
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
Having to BUILD EVERYTHING even down to the MISSILES is an absolute non-starter for those who want to play fleet commander but not warship engineer. For example, I like Sea Power: Naval Combat in the Missile Age insofar as managing tracks, emissions, sorties, targeting, etc. and so forth. This game has that...but with the additional layer of asking whether or you not you kitted out your ship correctly. Maybe you could have done everything regarding hardcore space naval warfare and simulating its systems better, IF ONLY your loadouts were better optimized. Whose idea was this? Does a squadron admiral IRL have to build their ships individually, down to configuring missile warheads? Are they Lockheed or US Navy? Presets and templates won't solve the problem, especially when you can just develop metas to counter those presets and templates. If you lose a session in Nebulous, you don't just ask "Did I command well?"...you ask "Did I arrive with the right ontology of ship?". Pass unless you're okay with "two games in one". We'll still be waiting for a game that does what Nebulous does but minus this core pillar.
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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
Played it for a while, had some fun moments here and there. Some big problems became apparent. 1. Onboarding sucks. Tutorial contains 15% of the knowledge you need to play. Component descriptions are sometimes misleading and there are a ton of traps with shipbuilding. Starter fleets are intentionally built bad, so you cant learn from them either. 2. Infrequent balance patches with good intentions but lackluster effects 3. Bugs in UI and mechanics going unfixed or not fully fixed for years (clicks not registering, missiles not dealing damage randomly, heading/roll completely broken, porly tuned PIDs and more) 4. UI is visually pleasing but clunky and uncomfortable even after 2k hours 5. Getting good means people avoid fighting you, leading to very long lobby times. There is no matchmaking to remedy this Looking back, not worth the time spent learning it.
Buying this in EA was a horrible gamble and I wish I could get my money back lol Between the terrible community and toxic developers and being picked up by hooded horse of all publishers, I made a terrible mistake.
Lots of neat concepts and very cool ideas, but the game is lacking in substance, has some annying quality of life issues, and there are plenty of weapons that sound cool on paper but do not live up to the concept in practice. The lack of diversity in the maps also hobbles the replay potential. There is no single player experience here unless you count the tutorial, because skirmish mode gets really boring quite fast. I spent an entire weekend really trying to like this game, but alas, to no avail. I weep for what it might have been.
自ら設計した艦艇を編成、指揮して、宇宙艦隊戦で勝利を掴もう! とても好きなゲームの一つです。 良い点: ・どの兵装を主軸にどう戦うのか、運用を考えながら艦艇を自由に設計する楽しみがあります。重巡Axford級、駆逐艦Keystone級、特設巡洋艦Marauder級など基本となる船体が用意されており、これに砲やミサイル(これも自ら設計します)発射管を搭載し、ダメコン設備や弾薬庫を配置して、レーダーやドライブまで選択して艦艇を組み立てます。同じMarauder級でも450ミリ砲艦なのか、250ミリ砲艦なのか、100mm砲とプラズマ砲の混載なのかで火力や戦法が異なります。定番の兵装配置というのはあるのですが、カスタマイズできる項目が多く450mm砲を主兵装とする艦でも人によって微妙に設計が異なることがままあります。こうして設計した艦艇は自分だけの名前を付けることができるのはもちろん、艦船接頭辞、ハルナンバー、コールサインまで決めることができます。 ・特定の強い艦種がいてこれだけ使っていれば勝てる、というバランスではありません。450mm砲を搭載した戦艦や重巡が前線を形成し、軽巡がジャミングをかけつつ後方に浸透して、快速艇のコルベットが拠点を占拠、これを維持することで初めて勝利に結びつくという、協力必須の奥深いゲームデザインとなっています。 ・垢抜けたデザインには見えないかもしれませんが、全体としてどこか愛嬌がある艦艇ばかりです。商船改装の特設巡洋艦であるMarauder級などはリロードするたび艦のシルエットや兵装配置が変わります。そして、ドライブやリアクターがダメージを受けると稀にリアクター爆発を起こす、総員対艦となった艦艇から脱出ポッドが出てくるなど、細部までこだわり抜いたグラフィック表現が見られます。 残念な点: ・これは楽しさの裏返しなのですが、非常に覚えることが多いです! マルチプレイを戦う上では、Keystone級との間合いが6000mを切ったらビームで焼かれる、ミサイルのシーカーによってEMCONやチャフによってソフトキルできる、といった知識が必要です。そして、ゲーム内のチュートリアル、キャンペーンをプレイしただけではこれらの知識を習得することは難しいでしょう。 ・プレイ人口が多くはないのに、マルチプレイは4対4が主流なのでプレイヤーが集まるまで時間がかかります。ロビーで待機する時間がゲームの大部分を占めるため、"LOBBULOUS"という言葉があったりします。 決して万人に勧めることができるゲームではないけれど、刺さる人には深く刺さる、そういうタイプのゲームです。 このレビューに興味を惹かれてここまで読んだ方なら、きっと楽しむ素養があるはず! Find New Friends, and Destroy Them!
Pretty boring game overall. Thought about getting a refund when I first bought it years ago. Devs and community are extremely toxic. They are leftists who celebrate political assassination and should not be financially supported. Avoid.
It's fun if you don't have a little ♥♥♥♥♥ in your ear telling you its not.
There's amazing (and fun!) simulations happening inside this game, but with a long time focused only on skirmish mode I have never found a good reason to keep playing. It's a weird mix of "this seems like it should be really fun" with "I just can't seem to get into it". Maybe with a campaign mode and some more reason to care about my ships and crew some of the simulation would shine through to make a complete experience, but as it stands I can't recommend this game.
Game is being review-bombed because they banned a far right misogynist from the discord and the game, don't listen to these reviews (for the record that ban and the proactive community moderators makes me feel far more more comfortable playing this game as a queer woman! Im so so glad there's finally an awesome hardcore strategy game that isn't infested by weirdos) The game is excellent (although it has less of a learning curve and more of a learning cliff, but once you manage to crest that cliff its incredibly fun) and the campaign is really good (I look forward to more!)
I enjoyed playing this game for a long time, but can no longer support it or recommend it to others because both the community and devs have become politically toxic. It's a real shame, it was a legitimately good game, but it's been gatekept in the wrong direction with the community (under the explicit aegis of Mazer/Lys) bending over backward to include all the worst elements and doing everything they can to exclude the normal majority. 90% of the global population is Not Wanted as players or customers. Do not give them your money.
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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