
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
The new addition of the co-op campaign is fantastic. I'm not a huge fan of the PvP scene, but playing with friends is a great time! Modern naval combat meets Homeworld, 11/10.
This game has a ton of potential, a lot of it being realised by the latest singleplayer update. Highly recommend, talented developers behind a original idea for a game backed by a fantastic publisher.
Game's great, Campaign is amazing.
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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
Great game. Takes a while to get the hang of, but when you do it's super satisfying. Nothing is better than watching a reactor bloom after a sucessful torpedo strike. Campaign is great fun too. A bit like homeworld, but with more focus on individual ships and tactics than printing an entire army.
If this is what an "In Development" game looks like in this genre, I can't wait to see what they come up with later. I'm totally engaged, and I love the mechanics.
Let me target escape pods and civilian infrastructure and my life is yours!
I picked this game up right around the time it went into Early Access because I wanted to support the project and the vision, but I never found myself doing more than just the tutorials. Over the last few years, I have occasionally checked in to see the progress of the game and was discouraged more often than not by what was being said about the community, and the META. This game has a lot of depth and I am not great at strategy games, so the idea of getting curb stomped by a small core player base while still trying to learn the game did not sound appealing. Fortunately, with the release of Act I of the campaign, I took the time to finally sit down and start learning the game, and I am very glad that I did. Nebulous very obviously has had a lot of thought put into it's many different systems, as well as how they all interact with each other. In my opinion, the Devs have knocked the campaign out of the park so far. One of my favorite aspects of the game is electronic warfare, to me, nothing feels quite so good as figuring out a way to blind every enemy in the battlespace all at once. Learning when is the correct time to use battleshort has been a game changer. Hands down my favorite part of the game though has to be the logistical aspects, managing munitions, fuel, and restores as you trod your way through enemy territory just scratches an itch that nothing else does, and I feel this does an excellent job of helping to sell the overall feeling of the campaign. Surprisingly enough, despite it depth, Nebulous is not as difficult to learn as it initially appears. The Tutorials do an adequate job of explaining the mechanics, and the campaign does a great job of easing you into each one [spoiler] as you acquire different elements of your scattered fleet. [/spoiler] I don't know much about the Devs aside from that they are few in number, but it is obvious to me that they have a very clear vision for what they want to make, and I just so happen to be their target demographic. The in game story elements are sparse as of yet, but feel very authentic, and reminds me a lot of the Battletech universe, without the stompy robots (a feeling I had even before I heard Tex's voice in the intro cinematic). As of time of writing, I am nearly finished with Act I, and I anxiously await the release of Act II, whenever that may be. If you have this game already and have yet to really give it a try, now is the perfect time to do so. If you do not have this game yet, but you enjoy the depth that comes with a game like Homeworld (and then some), you will enjoy this, and I highly recommend picking it up. Some extra notes: - My PC is above average, but certainly not a monster by any means and performance seems to be just fine, I've yet to notice any real issues, aside from a little bit of hitching when the game is on 10x speed, or when [spoiler] a Barracuda squadron dumps all of their rockets at once. [/spoiler] - The voice acting is a mixed bag, it was awesome to hear Tex's voice in the intro, and it's very cool that they included various youtubers as captains of some of your vessels, but at times the main characters can be a bit grating (I definitely give the game a pass on this though, as it's appreciated to have the lines voiced at all). - For what is currently in the game, I would say that the price may be a little high for some, I have certainly gotten my moneys worth out of it, and I will likely come back and replay the campaign when Act II is released, but I personally do not see myself spending much time in Skirmish or PVP. Dev's: keep up the great work, and thank you for making such a unique game.
This isn't really a positive review. More of an informative review. As of writing this review, I feel that the balance of the game is in a precarious spot, and that the meta has shifted for the worse. This is due to carriers doing a significant amount of harm to what we call the "Sensor war" and becoming essential to most teams, forcing teams to be less unique due to almost always requiring a full player dedicated to point capture and carriers. Hopefully this will be fixed in time. The game is still high quality, and you may enjoy the game in spite of the balance. There is a lot to love.
10/10 Makes me feel like I am commanding an Ender's game or Halo Fleet, also surprisingly simple and easy to understand controls. Especially for a strategy game, more strategy and less learning curve, would recommend!
Game is fantastic. The player count is unbelieveably low for how good this game is. If you have ever wanted a Homeworld 2 game that is more /serious/ about the space combat, this is it. 10/10 game.
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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