
SPACECOM – a strategic-to-the-bone, starfleet command game in which deception, smart movement, and choices to battle decide victory or defeat.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 4 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.49−85% | 197reviews | 63% | — | $7.3K |
| $1.39−86% | 100ratings | 72% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"SPACECOM" ist ein minimalistisches Echtzeit-Strategiespiel im Weltraum. Eine Story gibt es nicht wirklich. Es kämpfen einfach die Blauen gegen die Roten. Trotz Weltraum ist die Spielfläche erstaunlich zweidimensional. Sie besteht aus Sonnensystemen und geraden Linien, die die Sonnensysteme verbinden. Weshalb man bei so einer mechanischen Grundlage ausgerechnet den Weltraum als Setting nimmt, bleibt unklar. Jedes Sonnensystem besteht aus unterschiedlich vielen Planeten, die allerdings nicht wirklich simuliert werden. Es dauert nur länger, Sonnensysteme mit vielen Planeten zu übernehmen. In den Sonnensystemen können wir drei Verteidigungseinrichtungen und Schiffe bauen. Die Verteidigungssysteme sind leider ziemlich uneffektiv und verzögern meist nur feindliche Übernahmen. Es gibt drei unterschiedliche Schiffstypen, die für Kampf, Belagerung und Invasion genutzt werden können. Um andere Systeme zu übernehmen müssen wir meist Kampfschiffe schicken, um die gegnerischen Schiffe im System zu bekämpfen, dann setzen wir Belagerungsschiffe ein, um Verteidigungsanlagen auszuschalten und mit Invasionsschiffen können wir Systeme kolonisieren und damit übernehmen. Systeme liefern dann die Ressource, mit der wir dann wieder neue Dinge bauen können. Und das waren im Wesentlichen auch schon alle vorhandenen Mechaniken. Und da liegt auch das Kern-Problem des Spiels. Es ist mechanisch zu minimalistisch um wirklich abwechslungsreiches Gameplay zu bieten. Zwar bieten die unterschiedlichen Level durchaus immer wieder andere Grundkonstellationen, der Weg, um ein Level zu gewinnen ist aber meist der Gleiche. Und dabei ist das Grundprinzip durchaus unterhaltsam. Durch die fortschreitende Zeit herrscht auch stets ein gewisser Druck. Man darf nicht warten, ansonsten hat der Feind schon zu viele neutrale Systeme übernommen und liegt uneinholbar vorn. Auch die Grafik ist minimalistisch und sehr simpel, aber dadurch auch übersichtlich. Die Musik hält sich dankenswerterweise relativ im Hintergrund. Zusammenfassend also gute Grundmechaniken, die allerdings durch die fehlende Tiefe schnell eintönig werden. [h1]Wertung:[/h1] 6/10 Atmosphäre -/10 Story 6/10 Grafik 5/10 Sound 6/10 Spielmechanik 5/10 Balancing 6/10 Spielspass [h1]Fazit:[/h1] Zu minimalistisch. [h1][b]6/10 Gesamtwertung
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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, Polish, Russian
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SpaceCom offers minimalist, strategic space warfare with a focus on tactics over flash. While its simplicity is appealing, the lack of variety and depth can make it feel monotonous quickly. Rating: ★★☆☆☆ (2/5)
Spacecom is fun for an hour or two while you are getting the hang of things and conquering your first dozen systems. After that the tedium starts to set in as there is no real story or point to conquering random nodes on a map. If you try to go for bonus objectives, things go downhill even faster since they place very strict and arbitrary restrictions that will have you restarting missions over and over. Multiplayer might be more interesting, but there is no one playing online.
Too minimalistic.
SPACECOM is a deliberately austere and intellectually demanding real-time strategy title developed by Flow Combine and published by 11 bit studios, designed for players who value foresight, positioning, and long-term planning over spectacle or rapid-fire action. From the moment the game begins, it makes a clear statement about its priorities: SPACECOM strips away visual excess, cinematic flair, and narrative embellishment to focus almost entirely on the logic of space warfare as a contest of information, timing, and control. What emerges is an experience that feels closer to a digital board game or military simulation than a traditional RTS. The presentation is intentionally minimalistic, with fleets represented by simple icons and star systems laid out like nodes on an abstract map. This visual restraint is not a limitation so much as a guiding philosophy. By reducing the battlefield to its essential components, the game forces players to engage directly with strategic thinking rather than reacting to visual cues or dramatic effects. Every symbol, line, and interface element exists to convey information, and learning to read this sparse language is a crucial part of mastering the game. Gameplay revolves around commanding multiple fleets across interconnected star systems, each of which serves a specific strategic purpose. Some systems generate resources, others repair ships, and some act as critical choke points that can dictate the flow of an entire campaign. Players must decide how to allocate their forces, when to commit to combat, and when to withdraw or reposition. There is no random number generation to bail out poor decisions, and no pause button to carefully script every move. Once an order is given, it plays out in real time, making anticipation and planning far more important than reflexes. Fleet composition plays a central role in SPACECOM’s strategic depth. Different fleet types are designed for specific roles, such as direct combat, planetary invasion, or infrastructure disruption. Success rarely comes from overwhelming force alone; instead, it depends on coordinating these specialized fleets effectively and understanding how their strengths and weaknesses interact. A poorly timed invasion or an exposed support fleet can quickly swing momentum in the opponent’s favor, reinforcing the game’s emphasis on disciplined, layered strategy. Combat itself is understated but tense. Battles unfold automatically once opposing fleets engage, with outcomes determined largely by positioning, fleet composition, and prior strategic decisions. This design removes micromanagement from the equation and places responsibility squarely on the player’s ability to read the larger tactical picture. Victory feels earned not because of quick clicks or perfect execution, but because of earlier decisions that placed fleets in the right place at the right time. The single-player campaign serves as both a training ground and a proving arena, gradually introducing mechanics while increasing complexity. Missions encourage players to think several steps ahead, often presenting scenarios where brute force is ineffective and subtle maneuvering is required. While the campaign lacks a strong narrative hook or memorable characters, it succeeds in reinforcing the game’s systems and preparing players for more dynamic encounters. Multiplayer is where SPACECOM truly comes alive for many players. Human opponents introduce deception, bluffing, and psychological warfare that the AI cannot fully replicate. Reading an opponent’s intentions, masking your own movements, and baiting fleets into unfavorable engagements adds a layer of tension that elevates the experience. In these matches, SPACECOM feels like a battle of minds as much as fleets, with small strategic gambits often deciding the outcome long before the final engagement. That said, the game’s strengths are also its barriers. The lack of visual flair, narrative motivation, or extensive tutorials can make SPACECOM feel inaccessible to newcomers. Players accustomed to more conventional RTS titles may struggle with the abstract interface and the limited feedback provided during combat. The learning curve is steep, and the game demands patience and a willingness to fail while internalizing its systems. Audio design follows the same restrained philosophy as the visuals. Sound effects and music are subtle, functional, and rarely draw attention to themselves. While this supports concentration and reinforces the game’s cerebral tone, it also means that moments of victory or defeat lack dramatic punctuation. The emotional payoff comes primarily from intellectual satisfaction rather than audiovisual excitement. Ultimately, SPACECOM is a game that knows exactly who it is for. It is not interested in broad appeal or instant gratification, and it makes no effort to soften its edges. For players who enjoy abstract strategy, competitive mind games, and the satisfaction of executing a well-planned campaign, it offers a deeply rewarding experience that stands apart from more conventional space RTS titles. For those seeking cinematic battles, rich storytelling, or constant visual stimulation, it may feel cold and uninviting. Within its niche, however, SPACECOM remains a distinctive and uncompromising exploration of strategy at its purest. Rating: 6/10
Simple. Short and Sweet. I love it when games don't waste my time. I like it so much I'll go back and try to finish all the extra missions. It really shines in Multiplayer-- I got it for 3 of my friends and we had a fun time duking it out. If you like simple strategy games with a lot of tension, go for it! Reminds me of the classic "Galactic Conquest" on MS-DOS.
WARNING: No saving mid-mission. For some this won't be much of an issue. To others, like me, who cannot commit to long sessions this essentially renders the game unplayable unless you stick to the smallest of maps. As far as I'm concerned, then, the game is fundamentally broken. The developers were very dismissive when I contacted them about it, so I'll return the favour and not bother to write anything else about the game. 游戏系统太差劲了,我怀疑开发者没怎么玩过别的游戏 游戏无中文,下载的时候只好选英语,结果一进游戏默认给爷选德语?我玩了这么多年游戏头一次看到默认德语的游戏。幸亏德语字母长得跟英语挺像,让我找到了语言选项,问题是切语言还得重启游戏,绝了 分辨率调到1080之后字小得跟蚂蚁一样,打教程关快把爷眼睛看瞎了,既看不清单词,也看不清单位的血量,想看大字体只能强行降分辨率,看着模糊的屏幕一阵无语 除此之外还有各种让人无语的设计,比如暂停界面不能按ESC直接返回游戏;教程关我提前去把敌人打死了,结果教程卡住,等等…… 综上,不推荐,这可是14年出的游戏,一大堆零几年的游戏都没有上面这些脑残问题。
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we need chinese
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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