
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
Really fun and customizable
fun.
The game is great, a worthey successor to Homeworld with much more baked in realism (maybe almost too much). It's not simple and it's kind of daunting at times (tactical pause/slow is a must against a CPU that can do everything everywhere all at once), and has a very high floor, but tempers that with a stratospheric ceiling. I feel the realism of the combat gets in the way of fun sometimes (some small ships are incredibly tanky, and TTK is at best long, and at worst painfully long). But it rewards good planning and the value of husbanding your forces in single player are not to be understated. I have not played adversarial multiplayer beyond friendly "let me try my build against you" type matches. I can see how there would be appeal, but it's not my cup of tea. That said, its not all positive. Don't think that the computer doesn't cheat. It knows where you are all the time, even if you are undetected and running completely EMCON. It absolutely cheats. Just remember that when you play the campaign or skirmishes against the computer. It always knows where you are, and if you think it doesn't it will punish you for your hubris. This is especially true if you think you can get over on the computer in the campaign. You cannot be sneaky. It's the single factor that wrecks part of the immersion more than any other for me. You have been warned.
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
bardzo dobra gra ofszem jeszcze jest w produkcji. społeczność jest cudowna pomaga jeśli trzeba jedyna żecz której mi brakuje to graczy jestety nie ma ich zadużo zawsze i trochetrzeba czekać na gre ale nadal to można zrozumieć (gra jeszcze sie gotuje , ludzie nie wiedzą o niej i nie wszyscy lubią taki typ gry)
Awesomesauce
You command a fleet through nebulae --------------------------------------------------- If you thought of something someone already did it before you but you can do it better so have fun in public lobbies or die as cap fleet somewhere on A
When I first heard about this game, what captured my interest, attention, and imagination was the developer’s dedication to making a space combat game that was authentic, realistic, and true to the modern realities of warfare and translating it to a space SF setting. This game is a stand out for its portrayal of the importance of information, scouting, screening, EW, and the way missile and small craft strikes work in conjunction with surface ships. ### Rant warning because I am sad Conquest got cancelled and I need to talk about it ### However, the battle system to me was just a proof-of-concept for a larger vision. The developer had a vision of the first ever realistic strategic game where naval logistics and operations were combined with some realities of the space domain such as travel by flip and burn. The promise (as it seemed to me) was that the game would break your standard SF strategy game conventions to create something new, bound by current realities rather than the made up and often nonsensical standards created by pop culture. And I was excited. However, a few years after the game’s early access release I am ultimately disappointed. The robust ship and module design systems are no longer the foundation of an interesting shipbuilding system as part of naval strategy, but instead the core of a niche self-contained MP community focused on gamey minmaxing and balance. The conquest gamemode that was promised has been abandoned, with all of the beauty of the planned logistics, operational layers, and space travel mechanics in favor of a pretty standard and unimaginative campaign system whose main function seems to be a way to string together multiple skirmish battles through a story. There’s no longer a player-driven operational or strategic layer where the total sum of the player’s decisions culminate in tactical engagements. For this I am very very disappointed. I partly understand the reasons for this change. The dev has talked at length about the various issues in their devlogs. But I think the dev made a mistake in giving up and going for an arcade route, rather than revisiting preconceived notions to think about how to make things more strategic, engaging, and unique, and breaking established conventions. One thing is the obsession with requiring terrain in skirmish battles as a means of introducing tactical depth, which resulted in much agony over the fact that many battles from the original conquest mode would occur in open space. The dev felt that this was bad. I just think it’s so strange because outside of the littorals, major naval battles have taken place in the open sea, and that many engaging space and naval games have engagements take place in the open. Most Homeworld battles don’t need there to be a million asteroids in the battle space. Sea Power has naval battles in the open sea that are engaging and fun. Or okay let me take a completely different track. Did you know that literally every single major carrier battle of the Pacific Front in World War II took place either to facillitate, protect, or stop an invasion force of troop transports? So there is PLENTY of justification for designing Conquest to have battles take place primarily around POIs. There wasn’t a reason to scrap Conquest entirely because of this. What was an opportunity to introduce the uniquely naval principles of fleet tactics and operations (rather than those transplanted from land warfare like the dominance of terrain or the concept of borders) was abandoned partly because of this conundrum. Another was the whole question of reconciling drive burn acceleration/delta V and sensor ranges between the strategic map and the tactical map. Again - there are many servicable solutions for this. Even IRL the same radars used to see and track objects at the operational level aren’t the same ones suited for tactical engagements. Plenty of room to create a more extreme stratification of type in this fictional space setting. But again, the inability to reconcile this was another reason for COMPLETELY scrapping conquest. The dev might’ve decided that he needed to make the game more accessible, but to me that’s a very flawed reasoning. The game is already niche. The promise it initially had and why it was unique was the promise of a degree of simulation, not arcade accessibility. Instead of finding ways to make that simulation work in a reasonable, gamified way, the dev decided to completely abandon all that in favor of a completely arcade experience built around an MP community that - let’s be honest - is super super niche. A hardcore sim would have a larger audience. And whatever compromises Conquest needed to make would’ve been preferable to what is planned now. I’m sure the dev has many rebuttals to the things I stated here because his dev logs show that he’s thought about this long and hard. However my point is that I think the dev’s vision went astray from the game’s promise - or at least what I saw that the game could be and what drew me to it in the first place. It’s a shame because no other game does, or even attempts, to do what it does. And now nothing is trying to do what it sought to do in the early days of the game’s development. That said, it is still a very unique and well executed experience as it lives today so here’s a thumbs up. But I really needed to include my rant about the cancellation of Conquest. I still bemoan that decision.
The Game is not even finished and its got me hooked, the level of detail is awesome. The tutorial's are fine and help to get you started, to many people want to be spoon fed by a game that is in early access, I am sure the Devs will update the tutorial at some point, but for me they are fine.
lobbulous: seals vs clubbers
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