
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
I really like this game. IF THE CO-OP CAMPAIGN IS CANCELLED I CHANGE MY REVIEW TO NEGATIVE. but until i see definitive proof that they have abandoned it, this game will be great. I honestly do not care about balance. OSP, ANS, either side has so many tools and its such a skill based game, it doenst matter. Great lore and space sim. like chess in space. carrier battles and missile editor are my faves... I REALLY WANT TO SEE A CAMPAIGN
Game is in a perpetual downhill balance state, where playing becomes a chore. Cannot recommend the game in good faith even if I used to enjoy playing it.
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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.
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
This game's learning curve is absolutely atrocious. The tutorials are like little mini-campaigns that try to sell you some sort of story--but it just wastes my time because it's just not interesting at all--and the voice acting is pretty subpar. Not that the voice acting is the worst or totally game changing--I simply cannot be arsed to listen to a whole novel while I'm trying to learn this games confusing 3 dimensional gameplay while getting ♥♥♥♥♥♥♥ on by ultra veteran players in PVP: whereas meanwhile the AI in this game is barely functional and doesn't prepare you at all for the horrors of getting ♥♥♥♥♥♥♥ on in pvp. Now while this is a skill issue and I believe that the game is very interesting in format it is simply presented in a way that feels undigestable to the average consumer--cementing this game forever as a niche high-functioning autists wet dream. SADLY. I am low-functioning and I have literal brain damage and I cannot understand how to counter the uber sprint missile builds.
First review so gonna keep it short, Game is fun though it does have a bit of a learning cliff to get over. The player onboarding, as of this review, is fairly terrible and due to relatively recent drama I'd ill advise engaging the community, specifically the side on discord as they seem to be trying to ferment an echo chamber of the usual politics. Campaign is fairly fun so far do see myself staying with it until the campaign is completed, but community moderation is very poor (♥♥♥♥) and as such don't see myself engaging much in open online play.
This is not a realistic physics space combat game like I thought it was gonna be. This is a terrestrial naval combat RTS dressed up with a space theme, and with three dimensional vectors to maneuver with instead of two. It also has a low player count—which wouldn't have been so bad had this game got better matchmaking (90% of multiplayer is sitting in a lobby for a couple of hours waiting for a full server) and player culture that actually allows for fun and experimentation. (you WILL use meta fleets or someone isn't gonna ready up and let the match start) Overall, a niche game that's seemingly doing everything it can to make itself less accessible and enjoyable than it already is. Will probably be abandoned in a couple of years.
not a very good game, i doubt the devs are very capable tbh, they should be paid less.
The game: Nebulous is the best 3 dimensional space combat game out there. The mechanics are in-depth and the combat enjoyable. Multiplayer is, at the moment, the way to go. Skirmish against the AI exists, but it's not the way the game is intended to be played. Campaign is coming soon, and it seems like a great addition. If you're looking for a good single player experience, it's just around the corner. The drawbacks: The learning curve is a bit of a brick wall. It's no From the Depths, but ship design, positioning, timing, and target prioritization are difficult and necessary to "get good." Without help, you're dropped in the deep end. The community: It's very dependent on who you encounter. There are many experienced players more than happy to help you learn and improve, and you should take advantage of that. There are lots of things that take a hundred hours to understand or ten minutes to get explained. On the other hand, there are some people that... are not enjoyable to play with or against. It's no League of Legends, but it's not all warm and fuzzy either.
I'd get a refund if I could. The game had promise in 2022, but fell short of expectations. At least now, the lack of quality is now more obvious.
This game has a lot of potential, but I think both the campaign and pvp multiplayer modes have serious issues at the moment. I would rate it as neutral with a slight lean towards a recommend. Since most reviews are positive, let me focus on the issues: Multiplayer: - Because of the lack of players in general, you spend more time waiting for games than actually playing. - The only lobbies that ever fill are the North American ones, so if you don't live in North America you better be used to playing with high ping. Ping isn't as important in this game as in most RTS'es, but it still could be the difference between being hit by missiles or executing countermeasures. - The factions are not equally popular especially amongst new players that have only played ANS due to the campaign, so expect to wait even longer if you want to play ANS or if you want to play against other new players (since the OSP side will take forever to fill even if you are willing to OSP). I think this is difficult to fix, as the lore of the game makes it so one side has the cool military stuff and the other has improvised civilian ships. - The game has a serious lack of new blood. This means that 100 hours in, I am still almost exclusively playing with and vs people that are at a much higher skill level than me. Most lobbies are not properly autobalanced and this means that I get dumpstered quite a lot. - For some reason You do NOT get to see your opponents ship builds after the game, so when you lose because you are new, you won't be able to easily understand and copy the build of the person that just killed you. There is an battle report screen, but the information there is minimal and half the time it bugs out and doesn't even show most enemy ships. There is a nice community on Discord that will probably help you if you ask nicely, but I wish the game itself had better methods for players to learn from their opponents. - The second I join a game as ANS I already know exactly the way I will die: getting cruise missiled to death by unending salvos, usually ones that come all the way from the enemy spawn. They sometimes can reach my spawn. I very rarely get to fight a gun duel. - And this brings me to the greatest issue in multiplayer for a new player: Missiles in general are extremely strong and super obnoxious to deal with for new players. They are one of the few ways to cripple or kill an enemy ship (even a larger one) in seconds while guns would take minutes. Missiles require a high level of game knowledge to build effective ones, which is one barrier of entry for newer players. The bigger problem however is that once built in the designer, they are rather easy to launch in game and then require an asymmetrically high level of game knowledge and micro to counter. 200 points in missiles can destroy a 1500 point ship in the blink of an eye unless the 1500 point ship perfectly executes a 9 step process in the 3 to 5 seconds it has (at most) to do it. The problem with this? The enemy (especially if they are of the OSP faction) has already queued the next salvo by the time the defender defeated the first salvo. Also, the 9 step counter process involves deactivating the defender's radar and thus they are unlikely to be able to shoot at anything while evading missiles. Thus, even if the gunship player somehow finds the missile ship (which in many games is literally in the enemy spawn), the gunship player can still find themself in an infinite cycle of just trying to use countermeasures, reactivating radar to shoot, seeing that another salvo of missiles is coming, scrambling to do the 9 step process again etc. Not only will they be blind and unable to shoot during this process, but If they mis-click once, or just get mildly unlucky and get hit by a blind missile pathing through them, or if they run out of one of the countermeasures, they will die instantly. Even if they dodged 5 salvos and get killed by the 6th one, they still traded inefficiently and the enemy ship likely has enough missiles left to go ruin another ally's day. - I am getting the impression that missiles are balanced around a veteran player base that is much better at using countermeasures than new players will be. I guess if you can reliably execute the full countermeasure set 10 times in a row without getting hit by anything, then you will probably end up trading efficiently against missile spammers. At that point missiles would probably be too weak if they weren't as cheap and deadly as they are now. But this then creates a huge barrier to entry where missiles might be balanced against players with 500+ hours in multiplayer but are horribly OP against any newbie trying to get into the game. - Part of the reason missiles are so difficult as a new player to deal with is because a significant portion of what the game tells you about missiles or anti-missile measures is wrong. That EO dazzler that is supposed to auto-dazzle EO missiles based on its in-game description? That is a lie and it does not do that and there seems to be an entire missile meta revolving around abusing this. That seeker called Wake that is supposed to hit engines? Bugged and bad and you are a moron if you use it in MP. The game suffers from these kind of bugs and outdated descriptions and this impacts missiles and missile countermeasures the most since they are one a rather complex part of the game. I haven't even gone into all the trap options that veterans know to avoid, but which as a new player you will fall into and waste points on and cause your team to lose. Campaign: - Despite masquerading as a space game, the game refuses to give you space to work with. Every single map is some variation of either one huge obstacle in the middle, or a maze of obstacles in the middle. This would be only mildly annoying (and maybe even make some sense) if that was just the objective and there was space around it to manoeuver and approach from. The problem is that there isn't space around it to manoeuvre because the map designer decided to put arbitrary map limits super close to the edge of the central obstacle on nearly every map. You are forced to fly your "spaceships" into the maze only to get cinematically ambushed on basically every map by short range high damage bs, or long range BS that can reach the entire map and you can't get out of its range because of map edge. This gets old quite fast. - Because your fleet persists across missions, the game throws quite a lot at you to try to whittle you down. Because of this, the missions can sometimes feel like zombie apocalypse games. If you lose a small ship (say a frigate) to defeat a bigger enemy ship (say a carrier), you don't feel like you have won, you feel like you have lost because the enemy won't be impacted by that loss next mission, but you will. This goes beyond just loss of ships, and also applies to getting hit since you have limited component repairs as well. Taking any damage feels terrible due to this design. - In coop only the person that hosts can pause. This is an issue because of the point above, since the best way to counter enemy missile salvoes is to pause as soon as they are visible and activate your countermeasures. If you are in CO-OP but you are not the host, you can find yourself in serious trouble simply because you had asked for a pause and the host was busy microing something and didn't press the button in time. - The game has an entire ship design mechanic which is both very cool and very important for Multiplayer, but it is not used at all in the campaign where you get prebuilt ships and don't get to design your own. - Just like you get prebuilt ships, you also get prebuilt missiles. You don't get much info on which one to use in which situation, or how they are tuned. - Some key resupplies (such as planes for the carrier) only seem to be obtainable from highly specific enemy ships, which may or may not decide to blow up before (or while) you board them.
I've played this game quite a lot as it'll show, but I was just thinking yesterday "does this game really have any appeal outside of a very small niche?" and for reasons outside of the core gameplay, I think it doesn't, and decided to check the reviews today. And yeah I agree with many recent negative ones. Some reasons I don't think it appeals outside of a narrow niche. You have to REALLY REALLY love this game and its very specific niche, which I do, to put up with these multiple issues: -Terrible netcode. The "Time Dilation" to keep things synced like an RTS from the 1990s also introduces many bugs that makes balance worse. -No reconnnects, which is part of the terrible netcode. -The developer has basically said "I already chose a bad network framework, and can't(won't) change it now" even though it's needed. -The servers have been really bad lately which makes these problems worse, but if netcode was better then bad servers wouldn't be as problematic. And I'm not saying the game needs wide appeal... but it doesn't even have less-than-super-narrow appeal. -The starting fleets are questionable, though I think the beta test branch is addressing this better. -I honestly can't imagine the coop campaign being nearly as fun as Homeworld, or Starcraft, but maybe... and maybe with mods, there is that. And yeah after seeing the trailer, the story for the campaign looks so boring but I'm sure it'll be fun gameplay wise. But damn after waiting 4 years for a campaign, couldn't they have written a more interesting story? That said, funny enough this game isn't so... hyper-simulation blah blah like DCS or whatever. The core gameplay loop and controls are actually very accessible. It's a shame the netcode is so so SO bad and people blindly defend it because they like the gameplay itself. That said, *I* will keep playing it and I'm looking forward to the updates. I just can't swindle others into buying it when it's probably not for them
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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