
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 1.57/day in the week to Sep 14 → 0.86/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 | $34.99 | 8Kreviews | 61% | — | $9.3M |
| Free | 0ratings | 0% | — | 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.
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 856 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Terrible AI. Every turn in combat the AI will spam encounters. All your ships will be repairing constantly. Formations are broken. Will not hold inline formations, some of your ships will fall way behind and not help with combat. Constant overload information, most of it is not important! Game could of been great if they would of not abandoned it. Every other nation when you are at war asks for money if you don't give it to them they will start turning hostile to you.
malisimo
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.3M | 21K | 93% | $29.99 | |
| $9.3M | 60.5K | 60% | $9.79 | |
| $9.3M | 27K | 99% | $19.99 | |
| $9.2M | 27.7K | 88% | $19.99 | |
| $9.2M | 9.2K | 79% | $29.99 | |
| $9.3M | 11.4K | 57% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $29.1M | 25.6K | 84% | $29.99 | |
| $156.1K | 118 | 65% | $39.99 | |
| $108.2K | 240 | 65% | $14.99 | |
| $49.5K | 269 | 71% | $5.69 | |
| $30.1K | 86 | 66% | $11.99 | |
| — | 0 | — | — |
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
Hours played at review time, across 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
if you like building and battling with ships you should play this
It is a very challenging game, and you design your ships, economy, and politics.
A very good game that ive seen on some YT videos that made me want to play it, very good game !
Občas dokáže dost naštvat, ale když si člověk na ty mechaniky zvykne, tak je ta hra super.
Some excellent gameplay ideas for strategy games featuring battles. Some of these not well enough implemented. Definitely worth playing for strategy / naval tactics amateurs. [h1]Shipbuilder[/h1] The ships feature a large list of stats which affect their effectiveness in different situations and against different types of enemies. These stats are tuned in the 3D shipbuilder. We choose the hull type, the main dimensions, the armor characteristics, the weaponry, and other features such as the radio, radar, etc. All are unlocked progressively in the tech tree. So we start a campaign we a line-up of 1 ship design per class, and then upgrade our designs when progressing. The designs have advantages and disadvantages which are carried out into the battles. Thus the shipbuilder allows to apply both a strategy and tactics. They link the campaign map to the battles. The AI factions build their own designs, which change from a campaign to another. That shipbuilder is an excellent feature and should become the basis in any strategy game (at least featuring vehicles, which could be expanded into the infantry soldier package). [h1]Battles[/h1] The battles are thrilling and tactical. They mix up general tactics (groups, fighting range, type of ammo, maneuvers, etc) with "focused moments" where we zoom-in and micro-manage a few ships for specific maneuvers (for example, launching torpedoes at close range). These punctuations in the tactical flow create more immersion with the battle and with our ship designs. The battles are mostly lacking in the group trees and sailing formation fields. Setting up good groups of ships isn't easily done and the groups aren't easily selected in battle. The game would have required an arborescence for groups (squadron / division / detachment). If we use the sailing formations proposed by the UI, some ships do not sail adequately inside their formation (especially, the speed+course of the some ships would have required a better algorithm). Using the proposed formations isn't the most effective way to fight : it's better to micromanage each ship individually, making the formations quite useless except in the approach phase. In addition to the "line ahead" and "line abreast" formations, the game would have required a "free" option for individual ships, keeping them in the group but allowing to remove them from the group orders to micro-manage them temporarily. That would be useful especially for damaged ships, which currently screw up the formations proposed by the game after the combat is engaged. Naval strategy games need a new approach of group setups and formations, for an easier and effective management. UA:Dreanoughts has some interesting ideas, but they would require expansion or even revamp. The AI in battles has some weaknesses, such as trying to escape instead of fighting, when not being able to escape. The AI should also try to use sailing formations more effectively - currently, the AI mostly kites and drops his torpedoes at range. The AI focus fire is also poor. These weaknesses make the AI under-performing and easily beaten. Despite these flaws, the battles are very interesting and entertaining. We want squadrons of advanced ship designs to fight outnumbered, and we focus on our tactics. [h1]Campaigns[/h1] With UA:D, the shipbuilder becomes a main component of the campaign. The shipbuilder links our campaign strategy with our battle tactics. The rest of the campaign, however, lacks in diversity. It doesn't seem that the AI factions have specific effective strategies to choose from, nor any "personality". Also, the AI factions do not build ship designs that are adapted to their situation or to a specific strategy. Also, the campaign AI does not change its strategy and designs smartly during the campaign. The AI shipbuilder would have needed another option in addition to “Historical” and “Random” : "Optimal". Currently, the AI designs lack in quality and are easily beaten. The battles created by the mission builder are redundant. They would have needed different ship type and numbers setups. The campaign AI would have needed a base "personality" reflected in its ship designs, and algorithms that take the current situation into account (diplomacy, economy, fleet tonnage, territory spread) to modify the AI actions. The campaign is good to support the shipbuilder feature and the subsequent battles, but a strategy game also needs diversity and replayability. Our own management gameplay is excellent, but the AI doesn't provide good strategical moves to counter our actions : the AI doesn't use all the mechanics in a sound way. [h1]Conclusion[/h1] The game has 2 main flaws : too weak AI shipyard designs leading to poor battle efficiency, and lack of specific executions of a strategy by the campaign AI. The game is definitely good overall, and should be played at least for the shipbuilder feature. The battles offer a large range of possible tactics to be tested and improved. Although the campaigns are the main weakness of the game, fun can be had in multiple ones, preferably with different factions to somewhat vary the gameplay.
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.