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Awakening

Dune Awakening is the perfect blend of survival, MMORPG, and house envy
Game Reviews

Dune Awakening worms its way past one million sales, Funcom’s best performing game to date

by admin June 24, 2025


Dune Awakening has passed one million sales, making it the best performing Funcom game ever.

Just 18 days since the early adopter launch, the game has managed to do what Conan Exiles took a year to achieve. Even now, the game is pulling in roughly 175,000 concurrent player peaks.

In an infographic released alongside the milestone announcement it’s been revealed players have been eaten by worms 816,720 times, 628,807 deaths have occurred in the game’s endgame PvP Deep Desert, and 121,941 guilds have been formed among other interesting tidbits

Watch our video review here!Watch on YouTube

The game kicked off to a mighty start and has shown little sign of losing momentum. It blasted past 142,000 concurrent players on 10th June following its public release. There’s been a little bit of controversy via the PvP Deep Desert, as many players aren’t finding the fun in perilous free-for-alls. The director initially stood firm on the direction of the endgame, but has earlier today announced plans to expand the PvE portion of this region.

Alongside this future change to the Deep Desert, hints at what future major content updates will look like have also been revealed. We know every three-to-four months a Hagga-Basin-style map should be added, which should do wonders for the crowd who like popping back in to play every once in a while.

If you’re curious about whether you’ll enjoy Dune: Awakening, why not check out our review. “Dune: Awakening is a harsh survival game, an intriguing RPG, and a fierce open world PvP game all in one,” it reads. “Somehow, it pulls it off.”



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June 24, 2025 0 comments
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A character in a mask and hood in Dune Awakening
Product Reviews

Dune: Awakening review | PC Gamer

by admin June 24, 2025



Need to know

What is it? A survival MMO set in the Dune universe
Expect to pay: $49.99/£41.99
Developer: Funcom
Publisher: Funcom
Reviewed on: Intel i7 9700K, RTX 4070 Ti, 16GB RAM
Multiplayer? Yes
Steam Deck: Playable
Link: Official site

I’m standing in the desert scooping up big clumps of the most valuable substance in the universe, spice, when a sandworm explodes out of the dunes a few meters in front of me. I knew it was coming—it always does—but I didn’t expect it to arrive so quickly or so close to me. I yell a bad word and leap into the cockpit of my ornithopter as my entire screen fills with a gaping mouth the size of a subway tunnel.

I know I’m just sitting at my desk holding down my space bar, but in my head I’m pulling up on the control stick of my ornithopter with all my strength as bad words continue to pour out of me. If this worm swallows me I’ll lose everything: my ‘thopter, the spice in my pockets, everything else in my pockets, and even the pockets themselves. I’ll respawn in just my undies and have to re-craft my armor, weapons, tools, and vehicle. Fear is the mind-killer, but a sandworm is the gear-killer.

I gain just enough altitude to escape, but I legitimately have to take a few moments for my heart to stop pounding before I can set back down on the sand to continue my spice collecting. The prospect of losing everything to a sandworm is just one reason why even 100 hours in, Dune: Awakening is still a thrill.


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Funcom’s survival MMO is a lot of things: a compelling PvE sandbox you can play alone, a co-op survival game you can conquer with friends, and a cutthroat PvP extraction game that doesn’t even enter the mix until you’ve played for about 80 hours. Some of this Funcom pulls off successfully, some is a bit rough, but the parts of Dune: Awakening that work are great enough to justify enduring the stuff that doesn’t.

Thirst aid

(Image credit: Funcom)

The opening hours of Dune: Awakening do what every survival game should: make you feel fragile, weak, and desperate. In this alt-history version of Arrakis, the planet is in the midst of a protracted civil war between House Atreides and the Harkonnens—which helps explain why the desert is absolutely littered with spaceship wreckage you can harvest for crafting.

The only source of water in those early hours is licking dew from a few scattered plants, the sun is so scalding you have to creep between the shadows, and at night Sardaukar ships patrol the skies sending down heavily-armed assassins to waste you if you’re spotted.

(Image credit: Funcom)

It’s a suitably tough introduction to the dangers of the desert planet, but you’re not powerless for long. Within a few hours you’ll have the tools to build your first base and even craft a vehicle to begin braving the dunes and sandworms that lurk beneath it.

Dune: Awakening’s survival loop can get pretty grindy. There’s an early stage where the only worthwhile source of water is blood, and I found myself regularly stopping what I was doing just to make joyless blood runs: completing quick circuits of the same handful of NPC caves and camps to suck ’em dry. There was one NPC in a camp about 10 meters from my front door, and I must have killed and drank that dude a few dozen times alone.

(Image credit: Funcom)

More elegant water collection options eventually appear, like tools that harvest dew from plants and windtraps that capture moisture from the air, though as crafting gets more complex it requires shocking amounts of water, meaning it’s never a bad time to cosplay a desert vampire and collect a few extra liters of blood. Stockpiling other resources in the mid-to-late game grows monotonous, too: some only appear as loot in certain NPC strongholds, and only in small amounts, which means repeatedly raiding the same locations.

But there’s also the kind of grind I really enjoy. I love hopping in a buggy and driving out for a resource run, using a mining laser to extract minerals from boulders in the mountains or crystals in the murky ravines. I’m always happy to fly my ‘thopter out to the dunes to collect a resource called flour sand, dodging the angry sandworms that show up every few minutes.

When the survival systems don’t solely rely on killing the same NPCs over and over, there’s an enjoyable routine that emerges (#desertlife), which includes patching up degraded gear and spot welding vehicles to repair their components. These rituals make me feel less like a murderer and more like someone trying to carve out a life on an inhospitable planet.

Whatcha Dune?

(Image credit: Funcom)

Progression doesn’t just lead to better weapons and gear but the feeling that you’re becoming more a part of the Dune universe, and I get a little buzz every time I advance enough to craft something from the fiction.

Remember in Villeneuve’s first Dune movie when Duke Leto gets shot in the back? He’s got his shield on which protects him fast-moving blades and projectiles, but the dart slowly burrows through Leto’s shield until it incapacitates him. I’ve got a gun that does that now, called a drillshot, and it’s sick.

Even as a casual Dune fan it’s hard not to get excited when creating and using such iconic technology.

The effect even looks the same as it does in the movie, with the hovering dart turning the blue shield red as it burrows through to find the vulnerable body of whatever unlucky NPC I’ve shot it at. We also have a few Fremen deathstills (seen in Dune: Part Two) at my guild’s base that we can stick bodies in to convert them into water.

It’s gross to have corpses gently being liquified into drinking water, but also pretty darn cool. Hunter-seeker drones, ornithopters, Holtzman shields, chrysknives: even as a casual Dune fan it’s hard not to get excited when creating and using such iconic technology.

The world is genuinely impressive for its incredible verticality—in both directions. There are towering cliffs and spires between the dunes, and a ravine that stretches across an entire region that’s so deep I thought at first it must just be a bottomless void that you’re meant to avoid falling into. Nope. There’s a bottom to it, but it’s so far down you can’t even see it.

(Image credit: Funcom)

Getting around the map is a blast, too, because you can climb anything, at least as long as your stamina holds out. Throw in a grappling hook and suspensors you can yoink yourself upwards and then continue rocketing skyward, or glide hundreds of meters down without taking fall damage.

Other conveniences, like being able to store sandbikes and ornithopters inside a special tool in your inventory, are pretty silly: like your horse in Elden Ring, you can summon your bike or ‘thopter whenever you need it and pocket it when you don’t. But it’s all part of a travel system that shows Funcom wanted its world to be a playground, not a chore, to traverse.

Game over, man!

(Image credit: Funcom)

The most controversial part of Dune: Awakening (if the sheer number of Reddit posts are to be believed) is the endgame. First is the Landsraad, a vague attempt at a political framework that’s part resource-collection and crafting chores, part PvP, and weirdly, part bingo card. It’s realized with a 5×5 grid of tasks that refresh each week, which if completed by players of one faction locks out the players of the other and lets the winner vote on the enactment of a new weekly server setting, like access to unique vendors or reduced crafting costs.

To win the weekly Landsraad, one faction must make a bingo by completing a line of five tasks (up, down, or diagonally), so there’s some strategy involved in not just trying to complete your own row but block your opponents.

(Image credit: Funcom)

Hot take: I dig it. One afternoon as some Landsraad tasks appeared, my guild leader and I scurried around to fulfil them. One task was to deliver gems which are only found in buried caches, so we each mounted scanners on our ‘thopters and barrelled out over the desert to dig them up while dodging sandworms and patches of quicksand. We later mass produced a bunch of knives for another task and raced out to kill members of an NPC faction for another.

Dashing around to complete these milestones is grindy but fun, and it feels pretty satisfying to see a task completed knowing you contributed—not to mention that you earn rewards like money or gear for pitching in.

(Image credit: Funcom)

The problem with the Landsraad is that if I hadn’t logged in that day, or even during those particular few hours, I’d have missed all that fun. Even on the medium population server I play on, the Landsraad bingo board was completed barely two days into the new week. I like that just a couple of players working together can have an impact on the endgame in a relatively short amount of time, but it’s less great that the winner of the political bingo match can be determined in such a short amount of time.

As players reach the endgame and start stockpiling obscene amounts of materials in their bases, I have a hard time imagining how this system will continue to be a satisfying one—especially for more casual players who mainly get time with the game in the evenings or on weekends.

Ornery ‘thopters

(Image credit: Funcom)

The highest tier resources, which are needed to craft endgame vehicles and weapons, can only be found in the deep desert, a majority PvP zone many times larger than the PvE map. That’s also where you’ll find rare blueprints for the best gear and industrial amounts of spice. Even a quick raid on an NPC base in the deep desert will quickly fill your pockets with incredibly useful loot, and after my first visit, all I wanted to do was go back. The problem? There’s a bunch more sandworms trying to eat you and a ton of other players looking to gank you.

I haven’t done a ton of PvP in Dune: Awakening, and though I’ve lost all but a single fight I still mostly enjoy it. Compared with the brain-dead NPCs, it’s exciting to see players using their skills and weapons unpredictably, even when they’re using them to ruin my day.

(Image credit: Funcom)

Take the guy I callously sniped while he was exploring a shipwreck in the deep desert: I felt bad for downing him because he had no idea I was even there, so I let him self-revive. He then proceeded to utterly wreck me with some stuns, a grenade, and then some well-delivered knife blows. (He did not return the favor and allow me to self-revive.)

This is Arrakis, after all. I don’t expect to always make it out in one piece.

The rest of PvP in the endgame zone is mostly done with choppers and rockets—which feels like an odd design choice in a game where we spend nearly a hundred hours building up skills that have nothing to do with airborne combat. It can be brutal: I’ve been chased halfway across the map while being ruthlessly pummeled by missiles from other ‘thopters, but I don’t really hate it. I like the risk of making excursions into the PvP zone, same as how I like tempting fate with sandworms. This is Arrakis, after all. I don’t expect to always make it out in one piece.

I’ve enjoyed nearly all of my time in Dune: Awakening. I like most of the survival grind, there’s tons of Dune tech that feels really cool to craft and use even if you aren’t up on 4,000 years’ worth of Duncan Idaho lore, and I mostly dig the endgame systems, even though they’re a bit oddly designed.

The best compliment I can bestow is that even after 100 hours, when I see a sandworm breach or I hear another player’s ‘thopter approaching, Dune: Awakening still makes my heart pound.



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June 24, 2025 0 comments
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Dune: Awakening studio is adding "partial warfare" endgame zones to address PvE player woes
Game Reviews

Dune: Awakening studio is adding “partial warfare” endgame zones to address PvE player woes

by admin June 24, 2025



To date, my Dune: Awakening experience has largely consisted of building an ungainly box and hanging from the ceiling in my underwear. But more driven players have already barrelled their way to the endgame, where its “extremely competitive” PvP focus has become something of a concern for PvE players. Enter developer Funcom, which reckons it might have found a solution.


Dune: Awakening’s endgame, if you’re unfamiliar, is focused on the Deep Desert. This vast, ever-shifting landscape is where players can venture in search of valuable resources and endgame gear as they make a grasp for factional supremacy, and one that’s reset every week by Coriolis storms. It’s also PvP-focused – a design decision Funcom has previously stood firm on, even as Ornithopters rained down from above. Now, though, Dune: Awakening creative director Joel Bylos has admitted the system isn’t quite working in the way the team had hoped.


“We still believe in the core concept of the Deep Desert,” he explained in a newly shared developer blog. “The tension of heading out there, head on a swivel, eyes peeled for foes as you enter the most dangerous part of the most dangerous planet in the universe. Our wish was that players would embrace this loop, forming guilds to work together to overcome the bleakness of the Deep Desert… The reality is that players are reporting being cut out of the endgame due to the extremely competitive nature of the Deep Desert.

Eurogamer’s charts the weird history of Dune games.Watch on YouTube


This runs counter to the team’s vision, according to Bylos. “We want PvE players to be able to play the endgame and have access to the content of the endgame. Our goal is not to force PvE players to interact with a PvP system that they may have no interest in.”


As such, Funcom is introducing Partial Warfare (PvE) zones to the Deep Desert where players can explore testing stations and harvest T6 resources without being forced into conflict with other players. However, Landsraad control points, shipwrecks and the largest spice fields will remain War of Assassins (PvP) flagged. “The deepest parts of the Deep Desert,” Bylos continued, “will remain as they currently are – high reward, high risk areas.”


“The beauty of the Deep Desert design with weekly resets and renewals,” he added, “is that we can iterate and experiment with different layouts and setups to really help us tune it. As we make changes we will send out surveys to help us capture your thoughts.”


On top of that, Bylos acknowledged a variety of issues impacting PvP. Some of these relate to Ornithopters, which have dominated Dune: Awakening’s endgame ever since players realised they could drop them on other people’s heads. Scout Ornithopters will see a range of changes, which Funcom details in its blog, as will other mechanics the studio believes are being “abused”, including respawn timers, vehicle storage tools, and hand scanners.


“The intended dynamic of Deep Desert PvP” Bylos noted, “is that – unless you really mess up – you always have the option to retreat in good order with whatever you’ve managed to claim so far. If you’re smart and vigilant, you never have to fight if you don’t want to. If you run, you’ll have to call a halt to whatever task you were pursuing, but that should always be a choice. PvP should happen when both parties decide they want to fight over a location.”


And finally, Bylos had a few words to say on Dune: Awakening’s Landsraad design, admitting this endgame “framework” still has a number of “key flaws”. Funcom is currently looking at addressing some of these, including the “inability to hand in items after a square is completed and the rapidity at which some squares are turned in”, alongside stockpiling, which is currently being unintentionally rewarded. Additionally, the studio will be introducing Landsraad “micro rewards” for solo/small group players.


“Once a live game launches, it becomes a collaborative effort between the developers and the players to make it something amazing,” Bylos concluded. “We appreciate your feedback on what we hope is the beginning of a long journey together. Bear with us – our intention is to be clear and open in our communications and to make Dune: Awakening a game that everybody can enjoy.” And by all accounts, Dune: Awakening – which we gave four stars in our review – currently has a lot of everybodys, what with having already hurtled passed 1m sales.



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June 24, 2025 0 comments
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Dune: Awakening Will Receive Major Free Updates Every Three Or Four Months
Game Updates

Dune: Awakening Will Receive Major Free Updates Every Three Or Four Months

by admin June 23, 2025



Dune: Awakening will receive a steady flow of new content, with major updates planned to release every three or four months, according to developer Funcom.

In a Reddit AMA, Funcom outlined its vision for the future of its popular survival MMO set in author Frank Herbert’s sci-fi universe. Executive producer Scott Junior said each major update will be free and include new story and PvE content. These updates will be released alongside the game’s paid DLCs, which can be bought standalone or together as part of the game’s season pass.

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Junior additionally mentioned Dune: Awakening will receive new PvE maps for players to explore in the future, though it’s unclear if these would be included for free as a major update or come in the form of a paid expansion.

As for the more immediate future, Junior said an update is coming in early July that will contain “too many” quality-of-life changes to list. Junior didn’t go into detail on what those changes would be, but said to expect the patch notes when the patch is closer to being ready for testing.

Funcom dove into plenty of other topics as part of the AMA, ranging from plans to make it so players can name storage containers and vehicles to its thoughts on potential changes to Dune: Awakening’s PvP-focused endgame. Many of players’ complaints are focused around the heavy reliance on vehicles in the game’s endgame Deep Desert zone, so much so that PvP encounters are largely between flying Ornithopters rather than on-foot encounters where the game’s melee and firearms can come into play. When asked about the potential of a Deep Desert zone where only ground vehicles would be allowed, creative director Joel Bylos shot down the idea but did say Funcom is looking to make some changes.

“The current balance between vehicles and on-foot is not tuned to our liking and there are multiple changes in the pipeline to address this,” Bylos said.

Other additions players can expect in Dune: Awakening’s future based on Funcom’s Reddit answers include an option to duel other players, a deposit all option for water, changes to the endgame PvE Landsraad system, additional contracts to complete, and a third faction that “will change the entire dynamic” of the Landsraad, according to Bylos.

Dune: Awakening is finding major success on Steam, having surpassed 140,000 concurrent players. Its most recent update addressed some of its endgame PvP problems by making it so vehicles no longer deal damage when colliding with other players, as well as increased respawn timers in PvP zones. Dune: Awakening is still slated to launch on consoles, but not until 2026.



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June 23, 2025 0 comments
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Dune: Awakening creative director stands firm on PvP direction, reveals planned frequency of major updates
Game Reviews

Dune: Awakening creative director stands firm on PvP direction, reveals planned frequency of major updates

by admin June 20, 2025


A Dune: Awakening Reddit AMA has provided insight into when the next major update may be coming, as well as a firm stance on the design direction of the PvP endgame.

The AMA was handled by Funcom developers including creative director Joel Bylos. It was Bylos who responded to questions regarding the endgame PvP, which has proven controversial among those torn on the orniphopter-laden meta that has formed in the game’s opening weeks.

When asked whether the team was considering removing missile launchers for scout orniphopters – the source of much ire – Bylos responded with considerations from the team.

Check out our history of Dune games here!Watch on YouTube

“Equipping a Scout Ornithopter with rocket Pods [could] reduce overall maneuverability and max speed. This will help solidify this module selection as a desire to engage in combat and balance it versus other combat-focused vehicles,” said Bylos. He also noted other ideas, like an increased impact on the scout orniphopters’ heat when shooting missiles, as well as a baseline speed increase to orniphopters with boosters equipped to make escaping easier.

As for the overall endgame experience, Bylos expanded his thoughts as to explain more macro goals the team desire.

“We want players to make meaningful decisions about what they bring with them and how they outfit their vehicles,” Bylos stated. “Once players have engaged in PvP, we want the experience to be reliable, responsive, and clearly understood. This determines how PvP as a whole feels and how players make their moment to moment decisions in a fight.”

Bylos would conclude by addressing concerns regarding connection-related troubles: “To ensure a more reliable experience in ground combat, we are continuing to address issues with movement desyncs and rubber banding, as well as ability activation reliability.”

When asked whether or not a Deep-Desert-style zone without vehicles was being considered, Bylos outright stated no, elaborating: “a lot of our adjustments and balancing are going to drive combat towards the core vision, which is people competing over points of interest in the Deep Desert”. Bylos continued: “The current balance between vehicles and on-foot is not tuned to our liking and there are multiple changes in the pipeline to address this (above and beyond bugs we will fix).”

So it’s certainly been made clear that quality of life changes are being worked on, like the removal of vehicle ramming damage in PvP, the team stood firm for their ideas on how the Deep Desert works. Which is good, in my opinion. Filing down this “vision”, as Bylos puts it, risks removing a substantial amount of character from the game.

The AMA wasn’t just focused on PvP! Other interesting tidbits were revealed by the team, such as a quality-of-life update coming in July, the fact that major Dune: Awakening updates are planned to release every three-four months with new PvE and story stuff to play through, as well as plans to add new contracts to the game.

In Eurogamer’s Dune: Awakening review, the endgame was described glowingly: “It feels less like structured group activities you’d see in a traditional MMORPG raid, and more like grouping up in Classic WoW for a world boss. Or joining a hunt train in Final Fantasy 14. It’s organic community play, something that forms bonds, strong friendships, and undoubtedly tense rivalries.”



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June 20, 2025 0 comments
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Loving Hagga Basin in Dune Awakening? Developer has plans (within plans) to bring more maps like that in future updates
Game Reviews

Loving Hagga Basin in Dune Awakening? Developer has plans (within plans) to bring more maps like that in future updates

by admin June 20, 2025


Future updates for Dune: Awakening will seemingly include “Hagga-Basin-like maps”.

Revealed by community manager Iggy in the Dune Awakening Discord server, he wrote: “I think Joel kinda leaked in the past that we plan to add more Hagga-Basin-like maps in the future as part of new content”.

Iggy refers to pre-launch developer vlogs in which Dune: Awakening spoke about the roadmap for future updates. Creative director Joel Bylos stated updates for the game would be free, with only optional cosmetics, battle passes, and especially large expansions being sold.

Check out our video on the weird history of Dune games!Watch on YouTube

Iggy later echoed this point, stating: “Content will come as part of free updates, as far as I am aware. If it ever comes as part of a paid package, I imagine it would be because it’s something big.” Iggy continues “But for now I think we have said we plan to release content for free, and then optional stuff via optional DLCs so we can actually afford rent, lights, and pineapple on pizza.”

Dune Awakening has proven exceptionally popular since its launch on Steam, breaking 150,000 concurrent players and popping off among the higher reaches of the Top Sellers list alongside Stellar Blade. A recent patch for the game provided several quality of life fixes, and ended the practice of crushing players with orniphopters in PvP.

Eurogamer’s recent review of Dune Awakening, which scored it four stars, offered praise to the progression through Hagga Basin. It features the following: “[…] the process of gathering material around the starter area of Hagga Basin, refining your haul at your handcrafted base, and manufacturing new gear is made endlessly compelling with an unwavering faithfulness to the source material.”



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June 20, 2025 0 comments
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Dune: Awakening Eighth Trial of Aql guide
Gaming Gear

Dune: Awakening AMA promises changes coming to PvP: ‘We want the experience to be reliable, responsive, and clearly understood’

by admin June 19, 2025



Dune: Awakening is a hit, but it’s not without flaws. PvP in the deep desert is a particular issue for an awful lot of players, based on Reddit complaints, and you better believe that questions about Funcom’s plans for it came up during an AMA held today on Reddit.

There’s little in the way of concrete information at this point, I’m sorry to say, as Funcom is still figuring out exactly how it wants to proceed. But senior game director Viljar Sommerbakk laid out three overarching goals for PvP combat in the deep desert:

  • We want players to make meaningful decisions about what they bring with them and how they outfit their vehicles
  • Once players have engaged in PvP, we want the experience to be reliable, responsive, and clearly understood. This determines how PvP as a whole feels and how players make their moment to moment decisions in a fight
  • To ensure a more reliable experience in ground combat, we are continuing to address issues with movement desyncs and rubber banding, as well as ability activation reliability

One thing Funcom is not considering, according to creative director Joel Bylos, is deep desert zones restricted to ground combat. Developers recently patched out the ability of ornithopters to “goomba stomp” players on the ground (although in kind of a half-assed way) but even without that goofy exploit, air power still dominates: As PC Gamer’s own Lisan al Gaib Chris Livingston recently wrote about Dune: Awakening’s PvP combat, “In most fights it’s just pilots trading missiles with each other in the air instead of engaging on the surface with swords, shields, and skills.”


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Establishing ornithopter-free zones “is not the plan,” Bylos said. “However, a lot of our adjustments and balancing are going to drive combat towards the core vision, which is people competing over points of interest in the Deep Desert. The current balance between vehicles and on-foot is not tuned to our liking and there are multiple changes in the pipeline to address this (above and beyond bugs we will fix).”

Funcom also isn’t planning to remove rocket launchers from scout ornithopters, the source of another common PvP complaint. Instead, it’s working on changes that will see a scout ornithopter’s speed and maneuverability impacted by its loadout: Specifics weren’t provided but presumably you’ll be able to either come heavy or go fast, but not both.

That, Sommerbakk said, will make the assault ornithopter a better choice when you specifically want to engage in combat, but still leave some offensive capability available to the scout for those who want it.

Bylos acknowledged that he was “not being very concrete” in his answers, but said that’s because the team is still “planning and watching how people are playing and finding the right points to address.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

One thing that is on the way, though—not related to PvP but that I find interesting just because it’s Dune—is “sandwalking,” the Fremen ability to walk the surface of Arrakis without attracting the attention of sandworms. Bylos told PC Gamer in 2024 that Dune: Awakening actually had sandwalking at one point but it was cut, because “it looked ridiculous, and it made you walk really slowly.”

But Funcom has apparently figured out a way to make it not suck: In response to a player who said they wanted to be a proper “desert wanderer,” Sommerbakk said, “We will do walking without rhythm.”

As for Funcom’s more immediate plans, executive producer Scott Junior said the studio is currently testing a patch with “a lot of QoL updates” that it hopes to have ready for early July. “When we get closer to it being publicly testable we will release the full patch notes,” Junior said. “It contains too many changes for me to list here, but you’ll be seeing it soon!”



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June 19, 2025 0 comments
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Dune: Awakening patch ends the reign of vehicular terror, as ramming into other players no longer deals damage
Game Updates

Dune: Awakening patch ends the reign of vehicular terror, as ramming into other players no longer deals damage

by admin June 19, 2025


Today’s Dune: Awakening patch has removed the ability to damage other players in PvP by ramming them with your vehicle, killing the popular PvP tactic.

Tactic is perhaps too strong a word. Hordes of players in Dune: Awakening’s Deep Desert end game zone were tracking solos down in orniphopters. If they found them in an orniphopter of their own, they’d shoot them down with missiles.

The real problem emerged if they were on foot. Prior to the patch, if you were hit by a orniphopter you’d be knocked down into a revive state. These pilots then waited for you to self-revive, then crushed you again, leading to a loop of roadkillification.

Check out our latest video on the weird history of Dune games!Watch on YouTube

This trend didn’t go down particularly well, with creative director Joel Bylos popping onto Reddit to say the team were working on a fix. This appears to be that fix, and it’s going down well among the community. Ciyeelo on Reddit responded with: “Thank fucking god because so-called beta testers Guild with 🤓 10k hours of game play was abusing this Day 3 of the early release.”

Others still desired additional changes. A popular sentiment is that the vehicles themselves should take damage when taking major bumps. As Illustrious-Hawk-898 puts it: “Being able to ride a buggy off the rim of the Hagga Rift to the bottom, and not taking damage; or flying a thopter into a wall at 160km are some of the most immersion breaking aspects of this game”.

So what does this mean for the future of Dune: Awakening? Well, big groups of orniphopter gangs will likely still remain a powerful threat. Even if they can’t ram you, five of them rushing you all at once is a little insurmountable. However this change should allow players to line up shots with Lasguns and Rocket Launchers a little easier, especially once more players get their hands on the tier six materials required to create them.

These twists and turns are to be expected in a large PvP setting like the one present in Dune: Awakening’s end game. If it sounds like something you’re interested in, why not check out Eurogamer’s Dune: Awakening review! It covers the end game, describing it as a “weekly political boxing match that I’ve found endlessly captivating”.



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Dune Awakening
Product Reviews

Dune: Awakening review: an engaging survival MMO that’ll teach you to fear the sun

by admin June 18, 2025



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Review information

Platform reviewed: PC
Available on: PC
Release date: June 10, 2025

Early on, while sprinting between rocky islands in Dune: Awakening’s desolate sandy seas, I began to wonder why it’s taken so long for Frank Herbert’s fascinating world to be translated into a survival MMO PC game of this scale.

Making the most of the mythic beasts, warring factions, and an unforgiving setting, Funcom’s latest offering reimagines the core material, providing players the opportunity to step beyond the existing lore and carve out their own place amongst the stars. With so much to see and die as a result of, I still feel like I’m only scratching the surface of this monstrously sized expedition into the desert. But, despite the sizable journey ahead, one thing is for sure – I’m thoroughly enjoying the grind.

Dune: Awakening doesn’t take place in the Dune world you know from Herbert’s cult book, Denis Villeneuve’s cinematic duology, or David Lynch’s 1984 space opera. Instead, it’s set in an alternate timeline where Lady Jessica has a daughter instead of a son, and Duke Leto Atreides survives the assault on Arrakis, leading to an all-out war with the opposing Harkonnen dynasty. Without Paul Atreides and his Lisan al Gaib status, the Fremen are missing in action. Naturally, with all this drama, Arrakis has become a battleground over the most important resource in the galaxy – Spice.


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(Image credit: Funcom)

Players enter this conflict as a prisoner, whose job is to find the Fremen people and awaken ‘the sleeper’. But before you dive into the many processes needed to uncover them, you first need to make some decisions about your character, namely what they look like and how they fit into the political landscape.

You’ll first get the chance to tweak the physical form of your character. There’s a decent variety of choices, from hairstyles to stature and tattoos, too. Naturally, I opted for a pre-distressed look, picking out murky blue eye makeup and some messy lipstick. Visual identity chosen, you’ll then pick some personality building blocks: your homeworld, social caste, and mentor.

Each option will provide you with alternative starting abilities and emotes. As someone who’s always wanted to use the Voice, I opted for a Bene Gesserit mentor and based myself in the frosty peaks of IX as a Bondsman. Sadly, it’s mainly your Mentor that factors into gameplay, with the other decisions acting more as role-playing flavor. Regardless, I was ready to feel the sand on my digital feet and test my survival mettle.

Fear is the grind killer

Needless to say, this planet is not exactly hospitable. (Image credit: Funcom)

You aren’t just dropped into Dune: Awakening without a clue, and are run through a pint-sized tutorial sequence first. Here, you learn the basics of combat and survival, which amounts to scavenging morsels of water drops from plants and swiping at enemies with a glorified box cutter, before witnessing a sandworm gobble up the remains of your ship.

Emerging into the open sand, your workload is split between maintaining your hydration and shelter while branching out into the surrounding areas of the map in search of story missions. Much of my first hour was spent cowering in the shade, fearing for my life as I followed my objectives to earn some scrappy sun protection and a ranged weapon. Suddenly, I wasn’t so afraid, and I began assaulting enemy camps with my newfound confidence.

As you run between pockets of shade, scavenging for resources and completing objectives, you’ll naturally start to earn Skill Points and Intel Points that fuel your skills, research, and crafting abilities. Soon, instead of scrounging around for a morsel of water and clipping enemies with a pea shooter, you’ll be drinking the blood of your enemies and hammering targets with the improved arsenal at your fingertips. Dune: Awakening has all the hallmarks of a classic survival MMO. However, it’s the clever grapple between feeling brave and weak that kept me interested beyond the climactic opening.

Best bit

(Image credit: Funcom)

To complete quests and rise up the ranks, you’ll eventually need to cross large portions of the desert. And, despite the isolation you might feel in the arid landscape, you’re never truly alone. In Dune: Awakening, Sandworms, otherwise known as the Shai-Hulud, are more terrifying than raiders or dehydration. If you’re unlucky, or simply not paying attention to your vibration meter, they can fleece you of all your precious items and leave you in the dust, literally, with nothing but your underwear. Regardless of how terrifying a prospect, the addition of these iconic creatures only makes the world of Dune: Awakening more immersive and entertaining to explore.

It’s not all desert roses, though, and unfortunately, as I sought out more enemies, I ran into issues with the rudimentary combat. You can block and parry, as well as deliver quick, slow, and ranged attacks, which is fine, if not a little underwhelming. Your limited toolbelt, early on, isn’t complemented by the limited enemy variation, and many of the baddies you face look much the same, and frankly, don’t seem too smart either.

On one occasion, while taking out a duo of scavengers, the firing stopped abruptly mid-fight. As I sheepishly wandered around the corner, I noticed that the second scavenger was standing frozen, as if they’d forgotten I was there. As you push into more difficult districts on the map, there are complicating factors like shields, and your opponents have more diverse combat skills, though that does little to make the combat more enticing, and as of right now, it feels like fighting still needs some fine-tuning.

Thankfully, when the combat excursions start to get old, you can tackle story missions called the Trials of AQL, which arrive as alternate challenges that test your dexterity while explaining the history of the Fremen. Hidden amongst the craggy horizons, the trials felt like a carefully constructed extension of the lore, rewarding your attention with gear essential to survival long term. It’s clear Funcom cares about the material that the studio is adapting, and the involved and thoughtful Trials feel like proof of that.

Hope clouds observational skills

See that weird glowing stuff? That’s Rapidium – and Jan’s going to need a lot of it to make more alters. (Image credit: Funcom)

While exploration will take up the lion’s share of your time, base building is another important aspect to your survival in Dune: Awakening. Say a sandstorm warning pops up on your screen, and you need to quickly assemble a dwelling. All you have to do is craft a useful 3D printing gun and pick a safe spot to place your cover.

Here, external walls and flooring all snap together nicely, while the inside of your home requires a bit more finicky work to get things to fit just right. If you do run into problems, the system itself is quite forgiving, and it’s easy enough to modify your floor plan to fit more appliances if things get a little tight. You can technically build a shelter almost anywhere you’d like, and with the speed at which items respawn, plopping down your possessions in open sand is an obvious no-go.

This brings me to the real antagonist of Dune: Awakening. Beyond the periodic sandstorms, trigger-happy enemies, or unwavering thirst, are the more terrifying and possession-destroying sand worms or Shai-Hulud. Hidden underground in the open sands, the worms are attracted to your movements, which you can track via a friendly vibrations bar that appears at the center of your screen.

Laying out your base smartly (as I have very much not done in this screenshot) is key to making the most of your limited resources. (Image credit: Funcom)

Simply put, the more you move in open sand, the more likely it is you’ll attract a sandworm. Once the bar turns red, it means your luck has run out and you need to sprint away to higher ground or risk losing everything you’ve worked so hard for. Short distances start to feel large, and I felt genuine pangs of fear as I tiptoed between the stone monuments that broke up this seemingly endless world.

Dune: Awakening looks solid in motion, but it isn’t always visually seamless, and there are plenty of frustrating bugs and bouts of texture pop-in that get in the way of the fun. Still, Dune’s desert landscape more than makes up for those small squabbles, and it’s easy to get swept up in the carefully constructed details Funcom has embedded on Arrakis.

Visual accents like the billow of a water seal as you cut through it, or the sand particle texture on your windows, help to build the fantasy and commit your exploits to memory. Yet considering how large Dune: Awakening is, I’m sure there’s even more to uncover on my journey to ultimate power, and I’m excited to keep digging and discover more of these details.

Should I buy Dune: Awakening?

Buy it if…

Don’t buy it if…

Accessibility

You can access the settings from the pause menu while in-game, or at the bottom left of the main menu before you join a server. From the accessibility menu, you can toggle on and off camera shakes, controller rumble, and motion blur.

From this menu, you can also toggle on and off subtitles, choose the font size, as well as select an option to have previous subtitles on screen for a longer period of time. You can also tweak the gamma setting from this menu, too. Dune: Awakening allows you to rebind all your keys from the dedicated Keybinds menu.

Where audio is concerned, you can use a slider in the Audio submenu to tweak individual streams of sound (Master Volume, Music Volume in-game, Sound Effects Volume, Cutscenes Volume, Dialogue Volume, and Radio Volume).

How I reviewed Dune: Awakening

I played Dune: Awakening on Steam, using an Acer Predator XB271HU gaming monitor, a Logitech MX Master 3S mouse, and a Logitech G915 TKL gaming keyboard.

I used my external Creative Pebble V2 computer speakers and Audio Technica ATH-MX50X headphones plugged into a Scarlett 2i2 interface for sound. My gaming PC is powered by an RTX 3080 and an AMD Ryzen 9 3950X.

First reviewed June 2025



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Dune: Awakening review | Rock Paper Shotgun
Game Reviews

Dune: Awakening review | Rock Paper Shotgun

by admin June 17, 2025


Dune: Awakening review

The world of Dune is well-realised in multiplayer survival game format, offering a harsh planet of unintentional comedy, braindead NPCs, and plenty of grindy crafting.

  • Developer: Funcom
  • Publisher: Funcom
  • Release: June 10th, 2025
  • On: Windows
  • From: Steam
  • Price: £42/$50/€50
  • Reviewed on: Intel Core-i7-11700F, 16GB RAM, Nvidia GeForce RTX 3060, Windows 10

A survival game lives or dies on the personality of its world. Subnautica is a wonder because its world is a wonder. Abiotic Factor is a cracking farce because its world is a lab staffed by idiots. Dune: Awakening, meanwhile, has the fortune of coming with a pre-packaged world, already built by scores of sci-fi novels and movies full of beautiful scowlers. Developers Funcom therefore have existing rules to play with, a culture and geography which is basically ready-made for a video game. It’s almost cheating. Sandstorms rage, forcing you indoors. Sandworms give chase, prompting you to run or bike faster across the desert. Military ships scan the dunes at night with spotlights, and launch tough enemy patrols if you get caught. Everything here already lends itself to the kind of adventurous fantasy any hardy video gameser would like.

Yet introduce to this the long-established survival tropes of online multiplayer crafting games, and you walk away with something that is somehow both fitting to Frank Herbert’s world and comically incongruous. A very hot Valheim. You scrounge endlessly not for spice but for rocks and twigs. You slap little devices down not to attract worms, but as spawn points. You drive your sandbike across the desert, then take out a magical Ghostbusters device that slurps the vehicle inside so you can carry it around safely in your pocket. For every line of dialogue delivered with the seriousness of a 19th century naval captain, there is a moment when you catapult yourself 50 feet into the sky with a grappling hook and tumble to earth in front of a robotic NPC who doesn’t see you. There are comedy radio stations and they are playing chiptune. This is Dune, yes, but it is also Dunc.

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Awakening is set in an alternate universe of Dune in which Timothee Chalamet forgot to be born. The conflict over the desert planet remains a slow-burning stand-off between two factions: the honour-obsessed Atreides and the aggressively pale-faced Harkonnen. You’ll get to pick a side in this kerfuffle in later missions. But first, you land as a love survivor, told to seek out the native people of the planet, the Fremen, who have supposedly been wiped out. Thus the grand space opera is magnified down a powerful microscope to become a survival and crafting game with shooty dart guns and griddy base-building. We can perhaps call it a very sandy Animal Crossing. Perhaps.

The various survival systems reinforce all the childlike fantasies of living on Arrakis. A heat meter rises whenever you stay in direct sunlight. “Better stick to the shade,” you chuckle. Another little waveform meter appears when you cross open tracts of desert sand, a measurement of how likely you are to attract a huge sandworm. “Better get across this gap fast,” you snicker. Your thirst meter goes into its last quadrant, threatening health loss. “Better drink 300 millilitres of my own recycled piss,” you think to yourself with a chortle. Press the F key to slurp on the straw of your urinal tuxedo.

Press F to drink your own piss. | Image credit: Rock Paper Shotgun / Funcom

I played as a Trooper, a character class that is all about mobility and ranged firepower. They get a handy skill that throws out a bubble which slows time and prevents fall damage. Even handier, they get a grappling hook, as well as a bunch of grenades and buffs to gun damage. Other types of sand tourist are available. You can be a Bene Gesserit (a space nun), and learn to convince enemies that you’re invisible, or become immune to poison. As a Swordmaster you can deflect enemy projectiles and learn to recuperate stamina faster.

You’re forced to pick only one class as a starting option, but you soon find special characters who open up the other skill trees. For example, you can discover a Planetologist hiding in the earliest zone who will unlock the skills of that class, provided you complete a short fetch quest. It was worth this detour for the passive benefits of the Planetologist: a longer battery life for techy tools and a buff to stamina while climbing. Ah, very important in an open world that has embraced the “climb any surface” philosophy of Breath Of The Wild. I basically did everything possible to turn my character into a kind of bloodthirsty Link. He has a shotgun and he ascends rocks very well.

Combat is serviceable, but the enemies aren’t particularly clever. | Image credit: Rock Paper Shotgun / Funcom

Putting that firearm to use is mostly an expressionless and dead-brained exercise in finding a baddie and shooting them like a harmless lamb. Combat can be as simple as spitting your machine gun or pistol at these barrelfish, along with a rare moment when you have to switch to a dagger to puncture the shield of some close-combat warjerk charging toward you. True to the source material, the best way to break enemy shields is with a strongly held stabbing attack, though unweildy parrying and cumbersome target tracking led me to avoiding melee combat wherever possible.

Dune: Awakening is also labelled an MMO, but there are rarely more than a handful of people exploring or operating in the same canyons. You see evidence of others mostly in the form of player hideouts, or the sound of distant gunshots. There are PvP zones which are, in theory, more populated, and hubzones let you sell items to other players. But overall it still feels closer to Rust than World Of Warcraft. | Image credit: Rock Paper Shotgun / Funcom

Usually you only face a handful of scumbags at once, and you can use your abilities to supplement these brawls. As a Trooper I could lob little seeker missiles, or stun enemies with my grappling wire. But for the most part, you can put a few bullets into any belly and your foes will eventually fall flat. They are barely sentient rodents, seemingly easy to kill by design. After all, to earn the water needed to survive you must farm the blood of your felled enemies and pass it through an extraction machine in your home base. Making baddies easy to kill perhaps lightens the load for players who just want water fast.

This, along with some very plain level design, makes the combat feel functional yet never truly slick or smooth. If you compare Duwakening’s action to, say, other MMO-ish shooters, you’ll feel a big difference. There’s no additional layer of combat nuance like the sticky cover of the Division games, no dancelike fluidity as in Warframe. And the dungeons are formulaic corridor-room-corridor affairs without much flair.

As is often a complaint in MMOs, these roomy holes feel like mere wells for ratty enemies, rather than having any of their own meaning or identity. They have audio logs and holograms littered about in an attempt to give each dungeon some sense of place, but this too is subject to formula – the same scientist type gives the same kind of speech as the last scientist type about the same environment with the same voice. Injecting variety to MMO environments which exist only to be looted on repeat is a task of narrative triage I do not envy. The dialogue elsewhere does manage to bring some colour to the dodgy water merchants and haughty space nobles of the game, even if the overwhelming amount of lore terminology makes some lines unreadable to a Dune agnostic.

All video games too, mate. | Image credit: Rock Paper Shotgun / Funcom

You can – if you prefer an opponent who might actually hurt you – get into PvP scrapes by visiting ship crash sites, or by flying off the edge of the map and entering a much bigger PvP zone called the Deep Desert, which can house hundreds of players at once. This is a high-risk, high-reward expedition that’ll entice a certain kind of adrenaline fiend while repelling anyone who prefers their survival stories to play out as solitary conquests against nature. Years ago, in my Dark Zone liking days, I would have belonged to the former camp. But I find myself enjoying the survivalist trials of Arrakis most when done in isolation.

You might have friends for co-op though, folks who can help gather granite for the walls of your home base. This base building is another classic survival game affair of modular blocky wall placement. You place down foundations and ceilings and windowed walls on a strict grid. The resultant player homes are not very “Dune” when compared to the striking architecture of the movies. Where Denis Villeneuve can hire artists to design awe-inspiring brutalist ziggurats, you will create a boxy abode that is the sci-fi equivalent of a Croydon apartment block. You might unlock new structural blueprints as you go, and the natural creativity of players can still sometimes produce an interesting looking home. Largely, though, I found the building process dry and basic.

Build a decent abode and you’ll be “watersealed”, which means your thirst meter won’t deplete while inside. | Image credit: Rock Paper Shotgun / Funcom

The visual language of Dune is grand. It is of a scale that dwarfs a lonely sand tourist. Some of that translates to Awakening, as with the hovering Sardaukar ships that scan the environment, or the palacial corridors in ruined substructures. But in other places, that visual design falters into a lacklustre genericism. Much of the beveled machinery you create in your base looks vaguely the same. The power generators, chemical refineries, fabricators, ore refineries, blood enwaternators – they all appear as homogenous tubegizmos. And mechanistically, they all adhere to well-worn survival game principles: you need stuff to make more stuff to make more stuff to make more stuff.

In hubzones, the geometric griddiness of that same visual design sometimes suits the otherworldly feeling of MMO levels – disjointed right angled corridors and military symmetry – but in other places, the grand scale actually works against the standard principles of MMO task-completing. Vast concrete lobbies and spaces can take a relatively long time to cross, just to speak to a random character about the 100 do-hickeys they wanted. The city of Arrakeen is a stony warren of rooms that all feel much bigger than they really need to be, which is both fitting for the overbearing nature of Dune’s palaces and vexing to the average player concerned with resource gathering, XP-scrounging, and other ideals of efficiency.

Some environments replicate a sense of grandeur, while others replicate a sense of “modular MMO dungeon”. | Image credit: Rock Paper Shotgun / Funcom

My point, again, is that Duwakening is a game where a desire for strong atmosphere becomes messily entwined with a traditional type of MMO design centred on gettin’ more stuff. Not in a bad way, per se, but in a noticeably gamey way. Gargantuan worms threaten you during long treks across dunes; let’s stop to harvest 20 floursand! Heatstroke and duststorms will force you to take shelter in the shade of a downed ship; let’s cut it up for salvaged metal! A camp of scavengers stands between you and the safety of home; mmmm, BLOOD!

As a game it is funny, enjoyable, jarring, and safe. There is a large amount of stabbing corpses unintentionally in their groin for blood. As with many a craft ’em up, the opening is enough of a stroll to ease you into the world, its rules and quirks. This intro demurely suggests the game will be more merciful with your time than others of its ilk. Sand dweller, this is not true. There are still crafting bottlenecks – gizmos and trinkets you need to farm from particular sites. And you will eventually hit a plateau, when the research menu opens up into a larger array of improved items (power packs, shields, dew scythes) and you are suddenly overcome with a great greed for different coloured rocks.

Get killed by a sandworm and lose all the gear you are carrying. | Image credit: Rock Paper Shotgun / Funcom

At this point gathering material becomes the second job most MMOs are wont to be (at least, this is how it felt as a solo player). I would have sobbed at the hefty crafting costs of an ornithopter were I not concerned about wasting the water from my eyes. That’s not to mention the ongoing needs of maintaining your base, your mining equipment, and your other vehicles. As both an MMO and a survival game, much of this is to be expected. The genre is a playful reproduction of that most gagsome economic reality: the cost of living. We play these games, sometimes, despite ourselves.

As survival games go, however, I cannot call it “bad”. Fair warning: there are weird glitches and choppiness (one bug saw me backdashing every time I exited the inventory screen). And I had to abandon playing on a controller because of the obnoxious virtual cursor in menus. But this wasn’t enough to interrupt my bloodsucking. Awakening is dense with lore, and loyal to the childlike “sand is lava” flavours of Dune. I’ve enjoyed it for the strength of its world, and I admire how straightforwardly Funcom have adapted the memorable features of Herbert’s fiction in exactly the most sensible way. If you walked out of the cinema after the Dune movies of recent years only to have your thoughts and dreams peppered with imagery from those films, then this is probably one of the best ways to visit and inhabit that distant desert. Just so long as you acknowledge, going in, that you’ll be doing a lot more rock mining, water farming, and unexpected laughing than Timothee ever did.

This review is based on retail code provided by the publisher.



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