
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
Not going to recommend the game at the moment. It's an in-depth skirmish sim, but that's it. Ship systems are pretty involved and the tutorial is neat. If you're not into PvP don't bother. Originally they promoted it with a campaign, which got scrapped a while back. Most recent dev-logs mention a campaign again, but until I actually see it and the scale I'll leave the review on negative. If it's good I'll change it.
This game tearing me apart. On one side I really like this game, it's complexity and approach to ship building and warfare mechanics, But I genuinely don't want to play it in it's current state (and honestly looking at the development progression probably not ever). I'll try to elaborate somewhat: bar of entry is just too high, you have to commit for the game on almost every level - from building even a single ship, to knowing how to fight with it an actual battle. Every step of the way is multiplied by very high skill ceiling that is very intimidating to approach and feels high stakes, because failing that means losing the game. All of this most of the time fine by itself, there are very popular pvp games that for uninitiated feel like an Mariana Trench at first, with very demanding approach to mechanics and time commitment. This game unfortunately feels like that everywhere, not leaving a lot of room of to breathe. I want to bring other game that are actually quite similar to this game in more ways than you could expect: "Wargame: Red Dragon". Same deal as here: a lot of army customization, complex warfare, high stakes and knowledge required. Saving grace of that game have not only bigger playerbase, but there are modes that quiet heavily compensating and easing approach for casual player - 10v10 games that are adapted from regular 2v2/3v3/4v4 by just dividing standard amount of points between each player, balancing amount of players with much smaller amount of stuff they can bring. Basically lower personal stakes and commitment means you can try something weird/new, learn interactions and mechanics on smaller scale. If you lose your units it's not much of the deal since there are 19 people doing their own thing anyway and you don't feel miserable throwing the game trying to figure out essentials. And amount of active players, even though not that much higher than Nebulous, can facilitate that. Nebulous doesn't have that for a single simple reason - too low active player count, barely not breaking 100 people over 24 hour mark, while Red Dragon having 400 while releasing 5 years earlier with majority of player base moving on to next installment of the franchise. So only people you are gonna play with/against are ones with god know how many hundreds of hours under their belt. And I don't want even start about singleplayer portion of the game (that was cancelled at some point, then apparently not, then who knows). AI feels underwhelming in a lot of aspects, while brutal in others. Tutorials were expanded, but nothing yet on the "Campaign" or anything beyond pvp modes just with bots. TLDR; This is a game that gonna be played by same bunch of people for many years and I am glad for them, but otherwise it doesn't seem that there is much for this game beyond that. Very rough gem of the game that I can't just bear to play, with uncertain future and requiring insane commitment.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
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
I bought the game years ago, went through the tutorial, and said "wow, it's an amazing game" and never started it again until the campaign release a few days ago. I don't care much for multi player and there was just no incentive to learn the game - and believe me, there's a lot to learn. Even back then, the game felt polished enough, never crashed and ran well on my mediocre-at-best machine. With the campaign mode released, I tried it again and boy I am blown away. The complexity is still there (I had to redo the tutorial), but there's a natural progression, and learning a new a tactic, or a new system is hugely rewarding.
i have loved this game from the start, and the developers have made a great game with incredible chances to adapt builds, etc. What ruins this game for me now are the players who have forgot that this is a game, something to enjoy. You do not need people having a fit because your fleet doesn't fit their plans, or kicking you out of a match. it is reaching toxic levels now and is becoming unbearable at some points. As i say fantastic game, some of the community ruining its enjoyment for others.
Game is nice but do NOT interact with the official discord. The developers and their moderation team are woke puritans that ban you for a multitude of reasons inlcuding: *gasp*! Shooting lifeboats inside the video game! Because war is bad and you are bad for having fun! If you decide to join the discord I reccomend just lurking for builds and not interacting outside of design discussions.
This is an incredibly well thought out ship and fleet building game. Unfortunately, the Tutorials teach you nothing useful for the only mode the game has: Multiplayer Your average game is going to look like 5-10 minutes of moving into position, for less than 1 minute of getting nuked, to then sit around for another 15 minutes while your team dies. To be quite frank, I have a job and a life, I'm not going to dedicate 1000 hours to learning how to compete with NEETs in your multiplayer mode, the only thing I can think to fix the new player experience is an ELO system for all players that restricts higher ELO users points down from the 3000 point maximum to a max of 1300 points if they're 10k hour mega sweats to balance the game impact these nerds have.
Game has one hell of a learning curve. If you're not gonna dedicate your time to reading the control scheme for hours, you're not gonna remember them. Games take forever and end up being a dogpile in either direction. Balancing isn't super. Also, the devs are a bunch of woke weirdos who like to ban people that disagree with them. Don't support the devs. Bad people, bad game designers.
MP focused strategy game will inevitably die as the try-hard player base will be the only thing that remains. The community is also totally overrun by discord weirdos. Would not recommend.
Unless you already have friends who own the game or are willing to buy it and play regularly, don’t waste your money. Multiplayer has been completely empty for years. You'll probably spend more time customizing your ships, fleets, and missiles than actually playing the game anyway. While you can't customize the hulls, you can customize every weapon and station on the ship, only to watch it fail horribly, and spend more time refitting. Though gameplay is mind-numbingly slow. You can probably go cook dinner, sit down and eat it, then wash the dishes, come back, and still not have found where the rest of the enemy fleet went. Also, if you played Homeworld, the movement system is similar to that, but that’s where it ends. You have to micromanage almost everything your ships do. Too much of the basic ship controls falls on the player, where every order becomes a multistage task that you have to handhold the crew through and babysit to make sure they do it correctly. You’re not an admiral of a fleet; you're an underpaid teacher at a kindergarten. Probably misremembering a voiceline from the tutorial, but even getting ships to move in formation is “white knuckling.” The most disappointing part of this game is its development. Years after buying this game, the only major update that really stands out to me is the carriers. There is a singleplayer campaign that just came out, but I bought the game with a group of friends when the developers announced the sandbox Conquest Mode years ago. It was what we were waiting for, but the developers discarded it and switched to a scripted missions campaign instead. The developers said they only halted working on the Conquest Mode, but I’ll probably die of old age before it comes out. Looking back, I should've requested a refund instead of waiting for a game that never became what I bought it for.
Game is great, community is pretty toxic in my experience unfortunately. It's fun even with the learning curve being vertical, just don't play the multiplayer unless you want to be super serious competitive I guess?
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.
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