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Fully Immerse Yourself on Arrakis with NVIDIA DLSS 4 and Razer!

Greetings Sleepers,

One of our goals in Dune: Awakening is to immerse you on Arrakis unlike ever before. To let you feel the sandworms shift beneath you; the Coriolis Storms tear at your skin; and the spice sing in your veins.



We’re delighted to announce that Dune: Awakening will be one of the first games to feature NVIDIA’s DLSS 4 technology with Multi Frame Generation, enhancing Dune: Awakening’s most majestic views and exciting moments. Witness colossal sandworms break the surface of the dunes, dynamically pushing sand aside and spewing it into the air. Experience every frame of your last moments before it consumes you whole, or you barely escape. Take a look at the comparison video:

[previewyoutube][/previewyoutube]

To blur the lines between Arrakis and reality further, Dune: Awakening will also feature Razer’s next-gen Chroma and Haptics integration, providing synced lighting and intelligent haptic feedback for the most immersive experience possible. Plunge your entire room into the Arrakis sunset as you soar across golden dunes in your ornithopter, thanks to Razer’s recently announced next-gen Chroma integration.

Additionally, with Razer’s Freyja Gaming Cushion’s full dynamic range, you will feel the shudder of your shield as it repels an enemy dart from behind, or your ornithopter cockpit hum to life around you.



We are thrilled to say that NVIDIA and Razer’s state-of-the-art technology elevates the first open-world experience of Arrakis to new heights, and we can’t wait for you to experience it.

In Early 2025, rise from a nameless survivor to a hero of House Harkonnen or House Atreides.

Communinet Signal #4

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Welcome Sleepers, to the year-end edition of the Communinet Signal!

2024 has been a pivotal year for us and the development of the game, as we have opened the development build of the game to the lucky players selected for our Closed Beta testing. We started with a very small core group of testers at the end of last year and have been slowly growing that group ever since. Sometime in the middle of this year, we expanded the scope of the test with the Persistent Beta test, where we keep the servers running 24/7 for our testers.

It has been an incredible source of important data and feedback that we have taken to heart and used to continually improve the game, doubling down on the parts of our vision that resonate with our players, and tweaking and adapting those that do not. It's a very rewarding process, and we're incredibly grateful to all of our testers for helping us complete this final leg of our journey to launch. There's not much we can share with you just yet, as these tests are still strictly under NDA. But as a year-end treat for you all, we will be sharing some fun and interesting stats from these Closed Beta tests!

The Early 2025 release is fast approaching. Until then, enjoy this last Communinet Signal of the year!

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In November and December we were working on all sorts of fun stuff we can’t wait to tell you about (in... dune time).

But on the public side of things, we attended Dreamhack Stockholm! Magnus (Senior PR and Events Manager), Ignasi (Community Manager) and Tomek (Senior Influencer Manager) roamed the halls of the event, meeting with fans, industry friends and content creators to network and discuss fun and interesting possibilities for the coming year!

From left to right: Magnus, Ignasi and Tomek at Dreamhack Stockholm’24.


Cosplayer Yuji joined us once again (she was with us at the Nordic Party event at Gamescom 2024!), showing off her amazing stillsuit, taking pictures with fans, and giving out Dune: Awakening stickers!

Yuji cosplaying at Dreamhack Stockholm’24.


Shortly after Dreamhack and to close out the year, our Creative Director Joel Bylos joined PirateSoftware for a live interview during his stream on December 13th. Thor asked a lot of insightful questions about the game and Joel was happy to answer them. If you are interested, you can watch the segment on PirateSoftware's Youtube channel!

[previewyoutube][/previewyoutube]

On another note, and as a fun wrapper for the year, we'd like to share some statistics from the Closed Beta with you all. We hope you find these interesting and that they give you some hints at what’s to come next year!

  • Deadly Arrakis: The NPC inhabitants of Arrakis are responsible for 58% of player deaths.
    • The second and third most common causes of death are Sandworms (27%) and dehydration (22%).
    • 2% of players who have played at least 10 hours have never died in the game…yet!
  • Who’s your mentor? During character creation you can chose your mentor, which determines your starting abilities as well as some dialogue choices across the game. These have been the selections of mentors chosen by our beta testers so far:
  • All water is precious on Arrakis: Closed Beta Players extracted approximately 1.5 million liters of blood from fallen enemies and living creatures.
    • Close to a hundred muad'dibs had their blood extracted (the kangaroo mouse not the Duke Leto's son who doesn't exist in our game). How could you?

If you found these stats interesting and want to contribute to them, remember that you can still sign up for a chance to be selected for our Closed Beta tests. Just head over to our website and fill out your Beta Profile survey!

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For today's highlight, we wanted to give the spotlight to our cosplayers. If you've traveled to any of the events we've been to this year, you've probably seen and interacted with them. And if you're an avid Communinet Signal reader, you've seen them in many of the pictures we've shared so far.

They are incredibly talented and passionate professionals who use their craft to enhance the event experience for everyone. They are also wonderful people. For these reasons, we thought they deserved a spot here so you could all get to know them a little better.

For this edition, we will be exchanging words with Alejandra (Anhyra), who has been with us ever since PAX East, all the way through ComicCon Nordic, Gamescom and Brazil Game Show. She has kindly lent us some of her time to answer a few questions!



You’re a seasoned veteran in the cosplay community Anhyra! Can you tell our readers a bit about your career as a cosplayer and previous projects you have cosplayed for?
It has been a wonderful and long journey! I've been doing cosplay for more than 10 years now! It started as a hobby, I am a huge fan of Mass Effect and I wanted to make Commander Shepard's armor, so I decided to make it for Carnival, which is a big thing where I live. Then I took it to a local convention, it was super fun and everyone loved the cosplay, so that encouraged me to keep making armors.

Since then, I started entering cosplay contests and was lucky enough to win the best armor award at Blizzcon 21. This put me in the spotlight and helped me a lot to start a career as a professional costume maker. In the past few years I've worked on costumes, props and cosplay content for games like Destiny 2, World of Warcraft, The Elder Scrolls, Diablo IV, Blasphemous, Bloodhunt... and Dune: Awakening!
I've also worked as a cosplay judge in many events in Spain and Europe! Many conventions have asked me to do panels on costume making and to judge their competitions! It was an honor to judge the Gamescom and Dreamhack Cosplay Contests in Germany or the international finals of the Tournament of Champions in Vienna.

Speaking of Dune: Awakening, tell us a bit more about your experience designing the stillsuit cosplay! What were the biggest challenges and considerations you had to face when crafting it?
Making the Stillsuit was a really big and fun challenge! I had about a month to create this design and at first it was a little intimidating because the suit is really intricate and tight to the body.

I considered several different construction options and finally decided to build it like a suit of armor, making different pieces that would attach to the inner clothing and allow me to move properly at conventions, but also make it look like a whole suit. Building it was like a giant puzzle with tons of layers with different textures, tubes... But in the end I was super happy with the result!

Anhyra during PAX East 2024.


Now that you mention wearing it… how was the actual experience donning the Stillsuit? Did everything work as intended?
I was super lucky and everything worked out great! I almost cried the first time I tried to put everything together! I used EVA foam for most of the pieces, so it's very light! But wearing a cosplay is never comfortable, so I had to make some small adjustments in the design to be able to sit down, walk properly or even go to the toilet... Unfortunately, I don't have the skills yet to make a proper stillsuit that recycles liquids. ːsteamhappyː

How was the reception by event-goers? Do you have any fun reactions to share? (hopefully not related to water discipline)

I'm super happy because everyone loved the costume online and also at conventions! People usually approach me to ask me about how I made the costume and they always get surprised when I say that almost everything is foam! Even the parts that look like leather!

My favorite reaction happened during the Brasil Game Show, a bunch of really little girls ran to me to hug me and they asked me if I was a desert princess... I usually cosplay as monsters or intimidating armors, so I'm not used to that and it definitely made my day! 

Anhyra and Meankitteh (who will also be featured soon) during Gamescom.


That’s incredible! Alright, we don’t want to hog all your time. So as a final note, do you have any advice or recommendations for aspiring cosplayers?
Follow your passion! We all start small, and the more cosplay you do, the more you learn! So don't get frustrated if you can't make a super crazy build right now, just keep practicing and one day you will! ♥️ The cosplay community is really big and there are tons of amazing makers sharing their methods, tutorials and tips, so it's easy to start learning nowadays! And if you want to buy a costume instead of making it...that's great too! Everyone can enjoy it! My favorite thing about cosplay is how welcoming the community is! I've met hundreds of incredible friends all over the world thanks to cosplay, and that's priceless!

Thank you so much Anhyra for your time… and see you at the next event! 👀


You can follow Anhyra on all of her social media accounts (Instagram, X, Bluesky) and be sure to say hi. She is not only a talented cosplayer, but also a wonderful person!

Stay tuned for future Communinet Signals where we will feature more cosplayers who have brought Dune: Awakening to life with us!

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We have an amazing collection of fanart in this issue that includes all kinds of mediums. Please peruse our museum of artworks at your leisure.

But we have more exciting news: Those featured here will ALSO get access to the Dune: Awakening Closed Beta! Thank you for sharing your beautiful pieces. We look forward to seeing more in the future.

Make sure to share them on the official Discord server under the #fanart channel, or use the #CommuninetSignal tag on social media.






Hand made Pain Box created from wood by THE Shai Meilud on Discord.






Work in progress!






Art of MewsikOn’s character.






A very dapper Atreides man by Chime Minister’s girlfriend.






A “Feyd” inspired OC as a sphinx cat commissioned by S0lar5ail0r and drawn by Rott-Rott.






Character concept on a Harkonnen Traitor based off of our Senior Concept Artist, Filipe Augusto. Created by Ryan Ross (Goda on Discord), you can find more of the character here!






Wormjak pointing by General Anubis.






Prescience by Arrakis Pilgrim.



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The Deep Desert is meant to be the endgame area of the game, with high risk and high reward. But we also don't want to make the experience too brutal to play. We want you to be able to recover, learn from your mistakes, and come back stronger and wiser. By default, you will only lose whatever resources you may have in your inventory bag, not your equipped gear. If you play wisely, you'll be able to protect the resources you carry and limit your losses. If you do not, other players will have a big payday.






The Landsraad is one of our game mechanics where Guilds will compete for the votes of Major Houses in the Landsraad by doing work for them in a Faction vs Faction gameplay, in order to vote in action World-wide decrees (rules) for the next period. We are actively working on this feature and fine-tuning it in our Closed Beta test. With the help and feedback of our testers, we are narrowing down the benefits and requirements to see which are the most interesting and fun. We can't reveal much yet, but think of it as an example: what if you could raise tax prices and allow a temporary different ruleset in the Deep Desert? Or what if you could lower construction requirements for a week? How would you plan your next move with these tricks at your disposal?






Yes! You will be able to invite players to a party and group together without having to be in a guild. Unlike a guild, a party is a temporary group that disbands when all players leave or log out.






Dune: Awakening will feature proximity voice chat at launch, as well as text chat!



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And with that, we're one step closer to saying goodbye to 2024 and hello to 2025!

We're incredibly excited about the upcoming months. We're working hard to have the game ready for you all on PC early next year, and we're preparing to make 2025 an unforgettable year for all of you Sleepers who are eager to get your boots on the sands of Arrakis. We can’t wait to tell you more about this labor of love we have created for you.

In the meantime, thank you for your unwavering support this year, and here's to 2025, the year of Dune: Awakening! May Shai-Hulud bless the path ahead!

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Communinet Signal #3


We’re back again with our third edition of the Communinet Signal! As with previous issues, we’re going to round up all the going-on and happenings surrounding Dune: Awakening in the past weeks for your reading pleasure. Complete with plenty of pictures!

In the last issue we shared everything there was to see at Gamescom in Germany. This time, we’re going to take you to conventions in California, Japan, and Brazil. So even if you didn’t get an opportunity to check out our booths in person, we can share a little bit of Arrakis with you here.

We also have some fantastic artwork created by our community, new assets right from our own artists, and answers to some of your burning questions. If you missed our previous Communinet Signals, you can find them here:



September and October was full of travel with the goal of bringing more new faces to Arrakis in Dune: Awakening. Besides the dangers of dehydration, bandit gangs, roaming Sardaukar ships, sandworms, and many other threats it can be a very inviting place! Our first stop on this journey was:

[h2]TwitchCon: San Diego, California[/h2]


While we didn’t have a booth this year, we still had a fantastic time talking to many of you Sleepers attending the convention. We had the opportunity to meet many excited streamers who are eager to get their hands on Dune: Awakening and sharing it with their community.

We also teamed up with LurkIt and The Fun Pimps (creators behind ‘7 Days to Die’) to bring an epic afterparty where we hosted crysknife giveaways, chatted with familiar faces in the community, showed off game trailers, connected streamers with developers, and danced the night away.


One of our lucky crysknife winners, @HowToBeQuiet1


Our stage where we showed the Dune: Awakening trailers with a beautiful skyline backdrop!


Cozy fireside chat with a Dune Balloon Moon

[h2]Tokyo Game Show: Tokyo, Japan[/h2]
日本へようこそ! We flew over to the other side of the world for this convention. Between September 26th through the 29th, our team arrived and was ready to rock the show floor. As with Gamescom, we were a part of the Level Infinite area. Take a look at our booth!


Dune: Awakening producers Farah Nasri and Nils Ryborg took the stage to talk about themselves, the work they do on the game, and development (with the help of a translator of course).


Within our booth, we showed a gameplay presentation complete with a Japanese voiceover as well as a Q&A session at the end. And of course, no one left empty handed; swag bags were given out as new Sleepers exited the presentation.

The booth wouldn’t be complete without our Dune cosplayer star, みひまる! Check her out X (Twitter) for more of her amazing work.


[h2]Brasil Game Show: São Paulo, Brasil[/h2]
Our last stop was in South America, where the rainforests are as wet as Arrakis’s sand is hot. Like Gamescom and Tokyo Game Show, we had our booth on the main hall ready to be visited by new Sleepers. We even had a popcorn machine! No, unfortunately we didn’t have THOSE popcorn buckets. :)



Inside the booth, we had a cozy theater with pillows for the presentation. And as always, they left with a handful of Dune: Awakening swag. We also had hands on gameplay for press, VIPs, and other visitors.



The highlight of this Signal is of the gorgeous yet formidable Harkonnen Light Ornithopter. The light ornithopter specializes in speed, ensuring a quick getaway from enemies or sandstorms (if you’re skilled enough, that is). These vehicles are paramount in your mission to survive. When parked, the wings will fold neatly behind and along the body of the ornithopter. But when taking to the skies, they will unfurl and flutter like a dragonfly’s.

This concept image was created by one of our expert concept artists, Brian Wells. You can check out more of his amazing art on ArtStation here !


The final ornithopter at launch may differ from this screenshot as it is still a work in progress.


We have some fabulous art collected from the official Dune: Awakening Discord server as well as those who used the #CommuninetSignal hashtag on X and Facebook. For a chance to have your art featured, make sure to share yours as well!


Created by Anna-Maria Manners, this drawing features a Fremen-Bene Gesserit girl named Nasira. She is blind, but very sensitive to vibrations.


Meanwhile, Maxpain_ has 3D printed a mini sword along with a stand to rest it out.


A bottle of spice created by Arrakis Pilgrim on Discord.


An adorable Muad'dib, also created by Arrakis Pilgrim.


The beautiful landscape of Arrakis captured by Sinister Fate.


This piece called, “Moving up the ranks” by Sinister Fate was created on Procreate using Photoshop and a Cintiq.


Gorgeous fanart of a Bene Gesserit by Conkin and Merlin.


Shields use Holtzman tech to protect against fast moving projectiles. The slow blade will penetrate in melee, and shields do not protect against all forms of damage (for example poison and fire can pass the barrier). Not to mention, using your shields while on the open sand is not recommended. Remember that the vibrations will attract the worms and make enemy fire look trivial next to the attention of Shai-Hulud.

Some items needed for crafting shields can be found only in certain locations, such as Imperial Testing Stations. Explore these areas to find those unique parts and give yourself an edge over opponents.

You can turn these shields off and on, but whatever your playstyle, using shields is recommended if you plan on going toe to toe with an enemy.


There are currently no plans to play the game fully in first person. We’ve designed Dune: Awakening with a third-person setting in mind for the best experience. However, there are certain items that will allow you to go into first person to help with your survival. This includes binoculars and sniper scopes!


You can set permissions to decide who can use your vehicles. By default, they only allow access to the person who’s built them. There are, however, vehicles that can be found in the world and are accessible to everyone, so they can be stolen from NPCs.

To keep your vehicle safe from others and the harsh environment, you can craft and use a vehicle backup tool. This allows you to store it in your inventory until you need it again!


While we won't have sandworm riding at launch, it's a highly anticipated feature that we're eager to implement but we also want to do it justice!

As you’ve probably seen from the Dune films, sandworm riding is one of the most dangerous yet thrilling feats to pull off. We want to make sure it’s as impactful as the cinematic moment it's inspired by in the Dune movies. To achieve this, we're taking a deliberate approach and won't rush its development.


As you explore Arrakis, visit points of interest, complete contracts, and so on, you will gain experience points. These points will level your character up and give you skill points and tech points. Skill points can be used to unlock new abilities, increased health and stamina, better heat resistance, and more.

You’ll also discover intel around certain points of interest which will help unlock recipes in the Technology Tree. This is where you’ll get more weapons, armor, and other items to craft to help in your survival. If you need help along the way, and are unable to craft them yourself just yet, these items can found around the world for you to pick up and use. Or if you have a particularly helpful friend with you, they can lend you their armor or weapons.

You will also find Wandering Masters in your journey who will teach you more abilities from different schools, such as the Bene Gesserit.


And that about wraps it up for our third Communinet Signal! We hope you enjoyed reading through it and maybe learned something new.

Remember that if you'd like your art featured, make sure to share in the Discord channel as well as use #CommuninetSignal on Facebook or X (Twitter). Or just drop into the Discord to say hi and chat about all things Dune (and share pictures of your muad'dibs in our pet channel). While we prepare for the 4th signal, make sure to wishlist Dune: Awakening on Steam and we will see you next time!

Communinet Signal #2


Welcome to the second edition of our very own Communinet Signal, Sleepers! This one comes with an intense Gamescom flavor, as we had our hands full in August showcasing the game from Germany to the world!

But before we get into that, we just wanted to take a moment to thank you all for the fantastic reception of our first Communinet Signal. This is a line of communication with you that we wanted to start as early as possible, and we are very pleased with the positive response so far and the feedback you have given us on our channels. Keep it up, and let's make this place your safe haven in Arrakis!

Now back to this week's issue! We have the usual round-up of what we have been up to lately, as well as some juicy insights from our time in Cologne, where we got to meet some of you! We hope you enjoy this new issue, and don't forget to send us your comments and suggestions on the Discord channel we've set up for all things Communinet Signal!

Grab your reading binoculars and let's go!


August was a pretty hectic month for us. At the beginning of the month, we were hard at work compiling all the cool stuff you saw at gamescom, while the second half of the month was spent showing it off. So let's go through it all in case you missed anything:

[h2]Opening Night Live - Gameplay World Premiere[/h2]
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During ONL, we released our 5-minute gameplay reveal. Narrated by Joel Bylos, our Creative Director, we showed the world the game mechanics and real gameplay for the first time. And at the end of the trailer, we revealed the game's release window! In case you missed it, early 2025 for PC, with consoles coming later. But wait, that's not all we showed... August was a pretty hectic month for us. At the beginning of the month, we were hard at work compiling all the cool stuff you saw at gamescom, while the second half of the month was spent showing it off. So let's go through it all in case you missed anything:

[h2]27-Minute Gameplay Presentation at Gamescom[/h2]
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This 27-minute gameplay video was the mainstay of our presence at the show this year. We knew we would have hundreds of fans visiting us every day, lining up at our booth next to the towering presence of Shai-Hulud to hear our developers talk about the game, and we needed something that could capture some of the many gameplay possibilities of Dune: Awakening in a limited amount of time.

We also didn't want any of you at home to miss out, and felt it was time to give a broader perspective on the work-in-progress from the beta build that many of you have been testing in our ongoing closed beta tests. So we have prepared a version of our presentation, narrated by Joel, so you can follow along from the comfort of your sietch.

[h2]Dune: Awakening Direct Episode 3[/h2]
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And to top it all off, we released the third episode of our Dune: Awakening Direct show last week, featuring some spicy behind-the-scenes footage and commentary from Soe Gschwind and Joel. We recorded this from our booth at gamescom and also added some extra commentary to the gameplay footage. We thought it was too good an opportunity to pass up! We hope you enjoyed it!


Did you hear we were at Gamescom this year? Shocking, I know! All kidding aside, this was a big year for us at the event. Our team spent countless hours trying to make it a memorable and smooth event. Many of you came to the event to greet us, and for those of you who couldn't, you watched our trailer and presentations, as well as our on-site coverage. There was a lot going on on many fronts, so we thought we could show you a little more of all the moving parts from our side of things. So sit back, grab your favorite mug of distilled sweat, and let's take a deep dive into this year's event.

[h2]The preparations[/h2]
As we've said before, it's important to remember that getting ready for an event like this is a huge team effort. Even before we announced that we would be there, our team was hard at work making it happen.

Our PR and events team began coordinating our physical presence and arranging our booth space with the Level Infinite team. From the beginning, we knew that we wanted our space to stand out, so we decided on a massive 5 meter high sandworm as the centerpiece of our booth.


Next, we thought about what kind of experience we wanted to offer visitors at Gamescom. At first we thought about having a playable demo at our booth, but we decided that a short demo wouldn't do justice to a complex game like Dune: Awakening, especially with the unreliable internet connections that conventions often have. Instead, we decided to have a presentation with the developers explaining the core mechanics and gameplay loop.

Once that was set up, we focused on the additional details. Not everyone could travel to Germany, and we wanted to share the presentations with as many of you as possible. So we decided to livestream them directly from Gamescom. We set up a streaming area inside the theater with cameras to capture the presentations and the audience. We also began inviting streamers to the event, including well-known names from our Funcom Creator Program and regional creators.



We hadn't given up on the idea of a playable demo, so we set up a backstage room with six PCs. To answer questions about the game being too complex or the limited play time, some of our developers went to Germany to help players.

While we were getting everything ready, we also started working on a trailer and presentation for Gamescom. We knew you'd be excited to see some gameplay footage that explains what Dune: Awakening is all about and how it plays, as well as getting an idea of when it's coming out. Based on that, we laid out the main ideas for our footage. We wanted to be as transparent as possible, so we decided to record directly from the closed beta. This was a bit risky as the game was still in active development and things could change. But we felt it was important to be honest and open, especially with our beta testers.

We waited for a major update to the closed beta that included the first combat overhaul and significant rebalancing. While not the final product, this build represented the beta of the game at the time.

[h2]Opening Night Live[/h2]
The ONL event took place on August 20th, where we unveiled the gameplay reveal trailer. Some of our developers were there in person, while the rest of the team watched remotely from a hotel conference room, ready to test out the new features and see how people reacted!


Along with the gameplay reveal trailer, we also revealed our new key art, the PC release window, and new information about the game. Our team spent a few hours after the trailer premiered uploading assets, posting, and engaging with Sleepers! It was a fun and intense night, but it was only the beginning!

[h2]Gamescom![/h2]
Gamescom started on the 21st! Luckily the first day is only for industry visitors. But that doesn't mean it was slow for us. Since it was the first day we had the booth up and running, there were still a few loose ends to tie up. As it turned out, most of the things that sounded good on paper needed at least one or two tests!

So on that first day, we tested every moving part. We made sure the streaming booth had all the software and hardware working properly, checked the volume on the gameplay presentations, and confirmed that the playable builds were all installed, set up, and connected to our servers. Once everything was in place, we started welcoming the first rounds of visitors!


We were also part of the Level Infinite area (shout out to our neighbors V-Rising, Exoborne, Path of Exile 2, and more!), which also had its own events! Nicole, our Senior Community Manager, took to the stage in the central area to give away giveaways to attendees (twice a day!) while the rest of the team was at the booth making sure everything worked as it should and everyone was happy.


This was a pretty dynamic process that we repeated every day, with more and more visitors each day, which helped us streamline our processes until the booth (almost) ran itself!

[h2]Our booth[/h2]
We keep mentioning our booth, but some of you might not have seen it yet! Let's fix that and give you a glimpse into our little corner in Cologne.

First: the queue and entrance area!

This is where people would line up for the Dune: Awakening Gamescom experience. Visitors would line up for the hourly presentations, which were separated by language (English or German). It wasn't too bad for the first few days, but as time went on, the line grew to rival Shai-Hulud itself. Arrakis is a test, but believe me, some of our visitors are ready for it!

The theater!
Once inside the booth, you would be seated in our presentation theater! It held about 65 people, with a stage where two of our developers would comment on the gameplay being shown. After the 30-minute presentation, they held a Q&A session to answer questions from the audience.



Once the session was over, visitors left the booth through the back door, but not without receiving a Dune: Awakening-themed gift - a swag bag from the game filled with goodies!


In the back corner of the theater was the streaming booth. This was where streamers from all over the world would livestream the gameplay presentations to their audiences each day and provide their own commentary. They were also joined by one of our developers who answered their questions live!


The livestreams started with Sacriel and were followed by many recognizable names, such as Alphacast, GNU, SajonArco, MollyBerry, MissVadams, MurningStar, Becsters, and more!



The playable room
Next to the theater, in a separate room, we had some of our developers showing off the game to press, content creators, and people with appointments. They offered help and support to those who needed it, and guidance if anyone got stuck. They were also happy to sit down and chat about the game.


The build we offered was very similar to the one our beta testers are currently playing, with some areas restricted because they would require additional servers. Due to the (sometimes) unreliable connection and limited time, these areas were cut from the demo. However, to streamline the presentation of the game, our team created a series of presets that were offered to players who wanted to try different parts and regions of the game in the limited time they had.



From press to regulars, just about everyone was impressed and happy with what they played. Our developers were rejuvenated by interacting with people who were trying our game for the first time and had so many good questions, feedback, and excitement to share.

THE WORM
And last but certainly not least of our booth parts, was the Shai-Hulud. This was the most visible and by far the most recognizable part of our booth.



The massive 5-meter-tall sandworm was an eye-catcher and a landmark at Gamescom this year. Many visitors stopped by to take pictures of the worm, take selfies with it, or photograph our incredibly talented cosplayers (Anhyra and MeanKitteh) who would pose for hours on location.



We'd like to give a special mention to our cosplayers for their professionalism, craftsmanship, and dedication to the event. Gamescom can be a very intense and hot place, just like Arrakis. But Anhyra and MeanKitteh not only stood the test, they absolutely nailed it. They are ready and worthy of the desert planet.



The people
We couldn't have done it without our amazing team! Thank you to everyone locally and remotely who made this possible.

A special shout out to the Dune: Awakening and Level Infinite teams for keeping things running smoothly onsite and being awesome when things got hectic. Thank you, champions of Arrakis!



Last but not least, we'd like to thank all of you who made this possible. Whether you watched from home or came to Germany to visit our booth and spend some time with us, it's because of your passion and support that we've been able to do all of this. Thank you for believing in our journey. Here's to 2025 and beyond!

Dune: Awakening Book Club - Gamescom Edition
Since almost a year, we’ve been running a Book Club in our Discord, coming together every few weeks to read the book where it all began: Frank Herbert’s Dune. When we realized some of our Book Worms would be visiting Gamescom, we had no choice but to have an in-person session!


Led by FlamingMojo from our community, the club’s normal meetings are reading a particular section beforehand and discussing it during the session. In Gamescom, we did things a bit differently and read the parts out loud, voicing the narration and characters - with some pretty convincing acting too! For those who couldn’t attend, we had our Discord voice channel available to tune in.

We had a couple of surprises as well - a copy of the book for everyone along with some Dune: Awakening goodies and our very own Joel Bylos joining the club to read and discuss together!

If you’d like to join the fun, you can find the Book Club in Dune: Awakening Discord in the #dune-book-club room, with an event set in the server whenever a new session is announced, with all the information you need to join!



With the Gamescom reveals and announcements, we wanted to refresh our key art for the game, showcasing a better look at what Dune: Awakening has to offer.


We decided to showcase three different characters, each with their own look, allegiance, and weapon, to highlight the wide range of customization options you'll have once you start playing. How will you approach combat? Will it be ranged, melee, or a skill-based hybrid? Will you side with the Harkonnens? Or are you an Atreides at heart?

It was also important for us to show Arrakis, the central character of the Dune universe. The background shows the desert planet in all its glory, complete with its two moons, spice blossoms, and troops and vehicles fighting for its most precious resource, spice melange. And looking down on it all is the mighty Shai-Hulud (and this is one of the smaller ones!).

And there's more! We've also got our official slogan: Survive. Expand. Control. Survive the desert by learning the ways of the Fremen. Expand your potential through combat, spice, building, and trade. As guild intrigue and warfare rage, control the spice and cling to power.

You can now see this new key art in all of our channels, including our store pages. We hope you like it!

Muad’Dib secret: Did you know you can find this new key art, as well as screenshots and wallpapers, in our PR page? Check it out!


This month we are giving a special highlight to those Sleepers who showed up at Gamescom ready for Arrakis. They were ready for the dunes, so we think they’re deserving of a spot in this month’s section as well!


Even though Gamescom dominated the month of August, we want to highlight a couple of community creations that happened outside of the Cologne event. Our first community creation is a fantastic fanart by one of our Discord community members!



And second, we want to give a shout out to the first (to our knowledge!) fan created podcast about Dune: Awakening!

Spice Blow Radio is a podcast ran by André (from the fan newsite VisitArrakis), Stephen (aka FlamingMojo, the one behind the Dune: Awakening Community Wiki) and Maegan (aka Deadwomanwalking Gaming on Youtube!). They are currently on their second episode. You can follow them on their Twitter or Youtube!

Remember, if you want to be featured in future editions of the Communinet Signal, use the hashtag #CommuninetSignal on social media, or share it in the Communinet Signal channel in our Discord community!




PvP in the game will be restricted to certain areas. In Hagga Basin, the starting map, PvP is only allowed in certain locations, but it is mostly a PvE map. When you access a PvP area, you are notified you are entering a Kanly War of Assassins. If you are not ready for the extra pressure, just step out of that area! The Deep Desert, in contrast, is a mostly PvP zone with only a small strip in the southern region that is PvE. And then you have the social hubs (Harko Village and Arrakeen at launch), which are entirely social areas with no engagements allowed.

If you want to focus on base building and PvE activities, just claim your spot in Hagga Basin, and enjoy all that the social hubs have to offer. And if you end up wanting to experience some PvP action, remember that as long as you have your base shields up in a PvP area, your base is safe from enemy attacks.


Right now it is very early to tell. Our team is focused on delivering the best experience at launch as possible. But we plan to support the game for the long run. Immediately after launch we will monitor reception and adapt accordingly, continuing to work on quality of life upgrades, fixes and optimizations based on our player’s feedbacks. And we will continue to add new surprises and variety to the Deep Desert and all the secrets its sands will unveil weekly.

But as the Bene Gesserit like to do, we also have longer term plans. Some of these are expanding the overland map with new locations that explore the lore and corners of Arrakis.


Resources needed in a crafting station will pull from both your inventory as well as in your storage within the range of your Sub-fief console!


We recently published an article in our webpage that covers this in as much detail as we can get now, and it includes infographics too! You can check it out in this link.


We currently don’t have a release date for consoles set just yet, as we are focusing primarily on PC release. Afterwards, we will focus on making the game optimized and ready for consoles so that they can be the best they can be at launch.


Even though our game is set in an alternative timeline, you will be able to meet and interact with many of the characters from the books and movies. Some of these during your ascension in one of the two major factions, some as part of your personal journey, and some while exploring Arrakis!


We are indeed right now focusing on the combat! What you saw in the gameplay presentation is the first iteration of a combat overhaul we recently deployed to the closed beta build of the gamewhere we implemented the pillars of the combat system. This is the first step of many planned during development before launch. With the feedback from our beta testers and as part of the development pipeline, we are actively working on animations, timings, general balancing, as well as visual polish.

We decided to show this version instead of a more artificially polished one so as to stay true and open about the current state of the beta, but ever since the footage was recorded, two major patches were deployed on the beta with more iterations, so even that footage is outdated today. Videogame development is a crazy adventure!


We chose to first focus on ranged combat and vehicle handling since they are features that didn’t exist in our more recent games and we wanted to offer something that’s good and fun to play.

Melee is an important and crucial part of the combined arms approach to combat we are going for in Dune: Awakening, and now that we have ranged combat and vehicles at a spot our beta testers and we are happy with, we are focusing on melee combat and bringing the years of expertise we have into the game. Right now we are actively working on animations, timings, general feel as well as a spin to the general mechanics inspired by how you would expect a Dune melee combat to be like! Stay tuned for future updates and showcases!



Thank you for making it to the end! This was a lengthy Communinet Signal, but there was so much to talk about and share with you! We hope you had a blast reading it as much as we had preparing it.

And remember! We want to keep evolving the Communinent Signal with your feedback and input. Let us know what you thought of this edition and what you’re looking forward to see in the next one in our Discord channel! As for us, we’ll be celebrating this milestone by hanging out at Harko Village, grabbing some delicious spice-infused beverages at Hanovars, and grabbing energy for the next Communinet Signal.

See you there!

Exploring Everything Revealed in Dune: Awakening Direct – Episode 3

Hello once again, Sleepers!

August has been a very busy month filled with reveals of all kinds. In our third Dune: Awakening Direct, we showed our marvelous booth at Gamescom with Joel and Soe diving deeper into the core gameplay that was revealed last week.

Behind the Scenes at Gamescom


Our booth at Gamescom was hard to miss with our 5 meter tall Shai-Hulud photowall, but that’s only the tip of the crysknife. During the Direct, Soe takes us behind-the-scenes to show the exciting events we had going on, in case you weren’t able to travel through space and time to make it there in person.
This includes exclusive gameplay presentations in Dune: Awakening, Fremkit merch giveaways, quizzes to test your Dune knowledge, calling the worm on the Level Infinite stage, professional cosplayers, and so much more.

Diving into Gameplay


Get a taste of what you can expect from Arrakis in Dune: Awakening, as Creative Director Joel Bylos and host Soe Gschwind talk through certain aspects of the game such as combat, building, spice harvesting, and more.

Through this interview and walkthrough, you can prepare yourself for your own journey on the harsh planet and how you might tackle it.

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Dune: Awakening is coming to PC Early 2025, so we hope to see you on Arrakis then. In the meantime, join us on Discord to talk with other Sleepers who are looking forward to playing and wishlist the game on Steam to get updates.

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