
Lead a paramilitary force against a growing space Cult threat. Program your units, build a fleet, trade, research, and engage in deep tactical combat in this RPG-strategy hybrid.
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About
In NebuLeet, you lead a paramilitary force against a growing space Cult threat. Program your units, build a fleet, trade, research, and engage in deep tactical combat in this RPG-strategy hybrid.
Modular Ships - Customize and configure your vessels piece by piece.
Get creative and share your designs with the world through Steam Workshop!
Automation Through Coding - Program your ships to move and attack smarter.
Androids can be programmed using an in-game visual language.
Evolving Galaxy - Face procedurally-generated events and crises.
The world has dynamic faction diplomacy, economy, and adaptive enemies.
Organization Management - Hire pilots, do research and production, build bases, secure funding.
Do you ally with pirates or hunt them all? What about being a privateer in a dominion war?
Combat Variety - Almost every enemy will have a unique vessel design and behavior.
You can even face player-made vessels during your journey!
Replayability - Several routes and tons of content, as well as mod support.
NebuLeet features a two-layered combat system. On the surface: the simplicity of an auto-battler.
Deeper down: a complex, programmable combat environment. The victory isn't just about having the best weapons - strategic algorithms can turn the tide even against superior technology.
Prefer a more RPG/tactical-style gameplay? Manage your pilots by issuing tactical orders during the pause. Or you can have a simple manual-control program to fly in arcade style.
The coolest part is that it works in multiplayer, too. If someone submits their programmed vessels, you can try fighting it using manual controls on your side. Or put your own android squad against it.
Every vessel is uniquely yours. Assemble each unit from individual parts, each with its own stats and mechanics. The look of your starship isn't just for show; if it looks like a death machine, it probably is.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
really fun so far! i'm excited to see where this one goes. i do wish the map was larger, but i'm just scratching the surface on the complexity and excited to play more!
Я премного уважаю автора/ов, но пока рекомендовать не могу. Тут очень много уникальных, действительно гениальных механник. Множество модулей, в каждом модуле свой функционал. Например мостик - перемещение. Радар - обнаружение, у оружий свои уникальные программные модули по зарядке, управлению снарядами и прочему. Очень интересная задумка. Помимо этого много прикольных миссий и событий на планетах, крайне любопытная система черт у пилотов, которая влияет на то, как он будет вести себя в бою. Игра еще и написана на каком-то ноунейм "движке" на GO. Вау. Мне бы такие навыки программирования. Но черт побери, как же это дешево ощущается. Я не против пиксельных игр и 16-битной-лайк музыки, но сейчас 2026 год, а эта игра не вызывает ностальгии по "тем временам". Да, все сильно напоминает Космических Ренджеров, но в этом и проблема. Крутые идеи и фишки ощущаются слишком посредственно в сравнении этих игр. Я желаю разработчику в будущем обрести больших бюджетов и команду, чтобы сделать что-то поистине способное соперничать с легендой, а пока я просто подожду.
веселая нарезка кораблей игра прикольная. но для меня чутка душновата, потому что даже на самой дефолтной сложности я еле выживаю в плюс по деньгам. это не казуальная космо-бродилка, где можно было бы брать тысячу квестов и не спеша веселиться. это постоянная игра на время, где порой лучше не брать контракт, чтобы не получить по морде как минимум и не задолжать начальству как максимум. потому что сильная потеря прочности корабля улетает в такой минус по деньгам, что квест зачастую не окупается. а враги развиваются в ногу с игроком и вообще не ждут. более того, их зачастую больше. так что потеем, ребята. также напрягает глупость пилотов-человеков, которые соревнуются в глупости со мной. но чего еще ожидать от анимешниц, ЛОЛ. ну то есть в игре нет мужиков, а те женщины, что есть, почти всегда обладают странными психическими расстройствами, вроде МОЭ-неуклюжести. и все эти дебаффы мешают управлять корабликом. пилоты постоянно перехватывают ручной контроль над кораблем, чтобы сделать что-то странное и не всегда тактически выгодное. но может мне пора перестать заниматься фигней и наконец пересесть на нормальных взрослых андроидов, которые слушают только заскриптованные игроком приказы? хмммм... ну в общем, игра забавная, но не для казуалов вроде меня :D
Who knew the universe was only 1 AU in size. Not recommended.
Затягивает и интересно, хотя казалось по началу, что игра сырая. Это игра заслуживает своих денег
Really interesting and unique game with a lot of content to explore. Building your own ships makes it for a lot of fun customization. Still exploring all it's value but really fun so far :)
Works fine on steam deck except lacking input mappings. Game is hard to begin, but has a lot of nice complex mechanics
Nebuleet is a winner! Things you should know: - The game does not require programming (but it does offer a lot of programming if you want to try it). - The gameplay loop involves building up a fleet, in RPG style. I.e. bigger guns equals better odds of winning. - The game was just released a few months ago - I.e. I consider myself an early adopter. - This is a single developer effort. - I have no reason to believe this, but I tend to think the game will keep improving over time even though it has already been released. Call it a gut feeling. For example, it's not a long stretch at all to think they might add more solar systems eventually - because that sort of change seems almost trivial. Then again it might not be necessary or really improve the game very much. Strong points: - The economics, flavor texts, level of detail and music are all excellent. This is why this game can carry its own without the player ever touching the programming. There's plenty to do, and plenty to want to do. - As a programming game, this is a VERY AMBITIOUS game - because unlike Shenzhen I/O or Magnum Opus or those other Zachtronics games, the programs you write won't just solve a single-simple problem. Instead the programs will run in many different environments. So it's a bit mind-boggling. - The programming has function calls, but you have to unlock them! There's a lot of math that I want to do but either I haven't unlocked it, or I just have to make do without. But I can also build some logic that will go into function calls to... program. It's very cool programming. I'm not sure if I can make variables that persist from one animation frame to the next though which would be nice. Some of the functions almost don't make sense without that feature, so I'm HOPING I just haven't unlocked it, but I'll ask in the forums. It's also VERY LIKELY I just didn't read the documentation and this is staring me in the face this whole time. PEBKAC Weak points: - The programming currently always only runs at full speed. It's difficult, or impossible, to really see what's going on, and so the game gets in the way of the player understanding what the program is doing. It's a major problem, but the dev is also looking at it. As a result, it's really easy to think there might be a bug in the game when really it's a bug in your program, but you can't see all the parts moving around inside - it plays a bit like a black-box. And on the flip side, if there ARE real bugs in the game (and of course there must be - it's inevitable) then the developer is likely to not be aware of them, because the player has to exert a lot of effort to show that the code they've written isn't behaving as it should. And so they won't. I certainly won't. I just shrug when I see a part acting weird.... maybe I'll try to figure it out, but more likely I'll just go on playing and stick with the stuff I already understand. Also some of the puzzles suffer from "overly super technical are you kidding me?" I mean... yes it's a thing. It's always going to be a thing. But sometimes it's good to stretch yourself. For example: I just beat a challenge where it took a lot of finesse in the navigation computing to make sure the ship would fly just outside the enemy's range. Some of it was luck too - like if I tried to beat the challenge a random number generator might cause me to get killed most of the time, but sometimes I'd get lucky and it would pass the challenge. It's just compelling enough to 1) feel impossible at first, and 2) keep me looking at the problem and trying different ideas to see if they might work. Some of the challenges feel like they might be impossible at first, but if you beat and unlock some modules in other challenges then they might be easier. But I am not sure if this is by design or if those unlocked modules will even be available in other challenges - it's just an idea I'm wondering about. At least so far I've been able to beat challenges without any such handicaps, but I can tell you the game currently makes them almost impossibly difficult to a non-programmer, and even overly difficult (to the point of not being fun) even after understanding how things work. And again, it doesn't help that everything is always running at full speed, which can hopefully be addressed eventually. -- However, I will say for all the difficulty, there is something blissful and wonderful in these challenges, when the strange AI I've come up with actually works. It is a great feeling and very memorable. -- This game might not be a good introduction to programming for the non-programmer, but if you know your way around it might present a satisfying, albeit temporarily uncomfortable experience. I knew all this stuff already while playing the demo, and the gameplay was interesting enough to say "fine I'll buy this anyway". The game is fun, and I'd like to see what's hiding in there. If you don't mind too terribly at being bonked on the head by a game, this might be for you too. Definitely try the demo!
This is an excellent game. Some tutorials are a little spotty in places, but so long as you're willing to take your first few attempts as learning games, the experience of learning this game's systems is very rewarding.
Игра не плохая но всегда есть но, вайбы космо рейнджеров это плюс но на этом увы все, минусов увы я могу перечислить гораздо больше, начнем с программирования блоков 99% игры можно пройти без этого, я даже сам пытался хоть как то улучшить точность некоторых орудий но беда в том что весь этот кодинг не учитывает действия игрока, ну точнее это можно написать но будьте добры пишите с нуля, и к слову это все равно вам не даст 100% гарантии попадать в цель, даже по стоячей мишени ии умудряется стрелять куда попало. Для меня момент с программированием выглядит как рудимент, как я написал игру можно пройти даже не открывая эти вкладки. Карты галактики нет, как и галактики в принципе стартуешь с 3 планет и они к 1500 дню до 10 расширяются, события в космосе условные они сами собой генерятся вокруг тя если летаешь из стороны в сторону, миссии планетарные... это просто смешно убей пиратов или культистов и все, про миссии прилети туда та напоминаю планет 10, карта маленькая, их вы выполните в любом случае ) арсенал типо большой НО энергетических пушек много не поставишь ограничение по энергии + ограниченные топливные баки при этом доп баки поставить, мечтай, хрен те что называется, доп акумы для энергии тоже хрен тебе, ах да есть ракеты, на стрельбу которыми нужна энергия, а боезапас просто ничтожен, и 90% либо улетит в молоко либо лазерами посбивают, пушки это просто калл, миниганы типо ок, но пока патроны не кончатся. Вот и остается одна единственная тактика делать мега неповоротливый корабль с кучей дронов, вариативность так и прет) Как итог игра оч нишевая
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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