
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
老早就入库了一直在等PVE战役的出来,结果没想到这么久拉了一坨大的。 初见以为是俄罗斯高校舰队(HighFleet)那种玩法,结果不是。 首先不能自定义船,也不能自定义开局的舰队都携带什么船只,给的配置也是逆天,逆天的烂。 其次关卡设计的也极度不合理,不同HighFleet只要有钱买油可以到处乱飞积攒力量,伏击对方打击舰队,逐步蚕食对方力量,没有这个玩法,那个看似是战役大地图的东西,本质上就是个关卡选择,这东西的战役更接近终结者那个RTS,但没有终结者RTS每次打完一场战斗后场外阶段,不能像终结者那样打完一场战斗可以进商店,购买武备改变装配来应对下一场战斗,只能修修船。 一句话总结:战役可玩性甚至不如远行星号那个用java做的2D平面游戏,跟HighFleet更是错了114514倍。 骂完这个,又让我重燃起来玩哥特舰队的想法了……这么久下来,战役玩法体验哥特舰队算是一哥了,这游戏做战役就不能学着点么……
Insanely good game. Came back for campaign after playing Sea Power new campaign and it was almost everything i wanted.
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
めちゃくちゃ良かったです。 刺さったポイントとしては、戦艦を自分で設計できる。マウントポイントに砲塔を載せるか、ミサイル発射装置にするか、魚雷発射管にするかを自由に組み立てられる。 レーダーによる情報戦も含めて艦隊設計をする必要がある。艦隊に探索用巡洋艦を組み込んで他艦は攻撃特化にするか、それとも汎用機能を全艦に持たせて冗長性を確保するかといった、編成の選択肢も奥深い。 戦艦そのものの設計が、艦隊全体の機能や戦略設計にそのままつながっていくのが良いですね。
This game makes chuds really angry, both because it really is quite difficult, but also because they have to stomach losing repeatedly to people that they are bigoted against. I hope the dev becomes even more hostile to chuds. They deserve it. But I do have to say, the best part of this game is knowing that you get to crush chuds. They are almost all hilariously dumb and bad at the game, and they will rage like impotent little boys when you prove their inferiority. It's cathartic. 10/10 cri some moar
Very fun and criminally underpopulated space battle sim. Fanbase will help you learn the ropes. Do not come in expecting a Homeworld-style campaign just yet, for now we have multiplayer skirmish and modded campaigns made by game testers.
Как только одолею ботов, пойду в военно-морскую школу, получать адмирала
Excellent game. Well made with love. Not perfect by any means, but nothing else exists on the market like it.
It's a really interesting and fun yet very complex ship game. The focus is on PVP battles, mostly 4v4. The fact that capping is needed for victory makes a capper fleet needed for most matches, but most people don't want to or don't know how to play that type of fleet. Therefore, there are weird situations where people ask their teammates to play cappers, but don't want to (or don't know how to) play cappers themselves. Such thing is just an example of how the game, being cooperative PVP, suffers from some team organization problems in public lobbies. Overall, the community is friendly and has a good amount of flexible players though. You totally can (and even should) ask questions during matches about what the expressions used mean. The game offers a variety of ship classes, weapons, electronic warfare equipment, missiles, aircraft, countermeasures and so on. So each player has a lot of freedom to customize their fleets, this means you can play in a lot of different ways according to your desires. Players can fully customize even missiles! This game is also asymmetrical, both factions use different warfare tactics. Playing the tutorial is not an option to make you more comfortable with the controls, it's needed so you're not completely confused during your first matches. But there is no need to hop into fleet customization early on, since there are a lot of starter fleets you can pick, but these are pretty bad (no one wants to play META on their first matches anyway). You can also ask other players on discord for their fleets, and put the files they send in your game fleets' files. The variety of options makes so you're going to experience situations where you simply don't have the ideal tool for what you're dealing with. You're going to need to adapt your playstyle according to your fleet as well as the scenario you're in. Which requires a lot of skill, and is the main reason why the skill ceiling in this game is very high. Understanding the situation and possibilities of enemy positioning, as well the fleets they might have, is the main challenge during most of the gameplay. The game is really complex, but has great tutorials and a discord community full of veterans willing to help. It's stressful at first, ngl. But Nebulous is also really exciting once you can understand the situation, the enemies and fight for your team's victory with a fleet you built.
I picked this up expecting it to grow into something visually appealing, but that's not really what you get here. The learning curve is steep, and the game leans heavily into "command simulator" territory — expect to spend a lot of time just learning systems before you're having fun. That could be forgivable if the game hooked you some other way, but the story and visuals just aren't there to carry it. The ships look primitive and the narrative is thin, which makes it hard to justify pushing through the training wall. Without a compelling story or good-looking ships to explore, there's not much pulling you forward. The progression loop doesn't help either — you're not working toward anything meaningfully different, just a bigger blocky ship. Once you realize that's the ceiling, the motivation to keep playing disappears fast. The concept has real potential, but the execution on visuals and storytelling needs a serious overhaul. Right now it feels like a system without a soul.
Was fun for a while, but the missile cheese got worse and worse. Its never just hulks fighting it out like it used to be. Got so much worse after the carrier update that Its just not fun anymore. I'm not saying reduce missiles and squadrons, I love a cinematic experience. But PDs are seriously underpowered. All my ship builds are now geared against soft targets. Boring. The community is the absolute worst of what you remember of Comic Book Guy from the Simpsons. One time half the team tried to votekick me because on the previous match my archer fleet lost its lead with radar. They called me a troll and accused me of griefing. God forbid you make a stategic mistake in this game, and god forbid if you want to experiment a little bit and go off meta. Ick. It's a game boys, go outside!
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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