
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
To start this off, this is a fun game. It's very cool, I like the design elements and it does feel like a really good space naval warfare game, fun for those who like Sea Power and similar games - this is even a bit more "exciting" than most milsim naval warfare games. The maps are OK, they're geared towards 20-45 minute matches assuming no cheese is involved, which is fine for the most part. Cheese *is* an issue you will face playing any multiplayer match, a coordinated team can simply spam the cheapest corvette in the game and bumrush points and players with rocket pods and just delay the enemy until they get a victory-by-points, but all games have issues like that so it's OK. The issue - and the reason I can't recommend this game - is the community. There's a lot of "unwritten rules" that get you yelled at or kicked from matches that I genuinely can't find listed anywhere (3k point limit, don't use non-meta tactics, etc). Usually that's "okay", I can understand if someone is bringing the worst ship imaginable with it costing 3 trillion points, but there's no actual limit to the points in the editor or multiplayer menu as far as I can tell. This could easily be fixed with matches having a hard cap on points based on what server you're queueing for (some could have 3k limits, others upwards of 6k) allowing for large fleets or small fleets. However, the points and hate for non-meta tactics isn't really the issue. The issue is that the community is toxic in such a way that i've seen entire matches/servers "held hostage" because someone doesn't want to play on a certain team, or doesn't want someone using a certain class of ships, etc. Constantly leaving (and creating a team imbalance), which causes the rest of their team to leave, thus restarting the match. They do this until they get what they want. This doesn't happen very often, but it happens enough for me to include it in this review as a reason to be hesitant when buying this game. There's a myriad of other issues with the community as stated above, and as far as I can tell from talking to players or checking the other reviews here, the developer(s?) seem to be aware of it and don't care about the issues in the community or have any plans to fix the very easily fixable meta and points issues. I am aware that a campaign is supposedly set for "Q1 2026", and if it does release that would be cool - and maybe it would shift my view of the game, but right now the game is essentially a complex multiplayer-PVP game where you are very much forced to play at the whims veteran community players. Having the game be purely PVP is totally fine, many games do that, but that creates the issue of playstyles being required to be "Meta". You can't experiment with missiles, you can't experiment with ship designs, you have to use the meta - this community especially takes *extreme* offense when your fleet isn't meta. Overall, it's a good game gameplay wise - but I just can't recommend it. The community is not good to say the least, and most of the game is already spent waiting for people to join, dealing with people unhappy with team placement - when you do get into a game, theres a solid 50% chance you'll be bumrushed by a wave of disposable ships. But it is still fun. If you like naval warfare games or space combat games, then try it out (pretty sure this game has a demo, or just play for sub 2 hours and refund if you don't like it). I think the mechanics are fun if a bit meta-driven, it's just the community and lack of balancing features that have me turned away.
Media

Related
Related
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
The game is in a nice state currently. At face value, it's fun and even moreso with friends. I definitely consider this game if you're able to ignore the following: The cesspool of a "community" this game has. Unfortunately the people who play this game are so far on the spectrum that their social skills and emotions are underdeveloped, they cannot fathom someone new learning the game. No matter what you do, if you're new, you will get hazed and hated on, especially if you're a blue (new player) winning against golds (older, most likely aut-istic) people, because surprise, the game isn't really that hard after you have sunk 50 hours into it and do enough mock battles and tests to see what works. Also, this community takes criticism very poorly, and any critique or suggestion on balance, especially on the Discord server is immediately met with "what's your rank?", or "how many hours do you have?". Again, a very special sort of crowd. The extremely slow rate of updates, of which many people apparently have beef with the developers for one reason or another. Either slow updates or poor balancing issues make things stale if you don't throw a few mods in.
I can not fully recommend this game if you are looking for a interesting fleet-battle simulator. EDIT after campaign update : Did the first jump after intro map, not too concerned with this game at the moment; Game has a campaign now, with coop/single player battles and a choosable-path to an end objective across multiple maps. Good intro and voiceover for the intro. Extra screens for limited repair&resupply between maps, no fleet editing at all in campaign, it seems. PvP centric playerbase still very much exists, for more info, look around other reviews with plenty of comments and decide if the new singleplayer aspect is worth interacting with the 'community' you see in those comments. Thats all from me for now. EDIT: I am happy to be proven wrong this year, but please take a couple minutes to check out the comments left on other (popular) negative reviews and see if you think that those are showing a healthy community or not. Despite what people replying to other negative reviews say, the promised PvE campaign was dropped and will most likely not come back. The game was promised as a PvE/PvP game, with PvE getting a strategic campaign overlay to make the battles you fight vs AI count for something. There is no such thing, and the developers focus on the PvP, which still just consists of 3v3 Player single matches. A lot of the game is pretty good, from the design to UI to the actual ship-building and configuring your fleet, customizing your missiles, strikecraft and all. But it is a PvP only game at this point. Populated by people who figured out the very best meta-fits to beat other people, who have so much experience fighting on the same maps (because there´s not a lot of maps you will see matches being played on), and its just a tiresome realistically frustrating battle simulator at this point in time. TL;DR : PvE is dropped and [strike]wont come[/strike]did come back back in a fashion in 05/2026, development (or better said: Balancing around the 'commentary' from the embedded PvP community) is focused only on PvP so far. If you think you´d like that, go ahead. If you prefer PvE, do not bother with this game if you think the long interval between actual PvE content/updates and the slew of PvP centric updates is not a good sign.
Can't recommend at all. The game has decent foundation, but it is plagued by some absolute nonsense mechanics, combined with toxicity from the higher rank clique. Here's a list of problems that have made me uninstall with disgust: 1. Ships and missiles in the game follow Newton physics for the most part, however, craft (carrier launched shuttles) do not. As a result, lower caliber weapons (100mm,120mm) have trouble doing meaningful damage to them with their respective explosive rounds, because they try to anticipate their paths. When craft zig-zag in evasive maneuvers, you clearly see them not following any physics at all, and it's just vector movement - shells travel post codes away from where the craft is at. One faction has 100mm flak, which is absolutely worthless at doing any meaningful damage to craft, and the other has 120mm fragmentation, which does some damage to craft, but needs a lot of guns to properly destroy them. 2. Anti-missile warfare. This is BY FAR my biggest gripe with this game. 60-70% of this game is just missile combat. There are two ways of dealing with missiles - juke them with countermeasures / jamming (softkill), or destroy them with point-defense turrets (hardkill). Softkill is absolutely broken. Missiles have slots for 1 main seeker and 1 secondary seeker. The secondary seeker can function as a validator, incase the primary seeker gets confused by decoys, IE, telling an Exhaust-seeker, for instance, that the target is the one emitting radar waves. Here's the problem: There are like 7-8 different seekers, and triple the combinations you can have with them to bypass softkill. You try to equip your ship with softkill for everything - Chaff, Active decoys, Comms jammer, Radar jammer and it literally doesn't matter. You can do everything right, like dump chaff, move behind it, emcon (turn off radar), stop moving to eliminate engine exhaust, and enable jammers against the missiles, and it wouldn't matter - 90% of them will hit you anyway. "Oh, you have XYZ on your ship, you did V, P, L, and K, but the reason you got killed is because you should have done O, P, and L, and my finest missile creations were engineered to not give a f**k about any of your softkill" Why not go hardkill then? Because if you go full hardkill, the enemy can just overwhelm you by concentrating multiple volleys, sending them on delay paths converging on you. One of the factions is almost entirely focused on hurling missiles all over the map. You do a mix of both - you don't have enough PD to defend yourself, and your softkill does f**k all to begin with. 3. Carriers are a plague, that ruins this game. Craft strikes are impossible to juke with softkill and jamming. The game used to have room for ambush tactics, which rewarded good positioning, but since the carrier update, there is almost no fog of war. The game has turned to a missile slog - camping rocks, hurling missiles from behind them, having a field day obliterating capital ship after capital ship with impunity, and making life miserable for cap fleets. Light ships, whose purpose it is to grab control points on the map for your team, are absolutely defenseless against craft, primarily because low caliber weapons barely scratch their paint. As a result, barely anyone volunteers to play cap fleets or frontline. It's a damage farmland for clickers, and you're the crop. 4. The game's experience system gives you higher ranks the more you play. The ranks are divided in color - blue, white, and gold. The gold clique of experienced players are some of the most toxic a**hats you will see in this game. They do not shy away from seal clubbing and stacking purposely in unbalanced lobbies. If you raise concern about any issue with the game, they'll be first to tell you it's a skill issue, or to wait fixes in the next update. Wanna know how often updates come out? Every half a year. Carriers were nerfed 3 times over the course of 2 years, because they would just roflstomp everything in their path, and the gold clique would be prime candidate to abuse them and make new players miserable. 5. People in this game have absolutely no respect for anybody's time. Outside of peak hours, it takes anywhere from half an hour to 2 hours to get an 8-man lobby filled up. Exasperating this issue is people who think it's ok to build fleets in lobby, and completely ignore everything else while they are at it. Wasting time is the name of the game. A third of the player base goes AFK at random times, and when you try to vote-kick the timewasters, people are either too AFK to get the votes, or vote against kicking just because the time-waster said "Just 1 sec", taking another 4 minutes to tweak his precious chaff numbers. Since this game has 0 single player content, other than AI skirmishes, this is all you have to look forward to, if you buy this game.
I'm gonna be completely honest, I'm only giving this a positive review because I can see the sheer love that went into making this game. Having said that, holy absolute ♥♥♥♥ on a stick, I think this game might just be completely impenetrable unless you're willing to spend a hundred hours on just trying to learn the basics. Let me walk you through what will happen. You will complete the tutorials, thinking you have a grasp on the game, and go to a skirmish. On the prebuilt fleets, you select whichever task force has the cutest name and go to battle only to find you have a quintillion missile types with just about zero description as to what any of them do. So you fire them all off at random in the battle and do ♥♥♥♥♥♥♥♥♥ and die. Afterwards, desperate to understand what the ♥♥♥♥ any of them do, you go into the ship builder to try and read what your missiles do, and after navigating the arcane ship building UI, you come out even more befuddled as to what any of them do despite having an actual blueprint of every single component right in front of your eyes. So you try another battle and try to use them again. Some of them are direct, some of them are cruise. Cruise missiles you can navigate around the map using waypoints and direct you can only fire in one direction, but *sometimes* they're radar guided and you have to try and figure out where the ♥♥♥♥ you're shooting them but the 3d space is so insanely disorientating you sometimes shoot them behind you or at the complete wrong angle so their seeker can't track a thing. Some of your missiles are direct fire with a lock, and those at least mercifully easy to shoot, but half the time I think I might be firing interceptor missiles at enemy battleships and I have zero clue because the only thing I can glean from the chaotically named missiles are that they have HE warheads. HE warheads kill ships right? I have no ♥♥♥♥♥♥♥ clue lmao. Sometimes cruise missiles you can navigate, sometimes you can't, the time to kill can vary from a second to 'I have emptied every single missile I have and have done zero damage'. Sometimes your ships have point defense, sometimes they have countermeasures, but sometimes you only have like one countermeasure and will die to a missile volley the second you've expended it... I can't even begin to imagine the hell multiplayer must be with how autistically intricate every single aspect of this game is too. If you're like me, and you thought a semi-realistic fleet simulator game would be cool, you would probably be better off not getting this. You will leave confused and completely overwhelmed. If you are an autistic naval nerd that knows all the internal components of an arleigh-burke destroyer and know exactly how it's radar works, how it's missiles work, and have the spatial reasoning skills of a NASA engineer, this game will probably make you ♥♥♥ with joy, because this game was tailor made for YOU.
I'm very disappointed to find that the developers of the game seem to think that harassment of its players is acceptable. Until Eridanus Industries corrects the recent ban, and issues an apology to the Discord User, I cannot in good faith endorse this game.
*Sigh* This one hurts. I've been playing Nebulous on and off for a while and I genuinely do enjoy the game. The sensor tracks and ELINT is just *chefs kiss.* So why the negative review? The devs banning someone for simply posting Arch's stream to their discord. Kitkat, the person who was banned, wasn't just some random either. He was a prolific modder and content creator for the game for YEARS. Not that actually matters, this is still scummy even if it was some rando that joined yesterday. All because he dared to post the "wrong" person's video. I do not care what your sexuality is. I do not care what your political leanings are. But if this is the way you are going to treat your fans, let alone fans who make content for your product FOR FREE? Who just want to help the game succeed? Yeah, no. Stay far away from this studio. Into the bin with Arrowhead you go, I suppose.
No singleplayer content in the way that was promised, therefore no positive review by me. I gave them nearly a year since their whole "Singleplayer is too hard" update, since they promised to work on a different version of the singleplayer mode they had been working on, dropping that version as a busted beta that will never be updated. I did not buy this game to play in a discord or to have to listen to people with over 100 hours throw hissy fits.
If ever there was a neutral option, this would be the game for it. Hot damn, the damage is fun. If you get even just a meme fleet going with a solid idea, its fun to mess around and watch the carnage in testing mode. The soundscape and damage effects are really well made, and the DC system is well thought out. The modular design system is neat because it allows you to make 2 ships on the same hull with different roles, and it massively opens the options for what you can do ingame. The 2 factions are fun and unique, its cool to see how the OSP has to figure out how to fight at a massive disadvantage and the ANS has to deal with basically a guerilla war. But......... It just falls apart. I think first I'd like to talk about weapons. I play Sea Power, U-Boat, Project Stardust, BSG:Deadlock. A lot of different games with different goals but at least a few through lines that relate them to Nebulous. And I find all of them are just.... better. More appealing. Sea Power does the hard-realistic missile systems better, BSG:Deadlock has a vastly better movement systems that better articulate where your ships are in 3D space, Project Stardust has carrier combat that feels manageable and hits the sillier side of space combat a lot better, and U-Boat is just so much better as a granular ship management game. Now, none of these roll all these good things into one like Nebulous, but I think its worth going through the issues one by one: First, missiles. It feels like Nebulous has an identity crisis with its missiles. On the one hand, it has VLS and arm launchers, and realistic missile defense systems with CIWS and flak and AMM. But on the other, it doesn't let you do saturation attacks. Your ships are limited by the amount of missiles they can fire at once. For balance this is... ok? But I find that all it really does is encourage OSP and ANS fleets to bring their biggest, bestest "♥♥♥♥ your defenses" missiles like 2 stage hybrids and container missiles. It means standard S2 and S3 missiles (the equivalents to SeaSparrow/Harpoons and P-500/P-700) are kinda just... useless. You can never launch them with enough salvo size to break through PD, and if you are bringing decoys anyways you may as well just bring the big boys. Its not to say that S2 and S3 missiles can't work, but the game doesn't really give them a good use case. And the previous issue feeds into the next: The way mounts work. Most of the modular ships aesthetics encourage you to set them up in a specific way. The cruiser and BBs want big guns, the Destroyers and monitors want small caliber, etc. Its not some "Omg the aesthetics make me not want to play" issue, but it really does suck when the arm launcher only fits on a platform that it clearly is too small for, and the kinds of platforms that would fit it well don't fit it at all. And this is worsened by S2 missile irrelevancy. You might think "Oh if the S2 missiles are the equivalents for SeaSparrows, a multirole missile IRL, then surely they work as AMM and ASwM?" which.... no. They don't. They suck for Anti-missile defense, and they only really work for anti-fighter defense, which is such a rare scenario that the meta just doesn't use them. And that also means that the arm launchers are just entirely useless. The few Ships that want S2s don't want arm launchers. They have other, vastly better options. And this kind of thing happens EVERYWHERE. Internal modules have maybe like... 5 options you'd use with any regularity? And there are probably around 3-5 on each side that you just actually never use. Each ship has its own design that it seems to encourage and yet the game then also gives you a million more options that don't look good and aren't good for combat. And this all sucks because the game clearly wants to be as balanced and wide open to designs as possible, but then just has a legion of chaff that you rarely, if ever, use. Its like the simple weapons in FTD, except instead of being a tiny section of the build menu, their included in the long list of modules and the wording isn't very clear on what weapons are affected. It tells you "This stat goes down by x%" but rarely says *what* weapons that matters for. You basically just have to manually check each gun to see how that would impact their operations. The movement also just feels... purposefully difficult to handle. The game has a floor and ceiling, similar to BSG:Deadlock, but then the game still deprives you of reference points. The lack of ship previews when plotting a move makes it hard to tell exactly how close you can get to a rock without impacting it, the altitude guide only works when there is map geometry for it to work off of, meaning anything at extremely high or low altitudes just doesn't have a movement frame of reference, you can't display max ranges while in Tac View and the UI often flashes "OUT OF RANGE" while oh so helpfully stopping me from viewing the max range in the menu, amongst other things. Don't get me wrong, I've had my fair share of laughs and fun with Nebulous. Making a fleet of 3 Stealth Frigates named after UNSC Prowlers with Hybrid missiles aboard to deliver OSP to God with same day shipping is probably one of my favorite things I've ever done in a game, but Nebulous as a game feels at odds with itself. It wants to be realistic and goofy, at the detriment to both. The ship designs and movement make no ♥♥♥♥♥♥♥ sense for a hard sci-fi property, but then the missile defense is too realistic to allow for the smaller salvo sizes of conventional missiles to break through. Ships are made of paper (like in U-Boat and Sea Power) but face down hybrid missiles that would make a Battlestar commander sweat. Its meant to be a cat and mouse game of "I have this, you bring this" but it often devolves into "I bring as little missile defense as I can get away with because no one can launch enough to break down 2 PD guns and anything that can I am ♥♥♥♥♥♥ anyways." And oftentimes its not even that. Nebulous almost expects long distance battles but then the maps mean those who shoot first (or ambush first) win. Project Stadusts maps are not good by any stretch of the imagination, but at least they allow for wide open space battles AND sudden ambushes. Nebulous is basically always "Fight down the one big sightline while the 2 sets of small capping ships run around, ambush the other capital ships or die trying." And then yeah, the new player experience is bad. But its like.......... Its fun in the fleeting moments when you are fighting for your life, launching missiles and defending. But very few times do those moments happen. Its over in a flash, either ambush or be ambushed. Nebulous is an awkward little duckling of a game that I love to death but I cannot recommend. I like it because modular ships are cool, but in most ways that the casual player would care about, its not worth it. The most fun I've had is making meme fleets, and thats a really bad sign for a game that tries to be semi-serious.
Censorship loving devs and community
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $352.9M | 274.7K | 91% | $49.99 | |
| — | 0 | — | — | |
| $3.3M | 7.6K | 82% | $14.99 | |
| $8.8M | 8.1K | 79% | $39.99 | |
| $893.2K | 1.3K | 77% | $19.99 | |
| $163K | 358 | 89% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.4M | 5.4K | 75% | $22.99 | |
| $4.4M | 2.6K | 54% | $69.99 | |
| $4.4M | 6K | 87% | $19.99 | |
| $4.4M | 16.7K | 69% | $9.99 | |
| $4.4M | 7.1K | 84% | $29.99 | |
| $4.4M | 7.4K | 86% | $19.99 |