
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
Incredible game
zoom mouse scroll not working - unplayable
Actually quite fun, though needing some UI work + Quality of life, it's quite micro heavy and there are ways to reduce that.
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 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
To me, this is one of the most perfect formulas for games. It consists of 2 parts. Fleet building, and Combat. It also has a new campaign mode, which is fantastic because it has an element of scarcity and resource management, as well as nursing your resources (ships and repair ability) as they try to reach their destination. Campaign is great, but I love the skirmish mode for the relaxing and fun fleet building mode, to the testing them in combat vs other fleets from other players. Listen, all in all, this may be one of the most perfect games I have played. And I'm sure it's not the cup of tea for everyone, but for me it hit's the spot. Extra bonus points for an independent dev who has made amazing dev diaries over time showing their progress. A++
i mean, if you like rts games this is peak. if you like normal games this is moderate. if you like action games this is garbage. but if you like action games all your games are pretty garbage rn
Really good, in depth multiplayer game, with co-op campaign that's pretty great.
See Paragraph 2 for the TLDR: This game is incredible for many things. It also has an vertical learning curve, more than a Paradox Game, or going blind into Shadow Empire. This is not something you can learn easily, unless you have a background in games like Rule the Waves or modern command sims. It will be overwhelming, but when you clutch a Solomon kill with the last HEKP of a missile salvo and your team can dominate the big gun fight over the entire map, ♥♥♥♥... it feels good. Most matches games are pretty calm as planning and preparation dictate a match pacing. If you think only what you can see your going to struggle, this game will teach you risk assement brutally, but I found many of the veteran players are willing to work around a new player's build so they can experiment and provide feedback so you can improve. Many of the guides are well written and teach a lot. Though I will admit the amount of times I survive by running dark is something the veterans should be better able to counter. This game revolves a lot around out of combat planning and coordination. This revolves around several factors; - Armament Build: What you showed up with - Team Composition: What your team brings to the table - Team Strategy: How you dictate pace and support from a broader push/pull team idea. Cap early, alpha strike, counter cap.. etc. - Coordination: Who does what -> when ----------- Once in combat there is a lot to do and manage. My recommendation is newer players should run cruiser or line ships to start. One or two big expensive ships not as much to focus on, so you can really focus on your role and learn the basics. Then broaden into missile and mines. Then aircraft/carriers. Finally the fringe builder. The reason for this is all ships are modular, followed by missiles can be tuned for range, distance, targeting capability, and include their own counter measures or modifies. Aircraft/Carriers are missiles with a wider range of options, and can carry missiles(which are still tunable), but there is very little difference between timing attack two missile salvos to overload point defense and coordinating air wings to achieve the same. If you are wanting to bite off something that tests you in ways most rapid decision making games don't Nebulous is brilliant, but it also a full course meal to eat at once. Remember the 4 Ds: Don't be seen, Don't be there when they shoot at you, Deploy E-war, Damage control.
space
great game
Very good. Excellent event. Too tired to write a long and detailed review because I was up 'till to 2:30am playing co-op campaign with the crew. That tells a lot of the story right there really.
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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