
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
Purtroppo la mia esperienza con questo gioco è stata estremamente negativa. Fin dal tutorial risulta eccessivamente complicato, poco intuitivo e mal spiegato. Vengono introdotte tutte insieme meccaniche avanzate come radar, guerra elettronica, comandi di movimento nello spazio 3D e puntamento di precisione, senza una curva di apprendimento graduale. Invece di insegnare passo dopo passo, il tutorial finisce per sovraccaricare il giocatore, rendendo difficile anche solo capire cosa fare e perché. Il risultato è una sensazione costante di confusione e frustrazione, più che di sfida o divertimento. Dopo aver concluso il tutorial, la frustrazione era tale che ho deciso di abbandonare il gioco subito dopo, senza alcuna voglia di proseguire. Un vero peccato, perché l’idea di una simulazione spaziale tattica potrebbe essere interessante, ma l’accessibilità è così scarsa da rendere l’esperienza respingente fin dall’inizio. Spero che quando uscirà la v1 miglioreranno le meccaniche rendendole più fluide e comprensibili.
Awesome if you have the patience to learn the game
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
Edit: So now that I have played the first half of the campaign (the part that's playable now) I can confidently recommend Neb to people, even if they are not that into the multiplayer if it all. But buyer beware, the game does NOT respect your time in any way. Also, the difficulty settings actually have meaning. Old rant: I was inclined to give Neb a positive review since I actually really like this game, but the people I played with today have broken my patience. The community is an essential part of the experience, as its multiplayer only at the moment, and in my opinion it has become quite a bit more arrogant and better at the game over the last year, which creates a toxic cocktail of abrasive behaviour, a lot of sealclubbing, or "pubstomping" (destroying people on public servers, as opposed to organized play), and some genuine and helpful advise that neverless boils down to *gid gud* more often than not, because nobody is going to make it to your level in less than 300 hours. And if you're already decent at the game, you're also out of luck, because you're expected to know every interactiong and every new build like your life revolves around this stuff. Oh, and don't even think about getting to play with people of similar skill, the playerbase is just way too small for that. Still, the negative experiences are only a minority of matches that I play, but they are frequent enough to severely impact my enjoyment of the game. I hope the singleplayer campaign will be a success.
90 hours in, the game is really great. I wouldn't recommend it to everyone, as it is mechanics-intensive, with many things to learn, but if that doesn't scare you, or better yet you find this enticing, a lot of fun can be had here. Even if there are perfectly usable starter fleets or premade fleets by the community, creating your own is a delight and it's already the part of the game in which I've put the most hours. As a disclaimer though, the game still has bugs and the official servers are in the US, which means that if you're in another country, you won't have the best ping (but that didn't hinder me too much). It also means that most of the player base is in the US, which, coupled with the really small player base, makes finding games at times other than American evening complicated. Lastly, the game has been review-bombed recently for its supposed toxic community. After checking the game's Discord extensively every day for the past month, I can say that all accusations are baseless as I've only seen passionate people talking about a game they're fond of. In any case, the Discord is absolutely not necessary to appreciate the game, as there are plenty of wonderful guides posted on Steam. In conclusion, I've had an absolute blast so far and I will continue to enjoy it, and I hope many more people will be able to do so too.
¿Te gustan los combates estelares? ¿Poder personalizar cada detalle de tus naves? ¿Y si te dijera que también puedes disenar tus propios misiles? No te hablo del color y ya, hablo de propulsores, carga, tipo de buscadores, sistema de guiado... Te hablo de un juego que para entender ALGO necesitas hacer el tutorial de 5-6 misiones, pasar 5 horas en el editor de flotas/naves (es poco), y perder (no pienses en ganar) 5 combates. Eso sí, en cuanto empieces a progresar en su difícil curva de de aprendizaje (más fácil que HOI4), vas a flipar. tl;dr : combates estelares excitantes, personalización a tope de todo, buena comunidad, curva de aprendizaje larga.
The game is hostile to new (especially casual) players. A lot of details about shipbuilding and game mechanics are hidden and force you to ask in discord/lobby. Community sucks and many long-time players actively drive new players away from the game in multiplayer through self serving/elitist attitude and desire for seal clubbing. I find most people who get the game because it looks interesting simply end up disappointed and stop playing past the campaign because it's not worth the time and effort. Content is being added very slowly anyways due to how tenuous the game balance is.
선박 살해! 선박 살해! 아 여기 아닌가?
by far the greatest space fleet sim ever made 11/10
Since I haven't played this long enough to really get a hang of what makes it tick, I don't have a ton to say here, but Nebulous absolutely fills a niche in games I didn't know I needed. A fleet combat game that actually respects the intricacies of combat aside from "point and shoot" is a good fleet combat game. You can even have ships that aren't actually meant for combat and are strictly to fulfil support roles in your composition. Cool game. Active devs (just added a campaign!). Definitely deserves support.
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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