
From the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in modern naval conflict campaigns. Use your advanced naval weaponry and sensors to respect rules of engagement and defeat the enemy forces in a tense fight for initiative and air/naval supremacy.
Most likely between $7.9M and $22.3M. How we estimate →
Checked against 8 developer-reported games
Reviews
Themes across 1250 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The graphics are beautiful, the gameplay mechanics are so easy to learn and the game is so much fun! There isn't really anything else like this out there and even if there was these guys smashed it! For the first 5-6 months of release they've been pushing updates here and there nothing too big but it was still fun to mess around in the editor and play the dev's campaigns and the workshop campaigns. BUT a couple of days ago they released a brand new game mode out of nowhere and oh boy they've been cooking! The new game mode is absolutely awesome! Create your own taskforce and fight in a theatre while building on that taskforce (Similar to Gates of hell conquest but its just on the sea and more modern combat) So yes get it!
7/22/26: REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; That is all thank you. PLEASE GOD FIX IT THE PHALANX CANT EVEN SHOOT A SUBSONIC JET OUT OF THE AIR RIGHT NOW. Also the community is ♥♥♥♥. Don't bother suggesting improvements or pointing out issues. It's all skill issues even when the devs confirm it's bugged or broken. Smol edit: If you want the summed up opinion without reading all this stupid complaining BS below (and god I Don't blame you): Oh my god I ♥♥♥♥♥♥♥ hate this game, it's the best thing I've ever played and I cannot stop playing it even when the RNG screws me so bad it makes me want to wring the devs-.... laundry out.... It's very good but oh my god I can't stand games that balance stuff in order for the game to be "fair". Who would win? a small soviet 3 ship missile fleet vs 36 Harpoon missiles Or 2 ♥♥♥♥♥♥ long rage barely functional seeker Granits soviet era surplus ASMs against a modern USN task force centered on a missile cruiser. This game is so good. So why do you have to give the AI such BS RNG? There is no chance in hell where 36 (it was actually 48 but it sounds implausible enough, plus some tomahawks SSN launched from behind) 6/10 stop letting Eastern European developers balance soviet armament. Sorry reality (reality 50 years ago at that, like let go) makes your soviet-simp-state bad. And the thing is? In reality at the time they were matched. Eg, I have seen my CWIS take down maybe two rockets ever? Whereas the soviets will almost always strike down at least one incoming missiles with their CWIS (This also goes for when you play as them) Will changem y review to thumbs up eventually, I'm just very tilted at watching 48 harpoons die to spoofing jamming missile point defense chaff and cwis. You know. The things they were designed to, and proven.... to defeat. --------------------------------------------- TLDR; Another milsim, another ***Russian Bias*** balance game. At least when I play warno I expect BS balancing lol cause it's supposed to be an RTS and not milsim. It is a very fun game, and a lot of the annoying stuff I dislike can be excused by paper stats. THUMBS UP NOW: My opinion hasn't changed. The game is so fun, but man the paper-spec soviet BS suuuuuuuuuucks. Showdown off guam is one of the best/worst missions in any game I've ever played. It's so good/bad it's the reason this review goes up and down lol --------------------------------------------- NOTE MUCH OF THIS IS JUST COMPLAINING about stuff /I/ dislike, rather than stuff that is /objectively/ so. Since in reality we never truly know "what if"s between Soviets and USN going hot. Mainly complaining about balance below in edits: Edit: Yep it's not a fluke. 50 harpoons, 49 were intercepted. Soviet Bias is so annoying at times Review will remain critical until Showdown off Guam doesn't have the lone 3 ship Kirov SAG shoot down 98% of incoming missiles. Not even the soviets themselves would've claimed a 98% intercept rate. Who would win? 50 Harpoon missiles or a barely functional fire control radar. Soviet Radar operators would be screaming, unable to even pick out targets. Instead in a 24 swarm of harpoons, they perfectly pick each one out and intercept it. I do love this game a lot, but this has officially turned me off of it. The ♥♥♥♥ is the point if you can't accurately larp a "I don't like this gridsquare, sailor. Delete it". I get it's a game and you have to balance at least SOME things, but this is just.... Obscene. You're telling me the USN's only valid option in the 1980s was to ahead-flank their battleships into 127mm range because the harpoons have a, near as makes no difference, 100% failure/intercept rate, apparently. Obviously I exaggerate how bad the soviet tech was, but legitimately this is insane lol this isn't even gamification it's just infuriating. Edit2: I'm going to leave my complaint. Why? Because I know it's somewhat unreasonable, my complaining. But also, it's entirely valid. I do like the game. Despite its "brochure spec" math. It's in early access too, so... I guess some slack there. Though if this game launches and a 3 ship Kirov sag shoots down 50 Harpoons again... LOL //And I do realize that so much of this is RNG, theoretically, in reality, it COULD maybe have happened.
I have watched the development of this game for a very long time, and I am very pleased to see it come to fruition. It seems every version of the game had me saying "I am content with this, money has been well spent." only for the developers to go above and beyond with the next update. The devs themselves are wonderful, keeping good engagement with the community and delivering an awesome product. I just finished the dynamic campaign, and it was incredibly well made. Not to mention the devs included a sandbox mode with all game units, and a debug menu to use whatever ships/aircraft you want. Mod support is also excellent. There are those who lament the current state of the games industry, and while their complaints are valid, I believe that if they played sea power they would have more optimism for the future of the industry. If we continue to have developers such as these, the future of video games, whether cold war simulation or fantasy RPG, is very bright.
Unplayably buggy. Units constantly ignore commands, sail in circles, stare at approaching bombers while refusing to fire missiles.
I can say I'm a veteran player – I bought the game on day one. I enjoy the core gameplay, and while the game is still a work in progress, the content already implemented is decent and shows good potential. However, there are quite a few aspects of the current version that are truly disappointing. Over time, the dev team has been making haphazard changes to existing game mechanics. Some of these changes break the runtime environment for a large number of mods, and occasionally they're made without prior notice, causing inconvenience for mod authors trying to adapt to new versions. This practice severely undermines the modding community ecosystem. I believe this reflects a lack of consideration for how players actually feel on the dev team's part. Game updates always bring new bugs, and fixes for these bugs are often delayed. Moreover, there's a clear faction bias recently – noticeable disparities in content design, balance, and even the timeline of modern equipment between different factions. The new version introduced the VLS Ticonderoga, while the Soviet Baku and Frunze were rejected with the excuse of "not fitting the historical context"? If Baku and Frunze don't fit, then how does the VLS Ticonderoga fit? Additionally, the development team lacks a clear lead and organization, leading to directionless development and chaotic update planning. I also hope they would pay more attention to developing the game's core mechanics – foundational systems are crucial, just like a building needs a deep foundation. For example, fighters should have the ability to perform Combat Air Patrol and dogfight autonomously; currently, players are forced to micromanage every single aircraft, which is not how an RTS should play and drains too much of our attention. I hope the dev team will listen to player feedback, respect the modding community, treat all factions equally, set a clear roadmap and stick to it, and focus on mechanics development. I hope the development team can make the game even better. 我可以说是老玩家了,游戏发售当日我就买了。我喜欢这个游戏的玩法。而且这个游戏虽然尚不完善,但已有内容质量尚可,并且有良好潜力。但当前版本不少情况真的令人失望。长期以来,开发团队轻易改动原有游戏机制,部分改动破坏大量现有模组的运行环境,有些甚至是不提前告知玩家的,给模组制作者适应游戏新版本带来了不便。这样的做法严重冲击模组社区生态。我认为这是开发团队在这方面欠缺对玩家感受的考量。游戏的更新总是会带来一些bug,并且对于这些bug的修复总是不及时的。而且,近期游戏存在阵营区别对待的现象,部分国家阵营的内容设计、平衡性甚至最新装备年代存在明显差距。新版本推出了垂发型提康德罗加,而苏联方的巴库号和伏龙芝号却因一句“不符合时代背景”就被拒绝?如果巴库号和伏龙芝号不符合时代背景,那么垂发型提康德罗加就是很符合背景的吗?另外,开发团队缺少组长,缺乏组织性,开发方向散漫,更新规划混乱。此外,我还希望开发团队能更重视游戏底层机制的制作,底层机制对游戏尤为重要,就像一座大厦是需要很深的地基的。就比如战斗机理应具备自行战斗空中巡逻和格斗的能力,目前严重依赖玩家操控每一个飞行单位做事情,这显然不是RTS游戏的玩法,耗费了玩家很多精力。我希望开发团队能够重视玩家反馈,尊重模组社区,平等对待各阵营,设定更新计划并依照它开发,重视机制开发。我希望开发团队让游戏变得更好吧。
Game is really good but I had to refund it, performance is absolutely terrible, I couldn't even finish the carrier tutorial without dipping into the 20fps zone minutes after starting. If they manage to fix that I'll buy it back.
伟大,无需多言 它可能不是最优秀的冷战海战游戏,却是我最喜欢的
co- c- c- c- conta- contact fad- contact- contact faded, track... con- con- vampire! vampire! vampire!
Its a good game, actually very fun. However, the units sometimes DO NOT respond to your orders. For example the Aircraft sometimes do not follow RTB orders which leads to them getting shot down. There are also glitches with firing missiles. The game will tell you that a target is within range however when you order the ship to fire, you get a response saying that the target is too far away and doesn't let you know how close you need to get. Sometimes I even need to change a ships status to "Weapons Free" in order to get the AI to shoot the same missiles that it tells me are not in range. I will keep playing this game since its genuinely fun. I really hope the Devs fix this issue.
自从Sea power发售以来我已经游玩了260小时,从一开始就被游戏设定的背景与适度的模拟性所吸引,庞大的创意工坊更是让这款游戏生机勃勃,然而随着时间推移,尤其是空气动力学更新及nuclearstonk加入开发组后,游戏的更新变得毫无章法,迫在眉睫的AI行为逻辑迟迟难以优化,开发组嘴中的1985年时间限制毫无约束,为美国海军新增一大批超越这个时间线的船只的同时却对同时代苏联船只保持敌视态度,这是典型的偏袒,更不用说大更新对创意工坊模组的破坏,这个游戏有一半的生命力是创意工坊赋予的,如果开发组仍然固执己见,那这款游戏可能毫无未来 Since Sea Power's release, I've logged over 260 hours of playtime. From the very beginning, I was drawn to the game's setting and its level of moderate simulation. The vast Workshop community has breathed life into this title like nothing else. However, as time has gone on — especially after the aerodynamics update and after nuclearstonk joined the dev team — the game's updates have become completely unfocused and chaotic. The AI behavior logic that so urgently needs fixing has been left to languish. The "1985 timeframe" the devs keep citing imposes no real constraint at all: they've added a whole batch of ships for the US Navy that lie beyond that timeline, while simultaneously holding a hostile attitude toward Soviet ships of the same era. That is textbook favoritism. Not to mention how the major updates have broken Workshop mods. Half of this game's vitality is given to it by the Workshop, and if the devs remain stubborn and set in their ways, this game may well have no future.