
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
It is mainly a very complex game PvP. You really need to love this game to invest the time to get beat by the experience players. There is no sing of a strategic campaign for a single player like me.
While I have largely enjoyed my time with this game (mostly in the fleet editor) and the also a bit of multiplayer, this game is getting a negative from me. Firstly, this game has been in development and early access for over four years and during that time the pace of updates has been glacial quite honestly. One of the touted features of this game, the singleplayer campaign is only now releasing at the end of May after many delays and broken promises, a solid four years and three months after the initial release. Best part? It is only part 1 of the campaign. Who knows how long part two is going to take? Either way, shocking behaviour from the devs and why this is a big thumbs down despite the fantastic ship building and moment to moment gameplay this game provides.
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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
So I wanted to hold off on a review until the campaign came out, I really enjoyed this game when it first came out, the singleplayer content was very lacking but multiplayer was fun. Over time the multiplayer became more and more toxic and sweaty. Even though I am a very competitive player it eventually became too much, so I decided to wait for more cooperative or singleplayer content. I was sad with the conquest mode got scrapped, but was hopeful that whatever came to replace it would be good. Sadly I am disappointed in the campaign, both in the amount of content(I know more is coming but there isn't much here for how long it took) and in the way it doesn't mesh with the rest of the game. I love the concept of persistent fleets across multiple battles, but the lack of any sort of fleet customization, which is a big part of the game, and any sort of randomization or replayability really hampers what could otherwise be a really good singleplayer/coop experience. For those who will say there is a custom campaign editor, I don't want to build a campaign, I want to select a campaign, build a flagship, build a fleet, have that fleet scattered throughout the campaign, and have fleet point limits dictated by the difficulty, I feel that would be a good way to integrate the fleet editor into the campaign.
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.
Great game. It made me woke as ♥♥♥♥
This is an honest, straightforward game concept executed VERY well. If you want to feel like you're commanding a REAL space force/space navy, THIS is THE GAME for you. It's well supported, has a campaign in the works, and really lets your inner Space Navy Geek loose.
This game seemed really cool but the tutorial is horrible and this is a complex game. I spent my first 2 hours just trying to execute the command in step 5 and never could. By the time I realized the game was going to be waaaaaay too complex for me to have fun with it, let alone understand it enough to play it for more than 10 seconds before needing to consult to controls, it was too late to return it. Also from other reviews I have seen of this game it has essentially been abandoned by the devs and the existing playerbase is extremely toxic and rather than fostering an environment where new players can learn and grow they stomp people with broken fleet comps that have no counters except other broken fleet comps. In short, this game sounded and looked cool but it is really hard to learn, devs don't support it, and the community is toxic.
Nebulous: Fleet Command is frequently criticized for identity crises and balancing issues, particularly following the OSP faction update, which players feel stripped factions of their unique tactical roles. The OSP Cargo Feeder is often cited as overpowered and indes
always liked the game, utterly ridiculous anyone would complain about consequences for the vile and hateful Arch (no longer Warhammer because Warhammer gave him the boot for his virulent racism and spamming of slurs too)
Game tutorials are broken right now, I'm a new user so learning is a bit hamstrung. Creating a "No" review for awareness. -- Bug notes have been submitted and this has been mentioned in other places. ADV Missileer tutorials and a couple others cannot be completed in the current build which makes this even more difficult (unfortunately) to learn. Currently relegated to using YouTube to supplement. Update Note: It seems to primarily be caused by when ships need to be damaged to advance the tutorial. -- It occurs now in all advanced tutorials. Update Note 2: can't complete first campaign mission after docking and getting fuel. Mission does not continue. Otherwise, most of what I see here is great if not very tedious!
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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