
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
Well, I do have to give it credit for being very technically impressive and decently put together (although the UI and control schemes need major rework) I have to suggest you take your business elsewhere, the community, and even the developers have been known to be extraordinarily toxic outright banning anyone who disagrees with them online on their official channels, even those who have put in massive amounts of effort in the building community (creating mods)
its a great game that grew stale because the dev and balance teams don't play in public lobby's so they don't address the problems that most people are seeing and making minor tweaks for problems that don't exist.
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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
Hooded Horse doesn't have anything to do with the recent controversy. Review negative as the community has too many unwritten rules, if the game is being balanced and built around these, then put a community document in the game with a quick rundown of the norms EX Most games of nebulous involve fleets of 3K points a player. I do like that there are no hard limits in this to let people play whatever they want with their friends but the community is too toxic and elitist for newer players oh and once again HOODED HORSE HAS NOTHING TO DO WITH THE CONTROVERSY, they don't own the discord server, and they didn't hire the mods.
The tutorials and single player are completely broken. Hits do not register against enemy ships. Only multiplayer works, but unless you already know how to play this complicated game or are willing to watch YouTube alone to learn how to play, don’t buy. The game is so complex, I went over the 2 hour refund mark before I realized it was broken, and I wasn’t doing anything wrong. Do not buy!
Last proper game update was almost 1 year ago now, no more devlogs, nothing. Game feels abandoned at this point. cant recommend the game anymore, many dumb decisions like removing antiship missiles from bombers. The whole game is catered to only the small group of no lifers in there discord. No point in playing this game anymore.
The game is great, there's lots of options on what you can do. The issue is, the community. They want you to play THEIR way. Instead of allowing people to play different styles, they expect everyone to basically use the same stuff. Which I believe goes against what the dev wanted. If they wanted FOTM style gameplay, why have the customization options. It seems now, the standard is just building the same stuff in duplicate.
turn out to be woke trash not worth it
I bought Nebulous: Fleet Command fully aware of its vertical learning curve and Early Access status. I enjoy difficult games and complex systems, and I expected to be overwhelmed. What I did not expect was how poorly the game performs once you actually start engaging with the scale it advertises, nor how hostile its onboarding is toward new players, especially in areas that are apparently core to the experience. Performance: fine in theory, bad where it matters I’m running the game at 1920×1080 on a GTX 1660 Super with a Ryzen 5 5600X, medium-to-low settings, no anti-aliasing, no VSync. On paper, this should be more than enough for a game with relatively low polygon counts and simple environments. Small engagements, such as 1v1, are mostly fine. The problem starts as soon as you scale up. In 4v4 matches, framerate tends to tank and becomes unenjoyable during combat. Large fleet engagements, the literal point of the game, regularly dropped to around 20 FPS with severe stuttering, making the experience unenjoyable rather than merely “not smooth.” After testing further, the issue doesn’t seem tied to specific maps, Ice Comet turned out to be innocent, but rather fleet complexity, especially carriers. A 4v4 with simple cruiser fleets was manageable, a 4v4 with some carrier-based starter fleets collapsed performance once fighters and strike craft deployed. This aligns anecdotally with community reports that performance worsened after the carrier update. I’m not an engine programmer, and I won’t pretend to diagnose whether this is CPU-bound simulation, poor multithreading, or something else, but as a player, the takeaway is simple, if you don’t have near last-gen hardware, large battles may not be playable, regardless of graphics settings. The ship design UI: where I almost checked out I don’t mind complexity. I’ve played plenty of games where deep customization is the entire point. What I do mind is opacity. The ship design interface feels needlessly unintuitive. Basic actions, like loading fleets vs ship templates, saving templates, or even figuring out how to start from an empty hull, took me so long I felt like a true game journalist. My initial days using linux command line interfaces was substantially smoother than learning how to design a nebulous ship from scratch. (Note that the difficult part I'm talking about isn't making the ship effective, which is another can of worms, but just making the ship in the first place!) This became my breaking point when I tried to move away from the TF Oak starter fleet. I found myself unable to figure out how to create a fleet I actually wanted, and the game offered no tutorial, no guidance, and no onboarding for what turns out to be one of its most important systems. Starter fleets and feeling punished After the fact, I read a community guide explaining that starter fleets are intentionally non-optimal, designed to showcase mechanics rather than be competitive. This isn’t official developer messaging, but it is the prevailing community understanding. Learning that ship design is not optional, and that starter fleets are intentionally “bad”, was infuriating. Not because I dislike customization, but because the game unwittingly punishes you for not engaging with a system it doesn't yet explain. The only way forward is external guides, mostly videos, which creates another problem. As the game evolves, those guides will age poorly. New players in the future will face an even worse onboarding experience, forced to sift through outdated information for a game that already has a steep learning curve. I for example already had a moment like this where the first video I clicked was 3 years old and the ship design interface was quite different from what we have today. This problem is why you cannot delegate player onboarding to the community, unless you stop updating. Early Access reality check I normally avoid Early Access entirely. I made an exception here because of overwhelmingly positive community sentiment and trusted voices. Early Access doesn’t just mean bugs or missing content, it can also mean the game will not respect your time. You must be okay with poor onboarding, clunky UX, performance instability, and relying on outside resources that may already be obsolete. If you accept that going in, you may still enjoy Nebulous. If you don’t, you’ll likely feel the same frustration I did. Final thoughts I don’t think Nebulous: Fleet Command is a bad game. I think it’s a game with strong aspirations and promising mechanics, but it currently assumes just a bit too much patience and external research from new players. I frankly enjoy Nebulous, specially how it makes me lose sleep as I imagine potential ship design solutions for whatever fleet idea I'm tinkering on at the time, but between large-scale performance issues and an unexplained ship design system that is gonna make most players bounce off, I was left disappointed. Recommendation: Do not buy unless you are fully comfortable with Early Access friction, external guides, and potential performance issues on non last-gen hardware.
This game tearing me apart. On one side I really like this game, it's complexity and approach to ship building and warfare mechanics, But I genuinely don't want to play it in it's current state (and honestly looking at the development progression probably not ever). I'll try to elaborate somewhat: bar of entry is just too high, you have to commit for the game on almost every level - from building even a single ship, to knowing how to fight with it an actual battle. Every step of the way is multiplied by very high skill ceiling that is very intimidating to approach and feels high stakes, because failing that means losing the game. All of this most of the time fine by itself, there are very popular pvp games that for uninitiated feel like an Mariana Trench at first, with very demanding approach to mechanics and time commitment. This game unfortunately feels like that everywhere, not leaving a lot of room of to breathe. I want to bring other game that are actually quite similar to this game in more ways than you could expect: "Wargame: Red Dragon". Same deal as here: a lot of army customization, complex warfare, high stakes and knowledge required. Saving grace of that game have not only bigger playerbase, but there are modes that quiet heavily compensating and easing approach for casual player - 10v10 games that are adapted from regular 2v2/3v3/4v4 by just dividing standard amount of points between each player, balancing amount of players with much smaller amount of stuff they can bring. Basically lower personal stakes and commitment means you can try something weird/new, learn interactions and mechanics on smaller scale. If you lose your units it's not much of the deal since there are 19 people doing their own thing anyway and you don't feel miserable throwing the game trying to figure out essentials. And amount of active players, even though not that much higher than Nebulous, can facilitate that. Nebulous doesn't have that for a single simple reason - too low active player count, barely not breaking 100 people over 24 hour mark, while Red Dragon having 400 while releasing 5 years earlier with majority of player base moving on to next installment of the franchise. So only people you are gonna play with/against are ones with god know how many hundreds of hours under their belt. And I don't want even start about singleplayer portion of the game (that was cancelled at some point, then apparently not, then who knows). AI feels underwhelming in a lot of aspects, while brutal in others. Tutorials were expanded, but nothing yet on the "Campaign" or anything beyond pvp modes just with bots. TLDR; This is a game that gonna be played by same bunch of people for many years and I am glad for them, but otherwise it doesn't seem that there is much for this game beyond that. Very rough gem of the game that I can't just bear to play, with uncertain future and requiring insane commitment.
Gah-reetings and salutations.
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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