justify most of the runtime. Where the game struggles is in its interactive scaffolding. The stealth sections against gas-masked DTM agents have been criticised widely and the criticism is fair. Enemy line-of-sight is inconsistent, two hits end the segment, and there are no mechanical indicators to tell you whether you are hidden or exposed. Basic environmental puzzles, aligning symbols, powering generators, tuning radios to match frequencies, pad out the traversal but rarely create tension. The game earns the "walking simulator" label during its quieter stretches, and for players who want pull-back-the-curtain agency over stealth systems, those sections will frustrate rather than immerse. It is also short: most reviewers clock it at four to six hours, and the story ends on an open arc that feels more like a first chapter than a complete statement. Critic reception landed in mixed-to-average territory on aggregate, which tracks. The people who connected with it describe it in the same terms as Observer or Layers of Fear, vibes-first narrative horror where atmosphere is the game. The people who did not connect criticise the lack of moment-to-moment tension and a scattered lore delivery that leaves the worldbuilding, The Swell, The Fringe, The Fathom and its vocabulary of invented terms, feeling underdeveloped. Both camps are correct. SLEEP AWAKE is directed with genuine artistic conviction by Cory Davis and Robin Finck, and the FMV sequences blended with in-engine footage create a specific disorienting quality that matches the sleep-deprivation theme better than most mechanics could. But as a game, rather than an experience, the systems are underbaked and the runtime is unforgiving of that fact. If your tolerance for narrative-led horror is high and you have spent time with Hellblade or the older Remedy catalogue, this sits comfortably in that company for atmosphere even if it falls short mechanically. If you need the gameplay to carry equal weight to the presentation, lower your expectations before the credits roll.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttier:aaaPsychedelic HorrorFMV SequencesStealth-LiteIndustrial SoundtrackWalking SimNarrative-FirstSleep MechanicDeath Cult FactionsHallucination SequencesDystopian Sci-Fi

Requisitos del sistema

Mínimos

OS
Windows 10 64-Bit / Windows 11 64-Bit
Memory
16 GB RAM
DirectX
Version 12
Storage
60 GB available space
Graphics
NVIDIA or AMD GPU with 6GB dedicated VRAM or better (examples: NVIDIA GTX 1060 6GB or better, AMD RX 6600 or better)
Processor
AMD Zen 2 or Intel 4th Gen I7 CPU @3.5Ghz with 4 cores / 8 threads or better (examples: AMD Ryzen 5 2600X or better, or i7 4770K 4-core or better)

Recomendados

OS
Windows 10 64-Bit / Windows 11 64-Bit
Memory
32 GB RAM
DirectX
Version 12
Storage
60 GB available space
Graphics
NVIDIA or AMD GPU with 8GB dedicated VRAM or better (examples: NVIDIA RTX 3070 or better, AMD RX 6800 or better)
Processor
AMD Zen 3 or Intel 12th Generation CPU @3.2Ghz with 8 cores / 16 threads or better (examples: AMD Ryzen 7 5700X or better, or Intel Core i7 12700K or better)

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Información del juego

Desarrolladora
EYES OUT, LLC.
Distribuidora
Blumhouse Games
Fecha de lanzamiento
2 dic 2025

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¿En qué plataformas está disponible SLEEP AWAKE?

SLEEP AWAKE está disponible en PC.

¿Cuándo se lanzó SLEEP AWAKE?

SLEEP AWAKE se lanzó el 2 de diciembre de 2025.

¿Quién desarrolló SLEEP AWAKE?

SLEEP AWAKE fue desarrollado por EYES OUT, LLC. y publicado por Blumhouse Games.