
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 game is so good... -but- I purchased this when we were waiting patiently for the "domination" game mode which was expected by the community to be something akin to mount and blade in space with the best damn space combat you've ever seen. The game still has that best damn space combat you've ever seen but the devs decided domination/world map was too hard to make rEalIsTiC (making the logistics and travel make sense because we're in space and everything has to make sense I guess???). Instead the developers gave us a busted half finished optional beta we can swap to if we want to cry looking at what could have been all while saying "Oh!? Domination was supposed to be PvP! What do you mean you wanted PvE? Well I guess we will start all over and make a campaign or something." I think the recent player count and sales numbers show what we cared about. All that is left is a few hundred sweats that lord over the match based pvp, still the only game mode other than AI skirmishes. This game has the best space RTS combat ever made, hands down. Shame it's left in this weird half tech demo state when it could have been so much more. Carriers are cool af tho. Buy it on sale at best unless you are the type who enjoy becoming a master at niche strategy PvP.
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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 2,402 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
Was a great game, had a lot of fun. Sadly too little from Devs for a long time.
I am one of those players who are willing to put time and effort into complex games... but this one just takes the cake for me... in a bad way. I am unwilling to invest the time into learning these intricate systems. Maybe if a better UI was developed i would give it another try.
With the release of the new campaign mode, I can proudly say this has to be one of, if not my favourite, naval/space combat simulator. The story, the art, the music are deceptively good and I look forward to seeing where they take the story with Acts 2 and (presumably) 3. This game is the end product of what happens when people with real world experience design a video game off their own experiences and I'm all for it!
The game is deeply fundamentally flawed by core design mistakes that the developers failed to fix and have no interest in fixing despite my waiting 3.5 years for them to do so. The multiplayer is completely unplayable because the match making system and number of players available to play with is completely insufficient. You will literally spend hours in a lobby waiting to get a single 10 minute multiplayer game to launch and when it does it's 50/50 on if the game will fall apart due to players crashing before the match is completed. They were originally building a full dynamic strategic single player campaign to give players something to do since multiplayer didn't work but the developer put at least a year into building it before deciding that it was just too much work and quitting. There is finally a very simplified scripted mission series campaign available just to say it exists, but it's extremely lackluster and has no replayability. Essentially: The game had HUGE promise but the developers wrote themselves into a coding dead end years ago and essentially gave up on the game out of laziness causing it to fail to live up to what people thought they were buying.
I can’t say this is the game developers’ entire fault, but they handed the keys to their official Discord to a group of weak-chinned liberal nerds who bully anyone who refuses to conform to their groupthink. If you enjoy sniveling, elitist furry nerds telling you what to do, with maximum hostility... this game is right up your alley.
There's a really interesting core here of a fun space battling RTS. Unfortunately, development is glacial and flipfloppy (previously cancelled campaign is in back in development), the community is miniscule and insular and quite unwelcoming to newer players in the style of Steel Division or WARNO where no one wants to be on the team with new players. Combat can be fun, although quite a lot of mechanics are again, obtuse and poorly explained until you understand them at which point you realise it's needlessly overcomplicated. The tutorials are awful and don't teach you anything practical ourside of camera movement and the tactical mode. The MP revolves around a few sets of meta builds and then the counter to said meta builds, and this game is more of an X-COM style battler moving small units around rather than some fleet combat simulator with immersion and fun. Overall, I'd recommend to avoid this even on sale as the game is more or less dead at its' current population and sales don't really revitalise it to anything sustainable, check SteamCharts.
the balance isn't very good, but i think the game is fundamentally unbalanceable. i've met some lovely people through the community, but the game has had numerous issues throughout development. i don't wish to blame the dev, as she works hard on what she does, and i have only respect for her; that said, the selection of mentors and testers is completely based on ego and has no relation to whether or not they actually mentor or test. a number of well known members of the community were denied applications to become new player mentors due to the mod team having beef with them, and a number of the loudest voices of testers simply don't play the game at all. one of the loudest testers attended a total of 1 game in the testing phase for the carrier update, and one of the only helpful permanent testers lost their status as a tester due to the moderation team of the discord having beef with them. this game ♥♥♥♥♥♥♥ sucks but i'm obligated to leave a review because the community is the most important part of this game. also, the game is more dead than an rts from 20 years ago
I would recommend getting this game with friends and play either against bots or only each other, that way you can all learn together without getting demolished.
I enjoy playing against bots with friends or in pvp against friends and would recommend to anyone in the same boat (2vAI is fun, 1v1 can be a bit of a laugh but game is balanced for larger matches). Not interested in online PVP against randoms as from what I've seen the small but dedicated playerbase well outclasses me. Keen for the co-op campaign.
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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