
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
This is a really cool game as far as the design, control, and setting goes. Besides that, the base game lacks missions or objectives besides completing the tutorials. Personally, I have had a difficult time playing the game because of the lack of things to do. In the current state of the game, I do not recommend buying at full price, and would suggest waiting for future updates or a sale.
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.
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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 2,402 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
They need just a simple mode to make it like homeworld for those just want to just play a quick, simple, round then go to bed. I go through the 2 or 3 tutorials, my "gaming time" ends. I get on a week later, because I work, and then forget the previous tutorials and then dont I dont want to start over again. If you have no life and want to take notes just to play, have fun with this one. Shame really
The game explains things fairly poorly. There's essentially 0 singleplayer value. It's extremely overstimulating in the sense that theres way too much that goes on and that, mixed with its complexity as a whole, makes figuring out what is even going on half the time hard. If you like sea power you might like this. But it feels like they had an engineer create this game with no one to stream line it at any point.
I have tried to give this game so many chances, but it just doesn't click for me. Even with the tutorials the game's systems are an enigma, as soon as any actual battle starts it is just a fight full of frustration, even when winning, as units require a LOT of oversight and micro managing, which becomes a massive problem later in the campaign once you have more then 8 ships. A good example of micromanagement: you can assign fighters with interceptors loadouts to a ship to protect it. Neat! But they will not shoot down ANY missiles unless you give them the specific order to by clicking on a missile in the volley with an attack order. The campaign also doesn't allow you to make your own fleets and run them currently, which is a huge part of the game and also what helped me understand how to play my ships in multiplayer and skirmish, of which I played a few matches, I was more interested in the conquest mode but that got canned. It it's current state I still do not reccomend the game to anyone else, I really wish I could and that it was this space naval game I could enjoy, but I just cannot no matter how much I try.
I'll attempt to make this one concise. The game works, and you can play it, and it runs well. I do not play the PVP, and none of what I say is aimed at PVP. There's just not a lot of fun to be had here in the campaign which is the reason I'm here. Game based on fleet customization does not exist for campaign (see highfleet) The maps are offensively small and constantly put you into debris filled arenas where you need to micromanage your ships movement, using terrain as shielding etc. However sensors and other tools used to find and ID ships are capped at pretty low distances, even for radar here on planet earth. There's just such a profound lack of cohesion with the varying systems, very little feedback from actions your ships take, and the most egregious failure in my opinion is the total absence of a sense of satisfaction from venting your enemies into the dark vacuum of space when you finally do figure out how to play. Skip it or buy it on sale.
Разрабам респект за русскую локализацию
Nebulous: Fleet Command — та самая космическая флотская игра, которую я ждал Я присматривался к этой игре уже года три. Реалистичная флотская тематика, да ещё и в полноценном 3D-пространстве — такого почти ни у кого нет. А когда вышла кампания, я наконец-то купил и не пожалел. Это сложный тактический симулятор, построенный на радиотехнической разведке и очень продуманной механике вооружения. Здесь есть разнокалиберная баллистика, разные типы ракет со своими системами наведения (от активного радара до электрооптических), ПВО, РЭБ, софт-килл и хард-килл способы не попасть под ракетный удар. Всё это работает с плюсами и минусами, как в реальной жизни. Графика простенькая, но очень стильная. А модельки кораблей — просто отличные. Особенно когда смотришь на огромный корабль снабжения, который стыкуется с крейсером и авианосцем: куча трастеров, рукава, подсветка — выглядит очень натуралистично и атмосферно. Кампания — это отдельная любовь. Хардкорная, иногда даже слишком. Первая встреча с линейным кораблём — это страх, судорожные мысли и действия и конечно же поражение. Но со временем рука набивается, появляется понимание и своя тактика. Игра не водит тебя за ручку, она даёт инструменты и говорит: «думай сам». И это круто. Уверен, что у каждого игрока война будет выглядеть по-своему. Бои проходят на больших дистанциях, в основном через сенсоры. Визуально противника часто вообще не видно. (А сенсоры могут врать. Вместо линейного корабля там может лететь контейнер с большой сигнатурой как обманка). При этом одновременно нужно успевать: управлять авиакрылом с CV, вовремя выкидывать ракетные залпы с FFG, фланговать артиллерией CL, давить сенсоры врага через FFE, и в нужный момент выскочить DDG из-за астероида и выжигать лазером по железу писюны. Всё это в один момент времени. Хорошо, что есть пауза. Или я слишком полагаюсь на одновременный массированный удар с разных направлений и есть способы не так упарываться в микро. Очень сильно зашла физика кораблей. Большие корабли имеют ощутимую инерцию, долго разворачиваются, спокойно плывут боком — и это работает на атмосферу. Маневровые двигатели и двигатели обратной тяги красиво вписаны в корпуса, за ними реально приятно наблюдать. Атмосфера очень густая. Ты совершаешь дерзкие вылазки по тылам противника на фоне большой войны. Собираешь по кусочкам свою эскадру, мародёришь уничтоженные корабли и станции. Снабжение не предусмотрено для этой ТГр. Названия кораблей — просто огонь. «Через одну доблесть», «Кочующий гигант», «Рассей эти туманы» — каждое прям в точку. Отдельно хочется отметить OSP. У них очень яркий и весьма хтоничный стиль — переделанные гражданские суда. Контейнеровозы с пушками по всему борту, прогулочные клиперы с установкой аля катюша и малой дальностью, грузовики с одной огромной пушкой и кучей брони. Они выглядят и играются (как на них так и против) очень аутентично для этой фракции и запоминающеся. Минусы: Порог вхождения высокий, особенно если нет общей теории по морской тематике. По первому прохождению без сейвскама очень больно. Обучение хорошее по механикам, но как лучше их комбинировать — только своими извилинами. Благо комбинаций и способов применения этих инструментов огромное множество. В целом игра оставляет очень сильное впечатление. Жду продолжения кампании и надеюсь, что оно выйдет относительно скоро. Лор тоже интересный и атмосферный.
Nebulous: Fleet Command is my favourite RTS game. It's a uniquely deep and complex game, but what I think really sets it apart is the pace of the game. Nebulous is a game that rewards strategy and planning in advance over pure APM as well as understanding of the systems behind how your ships and weapons work, such as the variety of seeker types for modular missiles and their respective countermeasures. I'd highly recommend joining the Discord server, on account of a lot of information and techniques being community-developed and concentrated there. The people there are aways willing to help out new players and there's also a dedicated New Player Mentor program where some of the finest will help you get your feet under you. It is difficult to learn, and starting out you will lose time and time again. But over time and in gradually improving your designs, fleets and strategies battle by battle, you will be rewarded with a brilliantly engaging RTS with many styles of play to master and even a thriving modding scene with regular events.
Gave up on development, do not buy.
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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