
Take planets and assemble your fleet. The conquest of space is now, navigate through asteroid fields and hide in nebulas to outsmart your opponents. Experience the challenge of ion storms disrupting your ship's sensors and become the ultimate space fleet commander.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 20 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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哥们好好调整,我们玩家等你,希望制作者加油 我发现了一些问题:建造单位后如果取消,不会返回花费的金钱 可以一回合同时建造大量建筑,建议也弄成建造序列 星球之间距离可以加大,玩家可以在星球间建造星路,在星路的单位移动距离加大 小型舰艇的可移动范围显示不明显 一些操作可以优化,比如到达一个敌对星球后如果没有其他可操作选项,直接占领 非玩家阶段的攻击音效不需要播放 单位行动后取消行动按钮不起作用 鼠标在边缘时自动移动地图 点击敌方单位时左下角显示其属性 点击星球右下角的未翻译 Brother good adjustment, we players waiting for you, hope producers refueling I found a few problems: If a unit is built and cancelled, the money spent is not returned It is possible to build a large number of buildings in one turn. It is recommended to build sequences as well The distance between planets can be increased. Players can build star paths between planets and increase the distance of units in star paths The mobile range of small ships is not obvious Some operations can be optimized, such as capturing a hostile planet if there are no other options available Non-player phase attack sound does not need to be played Unit after action Cancel action button does not work Move the map automatically when the mouse is on the edge The lower left corner of an enemy unit displays its properties when it is clicked Click untranslated in the bottom right corner of the planet
도전과제가 안깨지는 버그가 있네요...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese*languages with full audio support
Ehh...
cool for a few fast games. better than I expected.
5.5/10 TBS with unit production in space setting. TLDR: A TBS with a nice core idea of producing new ships on planets, expanding to capture planets and several spaceship types and "terrain types". However, the game was designed to work on mobile as the main priority, so its controls are so uncomfortable that it's almost impossible to play. Clearly the game wasn't playtested on PC at all. Lack of campaigns also leaves you without motivation to complete anything. It's just a list of skirmish maps where you can compete vs AI on easy, medium and hard modes. You could think of it as super-bare bones Civilization mixed with Panzel General. I'd say this game needs a UI/controls overhaul and a few campaigns added, and the ships roster expanded by at least a factor of 3. Right now it's almost like a prototype. Still, a "slightly above average" vote since you could have some fun with it and I hope devs will improve it later on. Good: - in-built map editor - nice music - the 2D art is generally good - although it's space, some additional tactical variety is added by "nebula", "asteroid field" and other "terrain types" So-so: - there is no campaign. You can only play "skirmishes" against AI, either on pre-designed or randomly generated maps. The game could easily have pre-designed battles where you don't have planets and don't produce new units but simply control pre-given armies of ships. This would also remove the relatively boring "early expansion" phase at least in those campaign battles. Maybe there could be a "skirmish" mode where you get a random army but can't produce new ships - the core combat system is rather simple. There are only 3 improvements you can build in a planet (+money flow, faster ship building, and +defense) and just 7 ship types. No factions with special units, and the enemy has the 7 types of ships which just look a bit differently only to create confusion - planets could have names, to give them some character. Also, they're all the same size - the "cosmic nebula" background is too colorful and makes the combat map hard to read Bad: - no tutorial. Not even any in-game manual or wiki. All you have is the dialog for the currently selected unit. You have to figure out the game's mechanics from those stats - controls are mobile-optimized. Mouse-over is almost never used. For example, to see unit stats, you have to select the unit. Mouse-over does nothing, it just shows an info tooltip about the tile's "terrain" (planet, asteroid field, nebula) which is actually just visual clutter and detracts from the game. This terrain tooltip is even shown when you have a planet management screen open. So, as you move the mouse between ship types, the tooltip shows info on the terrain that's behind dialog and is invisible. - moving units is a pain. That's because after you give an order to a unit, it stays selected. If you then click on something else, a unit or a planet, the game won't select a new unit or a planet and instead shows several buttons, one of which is "select". When attacking an enemy, there is a similar "dialog" with buttons over the enemy one of which is "attack". The other button is "cancel action" that actually just closes that useless dialog and does nothing. Right click deselects unit - and you end up having to deselect every unit once you've given an order. All of this is just ridiculous! Because you have to do 2 clicks where 1 would be enough. I guess all of this nonsense comes from the devs' desire to have controls work both on mobile and PC. Instead they should have just designed separate systems for mobile and PC. On PC there is also the right mouse button which one could take advantage of. Opening a planet management screen should deselect the unit! Left click should select the unit, and if you click on a planet behind the unit - open the planet management dialog. Spaceships don't obstruct the whole planet's sprite anyway, so it's easy to check if the click was on the ship or on the planet. Then you don't need the popup dialog to choose what you want to select: a ship or a planet. And RIGHT CLICK should give the move or an attack order depending on what you click: an enemy or an empty tile... Anyways, right now the controls are atrocious and need to be re-designed with PC in mind - bug: if had a unit selected and then select another unit with "select" button in the popup, there is no highlight for the possible movement! The map is shown for 1 frame and then disappears. Yet you can still give a movement order. This adds even more confusion to the already broken system... - capturing planets could be automatic: if a ship ends its turn over a planet, it could just decrease the base's defenses in the beginning of the next turn. There is no easy way to see capture progress, you have to mouse-over the base. There should be a progress bar with the remaining stength of the planet, with a number and num remaining turns if the same unit will stay over this planet - when deciding which ships to build, you can't see their stats, only price and a generic description. For whatever reason, there is a separate "Build" button, so you first need to click a ship, then click "Build". Again, 2 clicks where 1 would be enough - you can't get any info about enemy ships, neither if you mouse over them or click them. You only see their HP. This makes tactics impossible when you're new to the game: you don't know what ship this is, what damage it can do to you - all ships look alike, they just differ by size. That's especially an issue when you're new to the game. Also, their graphics give no hint to what each of them is good against or what their purpose is. I mean, in fantasy games it's usually easy to see which unit is a archer just because he'd have a bow in his hands. In a modern combat themed game you'd instantly tell a tank from a rocket launcher. So, for this game, I guess if you have a "bomber" it could have some "stealth-bomber"-like look. A "carrier" unit could look like a platform. We don't know how those sci-fi ship will look anyway, so there could be at least some resemblance to what we're already familiar with - no way to quickly see what a planet is producing. Civ 5/6 and Master of Orion show a progress bar and write the name of the produced unit, with # remaining turns. Here it's just a barren planet image. This is just lazy... I'll be happy to give the game another look and re-rate, if the devs update it. I think I saw this game on itch.io a few years ago, and it looked as a promising project. I had it on my wishlist for a long time and hoped they would polish it much more before official release. [table][tr][th][i]I'm a Steam curator, you can [url=https://store.steampowered.com/curator/43946907-Friendly-Nerd/]follow me[/url][/i][/th][/tr][/table]
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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