
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
solid game i've had some good experiences with it and met some interesting new people. however the games balancing is terrible but is getting slowly better. The improvements are limited due to most balance discussions being taken over by individuals that no longer play the video game. new player onboarding is terrible with starter fleets provided to new players being intentionally made bad and the tutorials being subpar meaning players have to interact with the discord community of the game to be told about basic mechanics. The games community also has a major anti-skill mentality where being good at the game gets you blamed for ruining matches for everyone as most players would rather complain about their opponents than improve at the game. The queue times for multiplayer are also absurdly long where on multiple occasions i have waited over 2 hours for a match that ended in 15 minutes. The game has some potential and there isnt much similar out there but wait for the game to get better before buying
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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
нет, я конечно знал что это очень комплексная игра, и что там если захотеть можно часами в редакторе своего флота провести то есть даются типовые корпусы: фрегаты, крейсеры и т.д. а отсеки ты уже сам наполняешь, хочешь доп РЕБ ставишь, ракеты или же пушки, или забьешь на ПРО или пожаротушение (конечно более продвинутые варианты стоят больше очков, а значит будет у тебя меньше кораблей хоть и мощнее), но когда дошел до ракет, что там можно выбирать не только БЧ но и разные модули и системы наведения, а так же тягу, макс скорость или дальность или маневреность, или меньше топлива, но больше БЧ? я прихерел, и один и тот же корпус ракеты можно по разному настроить под разный стиль, и миксовать в трубах, я в шоке от этого разнообразия и реалистичности
If you're going to ban someone because of politics, then I will leave a bad review because of politics.
It's a complex game. You can lose in the fleet editor by creating monstrosities with no change of survival in battle. It's a team game. You can lose in the lobby by having a comp that can't work. Luckily, and contrary to some reviewers, it also has a very welcoming community that's eager to help newcomers. There's a new player mentor program in the official Discord, where you can get an experienced player to join you in voice comms to accompany you to your first battles and explain how stuff works. Beginners' questions about fleet design and game mechanics are also answered patiently and non-judgementally in my experience. Gamplay-wise, it's more about figuring out enemy capabilities from incomplete information and trying to figure out what they are likely to do in the next couple of minutes, rather than hi-speed clickfest. Things generally move pretty slowly, but wrong moves get punished fast. Some fleet styles are more intensive than others, for example carriers and cap fleets, which both have multiple fast assets all over the map, but players can ease in to the game by starting with less demanding archetypes and progressing as their knowledge and skill increases. You'll still get wrecked often in the beginning. Currently the game is pretty much PvP only. The single player skirmish works only for learning the controls and checking your new fleets for glaring problems, but the AI isn't interesting to play against in the long term. There is an official single player/coop campaign coming, and the tools used to create that will also be released, so we can expect plenty of community-created ones too. Again contrary to some reviews, there are consistent updates on the game. You'll find the dev diaries for content updates in Youtube. I've grown up with stuff like the Close Combat series, Steel Panthers, Battletech, and the like, and Neb definitely scratches the same neurons as those ones. How to position your assets to get maximum advantage over the enemy, while not knowing excactly what they are bringing and doing? Just now in 3d! With seven different seekers for your missiles!
What an excellent game for space-based tactics and grand strategy based on combat like in the excellent TV show and book series The Expanse. The game is complex and has a learning curve which will take effort to become proficient in. If you like that then try it out, if you don't know. If you like that then try it out. If you don't want such a learning curve in a game then I can't recommend it to you. How did the dev team manage to make the low poly models look so good? The dev team also consists of good people too. They even bother to keep their Discord cleansed of material that has been heneiously co-opted into Nazi dog whistling. Such material should not be tolerated and Nazis should never be tolerated in any good and civilized society. It is a travesty that Warhammer's material and imagery has been co opted for such a vile use like Nazi dog whistling. Also, if you haven't watched The Expanse,do it. If you haven't read the books, read them.
Maybe you should make a tutorial that actually works. I let my training ship fire it's entire loadout of AP shells at the target in the second tutorial and nothing happened. The game never registers any hits and I'm soft locked from continuing. I found a Reddit thread from three weeks ago saying this was a problem but it's still not fixed.
Campaign act 1 has arrived, it was worth the wait. Looking forward to act2. Played the campaign on the hardest difficulty. It is very hard if you play it without knowledge of the missions, but it is significantly easier the second time when you know what surprises await in the level. On the highest difficulty you will need to play it a second time as your fleet is persistent, so you cannot afford to take any capital ship casualties and have to conserve your good munitions to have enough to survive the last mission. I was able to solo the campaign on the hardest difficulty, but I almost ran out of munitions on the last mission. My ships had to resupply mid mission to load up the bottom of the barrel missiles to just be able to have something to shoot.
Would not recommend the game, as the dev only brings balance updates from now on, which are purely based on removing/nerfing the small amount content the game has managed to build up in few years, each time someone complains some feature being too good meta wise. In good year we gonna have 1 ship type and 1 weapon type per faction, and it still gonna unbalanced as heck, bcus the dev has very poor understanding how to create meta. and top of that developer has hinted several times that there won't be any more content to added to game, apart from unasked campaign mode that has been canceled several times already.
Shut up and take my money! Since I read Ender's Game at 11 y.o. I've wanted this sort of full 3D combat in space. No BS, no civ building, none of that extraneous rubbish. Ships in space shooting each other with a hundred thousand options down to individual missile burn rates. Love it!
Systems driven space warfare. E-WAR, Fleet composition and doctrine. Moment to moment tactical decisions and a robust editor for basically everything. Every victory feels earned, while it can take a while to wrap your head around the concepts involved in the game it's just incredibly rewarding. The Campaign has really been a shot in the arm to the game as well, It's well written and voice acted with lots of great scenarios, even some good cinematography in places. A great way to introduce new players to the mechanics. I really enjoy Neb, I hope you do too.
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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