
Take command of your hand-tailored fleet of space warships and use realistic radar, electronic warfare, advanced movement controls in 3D space, and precision targeting to outmaneuver and outwit your opponents in a simulation-heavy tactical space game like no other.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1/day in the week to Aug 26 → 1.57/day in the week after.
About
Engage in intense tactical combat across the vast expanse of space in this heavily simulation-based tactical game featuring everything from kinetic and beam weapons to realistic radar and electronic warfare. Take command of a fleet of space warships tailored to your exact play-style and battle the enemy in single and multiplayer skirmishes, or dive into a narrative campaign – solo or with friends – to lead a strike-force behind enemy lines, managing a limited supply of fuel, munitions, and ships in the face of a growing rebellion.
NEBULOUS: Fleet Command seamlessly blends the thoughtfulness of pre-mission planning, tension of battle decision-making, pressure of real-time action, and pain of inevitable sacrifice into an intense tactical space game that will keep you reflecting on every decision – and mistake – for hours after each battle.
It's in your hands, Commodore.

Take unparalleled control of every unit right down to their individual hardpoints. Keep your entire fleet together, dynamically split off task units, or give each ship its own assignment. Large maps with lots of cover and radar occlusion make methodical positioning and sight lines critical, and massing firepower in one place is not always the best solution, as the enemy could come from any direction in the fully 3-dimensional battlespace. Covering your retreat is always in order.
Group your weapons and task them to different targets or focus fire with everything you have, but bear in mind that weapons have compounding benefits and drawbacks, all of which can be compensated for and planned against. Selecting the appropriate weapon to engage a target is as impactful as deciding which targets to engage at all.

Intelligence is key to victory and your situational awareness is never a given. Asteroids and gas clouds can hide ships behind their radar shadows, preventing sensors from detecting their presence, and ensuring illuminators and fire-control radars are unable to mark targets for missile systems.
When out in the open, electronic countermeasures take the lead as they attempt to jam, scramble, or otherwise mitigate enemy sensors on board their ships and missile systems alike, and ships can opt to run cool, turning a variety of systems inactive in order to more easily hide from detection at the cost of some functionality. Finally, a well-designed formation can provide an extra layer of defense with picket ships screening for capital ships – but multiple ships moving in close proximity produce a larger signature, making them more easily spotted by enemy sensors, especially when exposing a larger face to the enemy.
Occlusion, passive signal detection, balancing radar signature size, and the ability to deceive the enemy makes the fight for intel a critical part of every battle.

Face a growing rebellion in the narrative campaign as you take command of a small strike-force operating behind enemy lines, adapting to its strengths and weaknesses as you face off against increasingly capable enemy forces. Play alone or with friends as you jump from battlespace to battlespace and balance the risk of engaging with secondary objectives that might strengthen your fleet while putting your limited ships in harm's way to accomplish them. Scavenge munitions and fuel from installations and destroyed enemy ships, modifying your arsenal and tactics to overcome evolving circumstances.
Meanwhile, skirmishes against the AI and human opponents allow you to test your mettle in isolated combat scenarios, where fleet design allows you to choose between multiple classes, configuring everything from their munitions storage, power supply unit, and electronic warfare capabilities to their damage control systems, point-defense capabilities, and armaments – right down to the types of missiles each bay carries.
A point cost system keeps fleets balanced as you design battleships, cruisers, frigates, corvettes and more, arriving at the battlespace with little idea as to what your opponent might be fielding. Scouting enemy fleet composition and adapting to their designs will be essential to securing victory, and at times you may spend half the battle (or more) trying to accurately determine your adversary's capabilities so that you can strike with precision and force. Express your tactical identity through the design of your fleet, and each individual ship within.

Each system and subsystem aboard your ships perform specific tasks and are tracked and simulated individually. Their position on your ship can determine optimal facing when unleashing a salvo, or the risk factor when enemy systems open fire. Vital systems should be protected with the help of point-defense systems and defensive maneuvering that presents auxiliary systems towards incoming fire while keeping essential systems hidden behind the armor plating and hull.
Damage is modeled for individual components, determining which ship systems remain active under enemy fire, and damage control teams work rapidly to repair what they can as they move from compartment to compartment. Retreating from active combat to repair damaged components before re-engaging is not only a viable strategy, but at times, an essential maneuver, and in a worst-case scenario, a ship with a breach in its reactor can be quite a potent weapon in its own way.

NEBULOUS has extensive modding support, with hundreds of player-made mods available on Steam Workshop including new maps, ships, weapons, and more. Use the robust Campaign Editor to design your own narrative campaigns, complete with cutscenes, scripted events, custom fleets, and the tools needed to tell and share your own stories in the world of NEBULOUS: Fleet Command.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The devs banned a guy from their Discord because they posted an Arch Warhammer stream of it. Guy had created mods and had hundreds of pages of posts in the servers. After struggle sessioning him for hours they banned him like the cowardly leftists they are.
I never leave reviews. This is my first. It is rather long, but please consider bearing with me here. It takes a very, very good - or equally bad - game for me to even consider leaving a review. Even so, I have a small handful of particularly notable games that I feel deserve mention. Nebulous: Fleet Command has long been on that small list, and I've been meaning to give it a glowing positive review for some time. It is a solid game that is innovative, fills a unique, criminally underrepresented niche, and is a clear product of passion on the developer's part. So why is this a negative review? There are several issues. For starters, there was recently an incident where an avid fan of the game - one who went so far as to help create a custom faction in the workshop - was targeted and harassed en-mass on the game's Discord. This is detestable, inexcusable behavior for any reason whatsoever, yet this apparently happened over a very mild comment. The attackers claim it was controversial, as did he, but I've been puzzling over the screenshot for three days and still can't see any possible offense. I must stress the phrase "a portion of the community" here; the last thing I want to do is blanket condemn an entire community over what may be a few rotten apples. Further, in my strictly in-game experience, I've been mostly cordial to others and I've received mostly cordiality in return, even making a few Steam friends over the years. However, as the targeted individual was eventually banned despite constant attempts to de-escalate the situation, and despite escalating aggression the group harassing him appears to remain unpunished to my (admittedly limited) knowledge, I have to wonder just how much of this community is composed of such. Regardless, I'll have no more to do with this game. That major issue aside, the game itself does have some issues of it's own. One of the big hooks that got me into this game is the immense attention to detail in the ship-to-ship combat. Some examples: Armor has a thickness rating that determines whether a given size of gun can penetrate the armor with high explosive ammo, if it needs Armor Piercing rounds or if even that will just bounce off. However, armor can be angled, complicating this calculus further. RADAR is also affected by this; depending on which angle of a ship is facing your RADAR panels, you may pick them up earlier, later, or only notice them when the missiles they fired start sending RADAR returns of their own. Speaking of Missiles, there are bog-standard missiles, bog-standard torpedoes, anti-missile missiles, Hybrid missiles that launch and travel slowly until close to their target, then itself launching a lightning-fast secondary warhead that can potentially gut a ship bow-to-stern... the options for customizing each type are limitless. Dizzyingly limitless, and much of the potential combinations are actually stupendously ineffective if the enemy has the proper defenses. If you don't have a solid idea what you're doing, many could be practically harmless to a ship with defenses of any kind. Other times, you'll eat every missile fired at you because you brought the wrong defenses. That same problem also applies to outfitting the ships themselves; do you want a stealth engine? You're not gonna maneuver well, and don't think you're invisible; you're just moderately less visible. Fast engine? Sure, but you're also not going to maneuver well and you're now more visible than you'd otherwise be. Lots of missiles? Bring all you want in singleplayer, but Multiplayer has an unofficial 3000 point limit and missiles get expensive fast. Make them count... oh, and the targeting widget is a bit finicky until you get used to it. Guns? They work, but that sword cuts both ways and it cuts deep; gun duels are very risky for all involved. Beams? They eat everything alive, but you gotta survive long enough to get close, and you need lots of power. Railguns? Eh, they're good enough, but they don't do damage alone, they make other damage more dangerous. Don't expect long range kills. Plasma? Sure thing, they melt armor good. It doesn't hurt anything beyond that though. Don't forget damage control, reactor space, point defense guns, chaff, flares and/or decoys and ammunition for all of it. Radars too. And crew, obviously. Did I mention this game has Electronic Warfare? Take jammers into account. Oh, and don't forget: you must fit all your ships and their constituent parts into 3K worth of fleet points. Got all that? Well, if you didn't or couldn't read that wall of text, the following sums it up. Unless - or even if - you are a naval expert or have served in the navy, you're probably going to need the community's help getting the hang of things, either through the many, many steam guides or interacting with the community itself. Considering my first issue, that may or may not be an issue with you as well. There is one other issue with the game. And the community. Because this title is so niche, the community is small, and extremely skilled. There are several people willing to help onboard new players - I'm Steam friends with one of them - however despite that a new player's first several hours of gameplay will likely consist of doing one thing and immediately dying with little indication how or why they got atomized or what killed them. Those same onboarders will gladly help coach new players dedicated enough to stick to it, but there's likely to be a feeling of beating one's head against the wall for some time before things start making sense. One caveat, if you are a naval expert or have served in the navy, you'll probably have a much easier time. Probably. Also, when I mention the first few hours of gameplay, I don't mean time spent in the game. I mean fighting battles. There seems to be a strong player bias towards the ANS faction while OSP takes longer to fill up, which causes the wait to play a match to take longer than the match itself - sometimes more than twice as long - and the matches can last a while. If you're still reading this you must be very interested in this game, so while I have to say I cannot in good faith recommend it to anyone anymore I do still want to list the positives. The battles are stunning; in the beginning when I first got the game, I very rarely managed to accomplish anything. Yet, losing a match was as fun as winning one simply because of the spectacle of it, which has only gotten more impressive since that time. Next, while making your own fleets is the whole point of the game, the dev and core community members made sure to put in a varied selection of pre-made starter fleets for those that couldn't yet grasp the editors, and it's my understanding they're quite competitive once you know how things work. Thirdly, ANS (The navy of a troubled government) and OSP (An independence movement with obsolete warships and innovatively militarized merchants) are the only official factions, but the workshop has several additional in-progress faction mods ranging from peer opponents for ANS to mercenary groups to total conversion mods. That in addition to a staggering amount of new maps and other interesting things. Finally, in addition to the ongoing development of the single player campaign, the dev appears to have designed the campaign engine in such a way that anyone with an idea what they're doing can make a campaign of their own with relative ease, and - I've heard - anyone lacking the skill set shouldn't have too much trouble learning what to do. If you took the time to read all of that, I thank you for your substantial investment of time. If you instead skimmed or skipped to the end for a brief summary, I don't blame you. To condense all the above as best as I can, this is an incredible game - interesting subject matter, unique mechanics, one of a kind - however it's following appears to have made it something of an exclusive club. A club you may wish to look into before joining.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.4M | 5.4K | 75% | $22.99 | |
| $4.4M | 2.6K | 54% | $69.99 | |
| $4.4M | 6K | 87% | $19.99 | |
| $4.4M | 16.7K | 69% | $9.99 | |
| $4.4M | 7.1K | 84% | $29.99 | |
| $4.4M | 9.5K | 91% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $352.9M | 274.7K | 91% | $49.99 | |
| — | 0 | — | — | |
| $3.3M | 7.6K | 82% | $14.99 | |
| $8.8M | 8.1K | 79% | $39.99 | |
| $893.2K | 1.3K | 77% | $19.99 | |
| $163K | 358 | 89% | $11.99 |
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
Hours played at review time, across 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
banned for violation of terms of service: other player complained that my ship was a hospital ship and thus a 'war crime'. Game owner perma banned over aestetic of a ship, which was SFW. Be wary of investing money into the game.
TL;DR: I love the idea Nebulous: Fleet Command but, in it's current state, no longer find enjoyment playing it. The toxic community gatekeeps learning how to play and has effectively killed the game, at least until the campaign comes out. Nebulous is the best designed RTS game I have ever played. Most RTSes fail to pick a single scale at which the player should operate and instead ask players to act as an entire command structure. For instance, in the Homeworld franchise, the player is simultaneously managing a resource collection economy, picking ships to build, managing fleet movements over the battlefield, and picking subsystem targets for strike groups! This kind of split attention rewards fast decisions over good decisions, creating a fundamentally shallow experience. Nebulous breaks out of this paradigm by providing time to make considered, analytical decisions during most of the game, interspersed appropriately with moments of sensory overload and panic. The pacing is perfection. I love guessing where to put fleets during the first few minutes of the game, then rushing to get guns, countermeasures, jamming, and missles appropriately deployed, then returning to a slow positioning battle. I also love how my ships only degrade and slowly end up with reduced capabilities, requiring me to gradually adapt to battle damage and pick missions based on my endgame capabilities. My true favorite game, expanding the definition to include board games, is chess, and Nebulous feels like high level (2000+ Elo) chess, with slow moments of considered positional improvement interspersed with sharp tactical exchanges, all shadowed by the spectre of whether you can simplify into a winning endgame. After this love letter, though, why have I stopped playing? The answer is simple - the community has a critical mass of toxic players that make playing multiplayer matches unpalatable. All competitive games, especially team based competitive games, have an underbelly of toxic players, but Nebulous has a few features that reward and empower toxic players more than other games. The core issue is that there is too much tribal knowledge that is held by long time players and never explained to new players. This situation means that time spent in game learning the forbidden knowledge is more valuable than teambuilding or cooperation. Instead of uncooperative and toxic players losing because they can't play nice with others, they win because they know all the hidden tricks. It's like a poorly run workplace with no training budget - creepy Darryl might ask out every one of his female colleagues a few too many times, but he's the only one who knows how to reset the balky registers when they lock up. Let's loosen up that training budget and reward building a good team over knowing the secrets! How would I solve this problem? The biggest thing I would like to see is a deep tutorial that advertises the tricks and strategies. A game this complex needs to spend far more time explaining mechanics to players. The good news here is that an ideal tutorial is already in work - a robust single player campaign! I expect to return to play the single player campaign and then ride the wave of new (hopefully nicer!) players dipping their toe in multiplayer.
Fun game, but there is no way i can recommend this to anyone who doesn't already play it. Sadly this game is undergoing what killed mordhau, multiplayer lobbies are so scarce it's essentially the same 30 dudes who play the same builds and lobbies forever, and there is no secondary option for a casual match outside of making one with friends yourself. The campaign is the only hope this game has at this point, otherwise it's just the same stagnant playerbase that will eventually get tired of waiting 30 minutes to get pubstomped because one of your teammates decided to have fun instead of running the "peepeepoopoo" meta fleet comp i feel bad for the dev, this game is clearly a passion project that he truly believes in, but the level of committed study required to even try to play is astronomical, and the playerbase isn't anywhere close to being friendly enough to help teach new players the ropes. It's only a matter of time before a game that makes no money is no longer feasible to work on.
Let me be clear. I *Love* this game, it is truly one of a kind. And I intend to play it more, Lots more. But I can't in good taste recommend it to a new player. There are a few major things that make me hesitant to recommend it to anyone. For additional context, This game may someday have a campaign. It does not have one as of writing so I review this as a *Pure* multiplayer game. Not a single player experience. The Good. - The game plays *Butter smooth* everything falls into place like nothing else mid match, - It is visually engaging on every level, Whether looking from the tactical map or right along the hulls of the ships themselves, Watching PD fire at missiles will *Never* get old. - The customization and build variety possible with the two factions is nearly endless, I would compare the level of depth to games like Mechwarrior or other table top originating games. - There is a big enough community to actually enjoy the game. Matches are held almost all through the day in US time zones. The Bad... - The learning curve is frankly a cliff. Unless you have a lot of experience with high intensity RTS games, Deep knowledge about Navy terminology, Frankly autistic nerdisms about what Ewar even is? Nothing is going to be familiar in this game to you. And while the game *Does* have tutorials, They are not going to put you to par with the community in any way. - While this game *Does* have a strong playerbase. It is small, some time zones only have a few games a week small. If you are not awake or able to play in one of the US time zone periods you may not get to play much. And nobody likes a game they can't play. The *Really* Bad. - The small playerbase has a large number of *Very* toxic individuals. Many of them like nothing more than to shove every minute of their thousands of hours of experience down every other player's throat. They have no interest in helping you learn. The standard way people learn this game is by being crushed over and over again until you figure out how not to. It's just not very healthy for anyone involved. Unfortunately the toxicity extends even into the Official discord for the game, so it is more or less a foundational part of the experience. Which does it no favors for growing it's small but devoted base. Overall the whole community is not out to get you, there are several experienced players who want nothing more than to help and introduce you to this amazing game. In *Much* nicer ways than just a hammer to your skull. Just keep in mind *Several* is not a majority. I would say it feels much closer to a minority of experienced players. If this game seems *Really* up your alley by all means give it a try. But if you are only somewhat interested? I recommend you probably move on. Edit as of 7/6/2026. I've played a fair bit more, stacking almost 600 hours into this game. New stuff! With the single player content in mind as of now, It's pretty good. The campaign editor is one of the best i have ever seen to be blunt. The actual dev made campaign is pretty good, If short for now. The workshop content is slowly coming around, and i am pretty excited to see more of it. Especially for modded faction campaigns. So, what about the bad things earlier on? And why is my review still negative? The community has mostly improved over time... Emphasis on mostly. I don't particularly recommend going into the discord server and expecting all flowers and sunshine. Or a bunch of hovering angels to assist you in learning this near military school degree worth of learning curve this game is. But, it is notably less toxic than is once was in actual matches. That combined with the new actual meaningful singleplayer/Co-op content really helps this game be less... Abrasive in the ways i described. The learning curve is still one of the most atrocious i have seen in a long while. The tutorial, while helpful will not even bring you close to baseline for the playerbase in competition. And the community is *Very* competitive for better or worse. TLDR, Single player/Co-op content is great to have now. Multiplayer is difficult especially for newer players (Sub 200 hour mark is new, I am sorry to say) Balance of recommendation is closer to neutral than it once was. Marked improvement, Difficult to recommend.
It's a good game, just steer clear of the discord cesspool where celebrating political murder is allowed.
Developer who exclusively listens to a gaggle of inner circle hypercompetitive superfans while gaslighting other players into accepting godawful balance changes with "you'll like it" or "you don't know what it is that you want actually". Cancelled conquest* mode because a certain circle of loud hyperoptimizers couldn't make meta fleets, who then proceeded to complain loudly about this, then stated that the conquest* mode had always been bad despite a year+ worth of devlogs stating it was coming along swimmingly. Game has no real direction and is just floundering with a tiny multiplayer scene filled with hyperoptimized meta fleets. The general conensus from the developer is "don't like it? too bad so sad, this is a competitive skirmish game." The planned static, homeworld-like campaign mode (which I personally believe completely fumbles the game's ideal strengths, as much as they've been left to rot in general. This game is not homeworld, and it cannot possibly be homeworld, it is a fundamentally different game), is a replacement for conquest, and suffers from the same core illness. It is being mostly sidelined, the release timeline pushed back again and again, and appears focused around the community's hyperoptimized meta fleets, which is what conquest would have ideally solved by introducing resource scarcity, build times, etc, etc. The AI in the game is currently not at a point which is ready for PvE gameplay, it feels much more like fighting a group of semi-active targets. Again, more time spent on refining the AI rather than catering to the competitive pvp community would solve this; but it never happened. This is becoming a theme. What enraged the core PVP community was the fear of having to make sub-optimal fleets that might have had weaknesses or used sub-optimal weapons loadouts, and so, conquest died and the static campaign seems fundamentally confused on what it should be. Everything in this game is focused around making a carbon-copy of the current ship builds that the community has put all of their effort into minmaxxing expressly for the very sickly pvp scene. Hope you like reading discord posts with build sheets instead of actually experimenting with the tools yourself, because not only do the weapons and systems not perform in much of any sensible way, they're buffed and nerfed at the will of the compstomping hivemind rather than being brought into line with what would be realistic or expected. Speaking of which, the game provides zero guidance about actually creating a fleet. The designer isn't as deep as it would like you to believe, and the game's balance is more or less rock paper scissors in space. It is a solved game and if you weren't onboard from the start, you won't be finding anything new, you'll just be a few steps behind the leading minds in removing all fun and creativity from the combat. The game, as a whole, is in a constant state of floundering and identity crisis. Lame, very sad, play Aurora 4x instead.
Dev is censoring criticism, by hiding critical discussions in subforums or by outright deleting them - so you don't see how toxic the community is, how the gold rank veterans like to sealclub new players by stacking lobbies or even harass them for "bad" ship builds, .. How the playerbase is less than 100 and you have to wait 1 - 2 hours to find a match, how ♥♥♥♥♥♥ the performance is especially with carriers in a match, how the balance is a total mess, how arcady and unrealistic the game actually is, how the dev has lied about upcoming features in the past, ... And now they have banned a popular modder for having the "wrong" opinion and liking the "wrong" Youtuber. And both the dev and Hooded Horse are apparently fine with this. [b]EDIT:[/b] It is telling how it's always just the publisher responding to criticism, the actual dev apparently can't be bothered to leave his discord echo chamber. And no, the sub-categories are just used to hide criticism or unconfortable discussions, which is very clear seeing how the main "gameplay" forum is full of uncritical discussions that have nothing to do with actual gameplay, yet these are not moved into a subcategory. Oh and thanks for letting us know you have banned people for criticism in the past. What a relief you haven't banned anyone in this calendar year (yet). 🙄
Can't recommend at the moment. The multiplayer of the game is pretty much the main thing the game has going for it, and it's ruined by a few high levels who think themselves better than the rest. Which actively drives away other players through them being complete axxholes to newer players. Which only makes the games low player count worse. Some will even go as far to hold lobbies hostage if the new player doesn't want to play their way. Hard recommend not buying the game until the campaign comes out, or just outright saving your money for something else.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.