
Design warships the way you want them, command fleets, win the naval arms race for your nation!
Modeled estimate, not a reported figure. How we estimate →
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): 1.57/day in the week to Sep 14 → 0.5/day in the week after.
About
Ultimate Admiral: Dreadnoughts aims to be the first game of its kind - a true naval warfare game - which offers a unique opportunity to design and build countless variations of realistic looking warships combined with an extremely in-depth and realistic combat model. We are absolutely excited with what we are making and we hope everyone who is interested about the dreadnought era and naval warfare, will join our ambitious project and support us.
BUILD THE BATTLESHIPS THE WAY YOU WANT
Become the architect of powerful warships, from small torpedo boats to mighty Battleships! Recreate famous ships such as the HMS Dreadnought and countless speculative designs. Pick turret layout, armor scheme, funnel placement, tower variations making each ship look and feel unique. Their hull characteristics, internal upgrade selection and weight distribution not only modifies their speed and maneuverability but also their weapon effectiveness. Every design detail of your warships has a significant effect on the combat capability of your ships.
STRONG AI
Naval combat becomes immersive and feels even more realistic when your opponent is able to react to your actions with a human-like and unexpected behavior. The AI evaluates the optimal engagement distance, using principles of the “Immunity Zone” and comparing its own firepower versus your ships. The AI uses ammunition wisely, holding fire when necessary or switching shell types according to the armor protection of the target. Unless there is a special mission directive, the AI will not act suicidally and will attempt to withdraw, if its fleet becomes heavily damaged or it is much weaker than yours.
NAVAL ACADEMY & CUSTOM BATTLES
The Custom Battle system allows you to experiment and enjoy naval battles utilizing endless combinations of ship designs in technology eras between the years 1890 and 1950 for ten different nations. Additionally, there is the “Naval Academy” which currently includes 63 battle scenarios, where you will have to design a ship or a squadron to fulfill a certain combat tactical task. These numerous missions will allow you to practice and enjoy the many innovative design and combat aspects of the game.
THE CAMPAIGN
You can fully design your fleet, immerse yourself in epic naval battles and make crucial strategic decisions on the map with a single goal to defeat your opponents by annihilating their fleets and strangling their economy. The map includes necessary historical and strategic aspects that can simulate actual facts of the period 1890-1940.
Current Playable Nations
British Empire
French Empire
German Empire
Italian Empire
Austro-Hungarian Empire
United States
Russian Empire
Empire of Japan
Spanish Empire
Chinese Empire
Current Functionality of Campaign
Full Global Map including important regions and colonies.
Campaigns last from 1890 up to 1940+.
Main technology aspects 100% ready.
Refit of old warships with newer technologies.
Full ship movement between ports and everywhere at Sea with ship Task Forces or submarine groups.
Via the Task Force meetings or via a Mission Generator system, battles are created, which you can play in real-time.
Campaign is won when you fully defeat your opponents by controlling their seas and struggling their economy.
Limited Diplomacy options as your role is to command the navy and influence the government for other strategic actions.
Various political and economic events enrich the gameplay such as the discovery of oil resources.
Land conquering happens via major offensives or other battle scenarios that you can support with your fleet.
Ship Options
- Over 509 Hull Variants that use over 2160 different ship parts and thousands of different weapons in various sizes and tech levels.
- Among the many ship models there are 43 extra detailed, which can faithfully recreate the following historical ships:
USS Monitor
CSS Virginia
HMS Inflexible (1876)
USS Maine (~1890)
Brandenburg-class battleship (1890)
HMS Renown battleship (1893)
Kaiser Friedrich III-class battleship (1895)
Massena-class battleship (1895)
Bouvet-class battleship (1896)
Gazelle-class cruiser (1897)
Cressy-class cruiser (1898)
Formidable-class battleship (1898)
Tsesarevich-class battleship (1899)
Borodino-class battleship (1899)
Warrior-class cruiser (1903)
Lord Nelson-class battleship (1905)
HMS Dreadnought (1905)
Invincible-class battlecruiser (1906)
SMS Von der Tann (1907)
South Carolina-class battleship (1908)
Emden-class cruiser (1908)
French battleship Danton (1909)
USS Texas and New York-class Battleships (1911)
Pennsylvania-class battleship (1916)
Fuso-class battleship (1915-1944)
HMS Hood battlecruiser (1920)
Trento-class cruiser (1925-1929)
USS Texas and New York-class Battleships modernized (1925)
Nelson-class battleship (1927)
Deutschland-class cruiser (1929)
Mogami-class cruiser (1931)
Zara-class cruiser (“Pola” 1932)
Richelieu-class battleship (1935)
De Ruyter cruiser (1935)
Yamato-class battleship (1937)
Brooklyn-class cruiser 1938)
Sovetsky Soyuz-class battleship (1938+ plan)
King George-class battleship (1939)
Akizuki-class destroyer (1940)
Bismarck-class battleship (1940)
Littorio-class battleship (1940)
Iowa-class battleship (1940)
Atlanta-class cruiser (1940)
Dido-class cruiser (1940)
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $26.24−25% | 8Kreviews | 61% | — | $9.3M |
| Free | 0ratings | 0% | — | not modelled |
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 852 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Über 2100 Stunden Spielzeit – und dann eine negative Bewertung? Ich habe lange überlegt in welche Richtung der Daumen zeigen soll. Hier meine Begründung: Das Spiel wirkt bis heute nicht fertig entwickelt. Viele Ideen bleiben unfertig oder wurden nie konsequent umgesetzt. Als Beispiele: - Traurig umgesetzter Forschungsbaum. Wenn ich ein 16"-Geschütz entwickeln und verbessern will, warum muss ich alle an deren Kaliber erforschen? - Vorgefertigte Kaliber, welche zwar im von bis-Bereich geändert werden können. Aber 15cm oder 38cm, wie sie auf deutschen Schiffen verwendet wurden, sind nicht erstellbar. - Die Karte ist nicht durchgängig, wie beispielsweise bei Hearts of Iron. Will man Schiffe von Asien an die Westküste Amerikas verlegen, muss man einmal über die komplette Karte scrollen. - Es gibt keine Möglichkeit dauerhafte Flotten zu bilden, um diese "schnell" auslaufen zu lassen, wie beispielsweise auch bei Hearts of Iron. jedes Mal muss, man einzeln die Schiffe auswählen, welche auslaufen sollen. Werden im Kampf Schiffe beschädigt, fahren diese in x-beliebige Häfen und man muss sie erst suchen und dann wieder zusammenführen. - Auf der Steam-Shop-Seite wird ein Video gezeigt, wo ein Schiff Abteilung für Abteilung zusammengesetzt wird. Als ich das gesehen habe, habe ich das Spiel sofort gekauft. Zu diesem Zeitpunkt war das Spiel noch im ganz frühen Early-Access. Das wird wohl noch kommen, dachte ich mir. - Nix da. Ist nie implementiert worden. Jetzt hat man ein paar vorgefertigte Rümpfe, welche nur in Länge, durch Änderung der Tonnage, Breite, und Höhe anpassbar ist. Dazu vorgefertigte Aufbauten und vorgefertigte Türme. Zudem fehlt ein Workshop, der der Community die Möglichkeit geben würde, das Spiel sinnvoll zu erweitern oder zu verbessern. Zwar existieren auf Nexus Mods ein paar Mods, doch ohne offizielle Tools wird es nie neue Rümpfe, Aufbauten oder Waffen geben, was die Kreativität deutsch einschränkt. Das verschenkt enormes Potenzial. Ich würde 3 Sterne geben.
Media

Related
Related
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.
Reviews, worldwide (the counter carries no country): 1/day in the week to Jul 30 → 1.57/day in the week after.
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, Ukrainian, Russian, Simplified Chinese, Greek, Korean
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.
Hours played at review time, across 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
DO NOT BUY AS A CASUAL NAVAL ENJOYER! This game has been abandoned for a while, so the base content is lacking. If you, however, are looking to play a fun naval game, get the mod Dreadnought Improvement Project by BrotherMunro after purchasing this game. He (along with other volunteers) have been working on a mod that has made the game far more enjoyable!
Abandoned and unfinished game, non-functional multiplayer (that is still sold!), bug-ridden campaign. The first trailer-video of the shop page with the modular design is still false advertizing. Could have been the best game of its genre. Cannot recommend, especially for its current price.
Яркий пример того что не стоит покупать игры в раннем доступе, все эти басни про "поддержать разработчиков" полная туфта. В данном случае бросили игру на пол пути с кучей багов и оптимизацией на уровне дна
别买,开发商跑路了
This is my opinion I once believed this game was the best, flaws and all, sure I still play but Thats because all there that is even REMOTELY like this game is World of warships, War thunder and MAYBE HOI 4, but now. ITS A ♥♥♥♥♥♥♥ ♥♥♥♥ SHOW, Many times I've wished I never got it, it CLAIMS historical accuracy but it isn't, my favorite country, Japan, is screwed over, the AI's don't understand the concept of political instability or budget cuts. an example is if i'm playing early stage Japan with 40 ships in 1894 and check China or Russia, Russia will have already turned into the USSR while China will have 80 ships or more. its ANYTHING but accurate, in fact I'm starting to think its deliberately trying not to be. the worst part is the Devs abandoned the game, A HALF BAKED GAME, that could've been a masterpiece if certain mechanics are fixed/changed. but no, they left the game in a state of disarray, the pros are as follow - creative freedom -a game SOLELY BASED on naval warfare - F2P -Fun if you play any country except in early stage for the smaller countries (China, Austria, Japan, Spain) -GREAT MODS, especially DIP Cons: ♥♥♥♥♥♥♥ RNG ♥♥♥♥♥♥♥♥ "historical accuracy" please don't get this game, not until a dev returns, god knows this game needs it
This game is fun but calling it "finished" is laughable. Designing the ships is enjoyable, but the campaign has so many issues. Convoy missions will pick ships from halfway across the world, while ships that are literally right there and perfectly ready can't even be selected. The world map UI is simple at best, and absolute garbage at worst. Trying to figure out where to position your fleet is a total mystery sometimes. You'll try to have a battle fleet set up for an ambush on the exact route an enemy fleet is supposed to pass through, but instead the convoy escort fleet you kept far behind is the one that gets engaged. It's a shame, this could have been an amazing game with just a little more work but they pulled the plug out of the blue and this what's left. Only buy it if it's on sale.
[b]TLDR version[/b]: design your own warships from World Wars 1 & 2; and test them in battle against the AI. Great concept, mediocre execution, lots of rough edges. I really wanted to like this game: it's such a great concept, and fairly unique too. And when it does work, it is so satisfying to rule the seas with a fleet of your own design. The developers also deserve praise for including a great deal of realism and complexity in both design and combat. For example, gunnery accuracy is affected not just by the guns, range finders and crew training, but also smoke, shell splashes, your ship's vibrations, whether your gunners are looking into the sun, and many, many, many other factors. Unfortunately, there is also a great deal of randomness, difficulty spikes, unexplained features, unbalanced mechanics, and some plain old bugs in the game. For many features, the developers seems to have had a great idea, got 80-90% towards implementing it, and then got distracted by a new idea. The game is unpolished in many ways, and feels somewhat unfinished. And because development has stopped, it will always remain that way. That's why so many reviewers are angry. The heart of this game is the virtual shipyard, where you design your own warships. Afterwards, you test your creation against an AI design in a sea battle. The game covers the 1890 to 1950 period, so from pre-dreadnoughts through World War 1 and up to the end of World War 2. That said, there are no aircraft or aircraft carriers, and submarines only appear on the campaign map (i.e. you don't design them or see them in the 3D battles). The game has 4 different modes. The first is a sandbox mode. The second is the "Naval Academy": a series of scenarios that also act as tutorial in ship design. Third is the multiplayer mode, but that requires a separate (paid) DLC. Fourth and finally, there's the campaign mode, where you have to guide a nation's navy through the years. This involves not only designing the ships, but also building them (dealing with finances, construction times, dockyard capacity, diplomacy) and positioning them on the worldmap in a turn-based strategy game. [h2]The core game[/h2] The [b]virtual shipyard[/b] is the original and probably best part of the game: it offers a great deal of freedom, yet it's also grounded in realism. You can create wacky designs, but realistic ships tend to work better. If you know naval history/engineering, you will recognize many of the principles/technologies involved. The dockyard graphics are rather dull, admittedly, but they do the job. The interface is likewise OK, though it got rather dense in later patches. The developers never redesigned this, unfortunately. The [b]sea battles[/b], on the other hand, are less spectacular than you might think. All battles look much the same: even the weather effects are not very noticeable. The interface is OK, but again rather dense and not pretty. I also miss a pre-battle formation selecter, a strange omission for a naval game. The battles themselves are simple and relatively slow, as befitting for realistic warships. Enemy AI is acceptable, but not particularly good. There's a great deal of complexity to the fighting, particularly gunfire accuracy (as mentioned above) and damage on ships, but luck and randomness also play a part. It can be very frustrating if something goes wrong. Say, you are fighting an enemy ship that keep sitting at 90% flooded no matter how often you are hitting it. Meanwhile, despite all the damage it took, the enemy is hitting and sinking your ships. Bug? Cheating AI? Or some mechanism that you overlooked? There's no way of knowing. (Also, why does the interface still reveal when enemies fire their torpedoes? This should have been disabled after beta-testing. The AI also seems to know when you fire [i]your[/i] torpedoes, so using those at anything but close range is unlikely to work.) [h2]The game modes[/h2] The [b]Naval Academy[/b] scenarios serve as a tutorial for ship building. The learning curve is rather steep, particularly if you know little about naval combat. Fortunately, you can always go back and improve your design; or try something completely different. The combination of freedom and trial-and-error gameplay is where this mode shines. Unfortunately, several intermediate scenarios are actually brutally hard. (E.g. the scenario "A different fate", which comes fairly early in the sequence, is practically impossible unless you use an obscure exploit.) It seems changes to the game have rendered some of the older scenarios much harder than intended, but, again, the developers never went back to fix this. The [b]multiplayer mode[/b] was a very late (and unexpected) addition to the game. It requires a separate, paid-for DLC, which I don't have, so I can't say anything about it. Finally, the [b]campaign mode[/b]: the crowning jewel of the game. Like the shipyard, it offers a great deal of freedom, but also a great deal of complexity underneath. As the head of the navy, you don't decide national policy, but you can influence it sometimes. There's random events, technology to research, naval invasions to plan, an economy to protect, etc. It's not easy, but it can be very satisfying to rule the waves after a long, slow build-up of your personally-designed fleet. Alternatively, you can play as Great Britain, where you rule the waves at the start but will have to defend everywhere. Although the set-up is historical, the AI is pretty random (and not very good), so you will always end up with wacky world politics. Unfortunately, there is no tutorial for the campaign (there are not many guides available online, either), and the mechanics are not explained in any detail. For example, there is a parameter called army logistics that affects the success of land-based operations; but no information on how to improve it. Economy depends on how well you protect trade vessels, but it does feel that your economy is much more vulnerable than that of AI nations. Then there are the frustrating submarine & mine mechanics, another late and poorly implemented feature. Realistic? Yes. Fun? No. The developers really should have added a toggle to disable these. Fortunately, there are mods that allow players to do so. [h2]Final verdict[/h2] Should you get this game? I certainly had fun with it at times, but this recommendation comes with a lot of caveats. If you are into naval design or realistic naval combat from the 1890-1950 period, AND are willing to accept the lack of polish and the steep learning curve, AND you can get it at a discount... Yes. But I would still recommend you to look at [b]Rule the Waves 3[/b] first.
我真的非常需要一个横跨铁甲舰时代到各种无畏舰时代的游戏! 讲道理,要不是同类竞品实在是少之又少,这坨大可以不必吃……Game-Labs非常恰如其分地证明了摧毁长年累月积攒的声誉只需要一两部垃圾作品(是的,我特指UAD和UGAR),这些作品的概念的确很迷人,但制作完成度非常糟糕。因此,如果现在有人对GL做任何程度、任何形式的攻击,那便是在GL的尸体上跳舞了,但就算是这样也是GL自己自作自受。我甚至觉得“哀其不幸,怒其不争”可能并不适用于GL。仅就UAD来说,游戏性方面的部分其他测评已经说得很清楚了。在我的视角范围内,UAD的快速战斗或许还值得一试,可大地图战役几乎全是无法忽视的窟窿,有些设计更是思维倒车,特别是关于外交的部分。在UGCW战役也并非毫无问题的前提下,UAD的战役模式甚至仍然不如更早的UGCW一根。GL画的饼大多都没有具体实现,到死都只停留在框架的程度。游戏引擎的底层逻辑和后续开发也几乎不允许玩家自己便捷地通过mod调整,所以最终给玩家的期待都变成了欺骗。 事实上,我更想从开发商/发行商和玩家(社区)的角度去说我的主观感受。原文发在UGAR论坛的帖子下面:https://steamcommunity.com/app/1901910/discussions/0/600765572565761290/ 我持有UGCW、UAAOS和UAD,并且玩了不短的时间(应该比我显示的时长长得多)。我必须得说,对于你们何时以及为何决定开始销售UAD和UGAR这类游戏——它们更像是令人沮丧、半成品的工业垃圾,而非真正的游戏——我深表怀疑,更不用说它们完全缺乏(官方)模组功能。当你们放弃UAD却进而发布UGAR时,我就对你们的意图产生了警惕。你们在某个节点后便不再信守承诺,而玩家对幕后真相至今仍不知情。你们从不事先向玩家社区明确说明游戏状态,只是突然挂出离奇的标价,推出令人困惑且反感的DLC(UAD的多人模式居然单独切割售卖,UGAR的支持者后续内容到现在都还没有填坑),最后再含糊其辞地决定事实上放弃这些作品。你们不向被抛弃的玩家道歉,却还为这般作品自我吹捧,实在厚颜无耻。即便开发者选择委身某个贪婪发行商导致此局,责任也在D/P双方而非玩家,你们没有任何理由让玩家背锅!也别再用“游戏本可拥有美好未来”的空话粉饰问题。若游戏开发真如你们所言受乌克兰战争环境影响,那么在特殊时期妥善处理游戏未来或许确有难度——但只要头脑清醒、手指能动,发布正式声明本不该如此困难。问题是,你们大概连诚实都做不到。 再次重申:这不是差评轰炸。你们和某些论坛上自以为是的马屁精,真的不该把差评的责任推给广大玩家。批评从来就不是特权,更何况对于真金白银购买了游戏的玩家。当好评率超过60%且标注“褒贬不一”时——我认为这个估算已相当保守,多数人可能会愿意承认这或许只是审美差异问题。但若整体评分逼近50%甚至近期跌破25%(也说明很多玩家仍在被游戏虚假的理念宣传所欺骗),那么问题必然出在你们身上。最后,有人选择留下晦涩言论后销声匿迹,而真正的罪魁祸首却保持沉默。这简直荒谬至极。你们彻底背叛了玩家的期待与信任。若因此遭受任何反噬,只能怪你们咎由自取。 我本不打算嘲讽,毕竟“将死之人其言也善”,但告别声明里的几句话有点意思,值得一品。“……而UGAR标志着全球策略游戏的新篇章与里程碑……” 我他妈真的要笑死!虽然我真的很欣赏这些理念(尤其UAD的构想),但若仅凭未实现的概念就能称游戏为里程碑,那我也能宣称乌托邦在我梦里实现了,我就是最伟大的社会理论家。别让贻笑大方了! 还有那句什么,“请放心,你们将得到妥善照顾!” 是嘛!至少眼下连一丝希望和已经发生的改变都没有吧?!可惜了Game-Labs那些未竟的潜力,安息吧,也大可不必为烂摊子自辩了。 PS:《Game-Labs之死》粗略地介绍了一些相关事件,详见 https://www.bilibili.com/video/BV1gDTvzDEGM/?share_source=copy_web&vd_source=dc9fc835a3f9497e5c0f65def99735cc 或 https://www.youtube.com/watch?v=dCzqd3I4Nls PS+:不然还是让人去把隔壁SES老祖的Jutland和Distant Guns请到Steam上来吧,虽然不太可能实现游戏机制也不太一样,但是就算是十五年前的游戏可能也比这坨好得多,就是官网卖得太tm贵了全套下来打完折还要一百多美元…… 以及Steam & Iron: Port Arthur果然还是无预警跳票了= =
Bit late to the party but The core game ideas and loop is very fun. The whole designing element of the game is obviously it's standout feature, and I haven't really found another game like it. Campaigns are fun too, if not a little chaotic. However... The dev team discontinuing this leaves it in a state where it's just not ready. This game still has bugs it shouldn't, the UI is atrocious and battles can be tedious to manage the larger they are, and the AI struggles to keep up with both designing competent ships and implementing modern technology onto said ships, making this somewhat of a curb stomp even on legendary when you know what you're doing. I wouldn't buy the game. It had fantastic potential, but with the game no longer receiving updates, it'll never be what it should have been. Mods like DIP do improve some aspects of it (though I find DIP exacerbates the horrific torpedo spam of the AI and makes the game miserable), but overall? You'd best spend your money elsewhere. Also my 1100-ish hours are mostly spent AFK in a screen somewhere in the campaign lol.
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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