
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
Remember what you did to Kitkat?
The game can be fun. But the campaign is not what the game "promotes"; no Customization and no Skirmish except against pre-build fleets. BUT, the much worse thing is, these dev's are bad people. Just watch this stream to see what happened and check the steam forums. youtube.com/watch?v=JuGpAfmZ1_0 I do not recommend this 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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Been waiting for the single player to be released / 1.0 and exit of Early Access before sinking my teeth into the game. After seeing how unfinished it was. I figured it would have been unfair to d leave a negative review of frustration when I first played. It was clearly an unfinished product when I played it. But four years later, it still has not. I'm leaving a review after getting fed up waiting. [h1]Lets take a look at the dev's progress in the last year (since January 2025):[/h1] - [b]1 'major' update, the Carriers update. Only addition of content/progression of game to 1.0 completion since the end of 2024. [/b] - [b]8 small patches of small bugfixes and balance tweaks [/b] Of these: - [b] 7 include balance tweaks, almost exclusively relating the carriers update. Think adjusted weapon damage, hull strength, modifiers, etc. [/b] - All had [b]small bug fixes[/b], but some of the patch's bugfix list had almost almost nothing outside of tiny UI fixes or and stuff. For example: the last patch in October had only six bugfixes. This included "missing UI lines" and "battle report formatting", as well as a small scroll bar adjustment so insignificant that it seems to only have been listed because they were struggling to have enough to even make a list of bullet points (it provided two bullet points). - [b]The last update with even a substantial amount of bugfixes/balance tweaks was back in June! Over half a year, 7 months ago![/b] - [b]There were 9 50% off sales.[/b] These were done AFTER the *last major update* (Carriers update on 1-10-25). This has been the only update with content since 2024 ended. All updates since have only been bugfixes and balance tweaks. On top of that, almost 100% of these patches and balance tweaks are about the content added from the Carriers update. I am not including the balance patch from October 5th because its just more fussing over the same stuff again and the bugfixes listed are barely worth mentioning. Here's a quote from that patch's opening paragraph referencing a 'minor update' that has still not been released. This was well over three months ago, remember: "We've been working on an important minor update since June, which has ended up taking much longer than I had initially anticipated. Though the [b] work is still not done (but we're approaching the finish line)[/b], I don't want to make you wait any longer for these balance changes." That would mean this dev described only minor update is somehow taking a whole 7 months to release. Really? What are you doing all day? [h3]Glancing at the whole update history, 2024 saw ZERO major updates and the last major update (before Carriers) was in Feb 2023! That's only 2 in more than 3 years.[/h3] It doesn't look like the devs are putting much effort into the game anymore. There is no hint of any meaningful progression toward something like a completed product. Most of these updates are just changing numbers in the stats, something that requires zero effort or coding. I'm tired of Early Access games incentivizing lazy devs. You can coast on your slow progress for years and years on end, doing a half off sale (wow what a deal I'm saving money!) every month and a half while appearing to make progress with periodic 'regular updates' that are actually just small patches that include bugfixes and balance tweaks, recently only relating to the last major Carriers content update from January 2025. No, I don't care about your devblog. Its just words and pretty pictures. Its not progress. Some might think I am being dramatic or entitled. How could they afford to hire developers to help then actually do their job and make this game?? They could and this game has made quite a bit of money. Checking three major game analytics trackers I found that between 150,000 and 250,000 copies have sold. [b]Providing millions of dollars in revenue.[/b] Gamalytic's stats: [h2]Copies sold: 158.5k (100.8k - 216.2k)[/h2] [h2]Gross revenue: $2.4m ($1.5m - $3.3m)[/h2] [h3]Pretty comfy job![/h3] Really doesn't seem to involve much work at all. Especially when you don't use the profits to reinvest in the game by hiring help, even if part time. Don't waste your money. They are more interested in selling their half finished game through the classic sale trick (just lower the price its clearly only worth 15 bucks right now) than following through on finishing the game.
Attacking your customers is a horrible idea regardless of their political affiliation and lukewarm takes. It has nothing to do with the product you are selling, it encourages people who put any faith into your brand to advise people not to buy your product and advise other people to also not buy it because it is generally a bad idea to do business with people who despise you and no amount of loyalty- to the point of being a community member and making mods for the game- will ever be good enough if you point out that the people playing this were the nerds who were both not getting picked for dodgeball but were also getting bullied by the other nerds who weren't getting picked for dodgeball. You don't need this game. While it is somewhat unique, development moves at a snail's pace. There are games out there that are similar in purpose and their devs don't hate you. You should support them. Supporting games you're a fan of shouldn't be hard, but this developer decided that what they really needed for their niche fleet simulator was a political purity test that will subject fans to struggle sessions for... making a joke about the kinds of people who show up at hobby shops. Even if we dispense with the garbage bin politics involved the game itself is not very good. It's a fleet simulator that operates on submarine logic. Also, it's mechanics are arcane and the game won't do much to explain them to you so it's pretty normal to have a multiplayer game where you proceed to get obliterated by an enemy you can't even see. The skill curve is near-vertical with this game and god help you if you try to play multiplayer because now it's compounded with human players who are building a fleet specifically to make your life miserable.
Fantastic game, love the modders and the campaign and how lovely the game is to play pvp but screw the discord moderators who ruin a good game community for not liking users who enjoy Youtuber videos wanting to show off their game. Most useless discord mods ever.
Just another intolerant developer that bans people for wrongthink.
Justice for kitkat
I really like this game. I cannot in good conscience recommend it because of the attitudes of the discord moderator and the devs/publishers refusal to do anything about it. the discord moderators will harass you with struggle sessions and ban you if they even THINK you may be of a different political persuasion than them or if you like someone who is on their no-no list. even if you never mention anything about it on the discord you WILL be banned. it's a shame i'm past my refund point otherwise i would do so immediately
Game is good with the solo/coop campaign BUT HO BOY, how does the community is toxic. The forum, the discord, the multiplayer, good luck surviving first contact, and even more surviving the hugbox entrenched in it.
Decent game, horrible community and devs. Seems attacking and harassing people who disagree is acceptable here.
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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