
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 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
if you are after a game that allows for a lot more depth in space combat this will be your thing
Now I can definetely recommend this game. Campaign gives strong Homeworld vibes. And PVP mode is hardcore fleet simulator. I approve
I dont even need to play the new campaign update to know it´s a gamechanger. I played solely after launch, watch me rack up those hours! Much love to the devs for making such a awesome niche game!
Media

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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 852 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Here after the release of the Campaign, and my only note is that this is what Homeworld 3 Could and Should have been!
Really liking the new campaign
남자라면 참을수 없는 거함거포의 낭만
С выходом кампании игра обрела вторую жизнь! Она вполне хардкорная на средней сложности, позволяет оттачивать навыки управления флотом
LITERALLY peak
needs bigger playerbase most just stick to one boring server still fun though
TLDR: Niche 6DOF RTS game with numerous easy to learn hard to master systems that create immense depth. It delivers on the "Naval Cold War in Space" singleplayer / cooperative experience that is second to none. However, I *CANNOT* give the same glowing remarks to skirmish (competitive) multiplayer, and I must warn you that this game is NOT for everyone. The recently added campaign and associated campaign tools bring forth a way to enjoy this game and narrative in an engaging but not "sweaty" manner. For those looking for an experience that doesn't have to be a acquired taste, I can now wholeheartedly recommend this game on the merit of its campaign features and solid structure (ability to customize / part selection / thematic elements), especially when it goes on sale at half price. Unfortunately, it's got more bugs than a rotten log currently but I think that will be fixed soon enough. For those seeking an expanded experience, there is also a bountiful amount of (unbalanced) community content. From entire factions (ships / parts / gimmicks) to maps and newly introduced campaigns. I have played very little modded content but I hear positive things. There is also skirmish multiplayer, which used to be the only game mode... As a mediocre silver (~230 hours, lobby included, lower-middle of the multiplayer totem pole) here are the gripes that most blues (<100 hrs, "new" players) will have but but most golds (pubstompers, >1,000 hrs) would simply call an issue of the skill variety. Skirmish multiplayer is a brine pool of competitiveness due to the following reasons: - There "aren't that many" people who play multiplayer (in your time zone / local region) because there are numerous filters to it. The game is already niche as is (we know this game appeals to a certain demographic) and of those interested, most people only play casually. Those who think they can handle a bit more must be willing to read significant amounts of documentation to understand (deeper) mechanics to meticulously handcraft fleets (Starter fleets are solid but intentionally unoptimized). But the distillation continues... those willing to sit in matchmaking longer than some matches take, those willing to get outwitted in 3D and persevere through many unpleasant defeats against coordinated silver/gold stacks, etc... Those who survive this trial by fire become fearsome golds. Those who do not simply enjoy their normal blood pressure and play co-op. > Anecdote 1: If you're not stacking (in a voice call with your team, preferably one you have prior experience with), you're not trying. Blues in comms with each other usually win against uncoordinated silvers, and can give the occasional gold a run for their money. Enjoy the blue insignia while you still have it because OPFOR might underestimate you. > Anecdote 2: Nebulous Intel Command is real. You can guess OPFOR fleet comps and strategy based on the names of players alone. It takes a decent amount of time to build a fleet and fly it well, most players have "main" fleets and some high-cortisol gamers I know have spreadsheets matching names to fleets. - The slow burn nature of matches. Queue times are in the tens of minutes, thirty minutes is an average match. The consequences of your decisions aren't always felt until multiple minutes later, at which point the best you can do is to enjoy the cinematic destruction of your ship as you contemplate the mistake. - Nearly all damage calculations experience some degree of randomness, leading to potentially frustrating moments. - In my opinion, the ultimate determinant of victory or defeat in matches is weighted in favor of the fleet builds and selection over skill in the battlespace. - Whist there are many ways to customize your ships, there are significantly more ways to make an ineffective ship than otherwise and strong opinions can be expressed in community spaces. Specific balancing gripes (my observation of the meta, perhaps intentional perhaps not): Most of these are "hard" counters, as in you won/lost at fleet selection and there isn't that much you can do in the battlespace. - CVs usually decimate the local capfleet ecosystem - Line ship durability, the structure breaks before the ship - these things are revenants - Frigblob / Vetteblob - If OSPN didn't bring 600mm bomb + offside scouts it'll be a quick match - (Opinion) Beamstones feel a bit overturned against OSPN capitals - especially against anything that is not 100mm liner Other bones I had to pick, now moot: - The cancellation of Conquest mode (the original large scale cooperative [edited, as correctly pointed out by the gold in the replies] mode) - Campaign drops "Q1 2026" and by "Q1 2026" the dev actually means the last days if Q2 2026... and when it does drop it's a buggy mess.
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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