
Carrier Command 2 is the real-time strategy game that puts you in command of a futuristic carrier capable of deploying a vast array of aircraft and amphibious units. Compete against AI or human players and hop into every single vehicle to take matters into your own hands!
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): 0.14/day in the week to Aug 24 → 1.43/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

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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 835 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a chore to play single player, extremely tedious constantly moving station to station to control your forces and supply, enemy carrier captures islands at 3-5x the rate you can alone, game should be listed as a group co op experience to enjoy it. Also most ammo types, unit types and in game stats are extremely vague, if they do have any descriptions at all. You basically have to resort to searching for all the info you need, tutorial isn't nearly detailed enough to know what you're doing starting out. If you can get past all these issues it's fun, but don't bother if you don't have friends who want to play with you. Overall it's a disappointment.
The devs are sitting on a gold mine of a game but seem to have turned a blind eye to it. I don't know if the game said something to hurt someones feeling but they really need to put whatever they have behind them and actually develop and update the game cause its one of a kind and actually an amazing concept that seems to have been dropped from the face of the earth.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 841 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good concept, way to expensive for the content it has. Curretnly only good for PVP with friend has the AI is very dumb but blessed by unlimited everything and x2 speed on everything. forcing you to cheese the AI with strategy that you have to find online to win.
I bought this game specifically to play it in VR. It's completely unplayable. The controls are abysmal, and no effort has been made to adjust the game for a VR experience. The tutorial does a terrible job of explaining how to use the awful VR controls. And to top it off, the developers decided to add a "recenter" button. WHY do I have to spend 10 minutes figuring out how to position my head just so the world appears level?! No other VR game has this issue mostly because VR headsets have gravity sensors that handle this automatically. Saying that this game has VR support is borderline false advertising. You don’t need to add VR support to your games, but if you do, at least make an honest attempt instead of whatever this mess is. I wouldn’t be surprised if the developers didn’t even own VR headsets to test their game properly. So, if you're considering buying this game to play it in VR DON’T.
能折磨你的地方往死里拟真,不能折磨你的地方往死里失真。运输物资的驳船死慢,敌人占领岛屿直接虚空下崽。航母慢得令人发指,甲板尾部不储存飞机还要把升降梯放正中间。近防炮只能防导弹飞机,小艇贴脸就干瞪眼。没有创意工坊这些加速和优化mod能玩下去就有鬼了,结果游戏自身mod支持还是一坨,制作组给mod作者磕几个吧。斯坦萨叛变不是没原因的,史密斯专员少贪个零头这仗都能打下去。
舰桥上有五个位置…我有个主意,让mujica一众人开黑玩这个,祥子坐舰长位,初华玩无人机,海铃当观察手,睦头管后勤,大喵玩防空和鱼雷;)
Огонь по блядскому хутору!
This is a No for singleplayer. The game just doesn't work well solo, requires too much cheesy play to be fun and with no fast forward has lots of dead time between islands. Mechanically the game is fantastic, a different campaign format would make for an excellent singleplayer experience. As a coop game this I imagine would be amazing to play.
This is the case where I wish Steam would've given "Abandoned game" tag to a released product. And no, one update per 2-3 months consisting of small balance changes is not a development. The game is in "complete state", yet it is a stillborn in current iteration. Let me be clear - it's an RTS about immersive futuristic carrier, but the only good-designed part about carrier is it's bridge models, and even that part isn't fleshed out for VR experience. [h2]First, RTS part:[/h2] It is tedious and severely limited to a normal RTS game - even though you can deploy unlimited amount of units, you carrier has only one slow, and I mean [b]slow[/b] elevator for aircraft and one ramp for ground units. If first somewhat compensated by "Hold on deck" button, allowing to send two crafts in a short time, ground units take age to deploy one by one, despite ramp having space for 2-3 wide. The problems escalate more with deployed vehicles - ground units are EXTREMELY slow when on water, taking minutes just to get on an island when deployed from 2 kilometers away. This is compensated by Petrel carrier helicopter, but you don't have those 1/3 of the campaign most of the times (islands with blueprints are random). Both your and enemy units are extremely dumb - no flare usage, no any kind of maneuvers to dodge fire, can't even jump down the cliff, it's just straight pathing to a placed point and exchange of fire until someone is destroyed. Get used to enemy ground units conga-lining to the shore and getting stuck in a water forever. [h2]Direct control issues:[/h2] ...And partially a lack of balance - most vehicles are inferor for direct control, mainly due to being to slow and pretty unfun to play with (Point & click adventure). Armor exists, but not the armor angling. Cover exists, but it is mainly flat terrain or some rocks/trees, and enemy AI will go straight at you, rendering hull-down useless pretty quick. For flight - it is fun on a decent level, but it is fun as long as you have enough ammunition, which is... questionably balanced. A single Razorbill, starting helicopter with 2 slots), can clean up light, medium and with enough skill and luck - hard-level defended islands, just strap on some 20mm rotary cannons on it and fly kilometers over clumsy, packed ground units, lasering them with 2000 carefully unpacked shots. Aerial units are countered by Albatros/Manta (Slow drone/fighter) fitted with enough IR missiles, requiring more than 4 per island as an exception. But just don't forget that enemy wings will snap themselves flying directly at your AA missiles and CIWS, rendering island defenceless from air threat before approaching at 2km, which returns us to Razorbill + 20mm cheese. Why not missiles against ground threat? - They take 2 per single Seal, which is weakest unit. And that's enough about balance between ground and air units in direct combat. [h2]Logisticn't:[/h2] Many modules and most weapons are redundant for vehicles. Most you need is just stamping AWACs onto Mantas, lots of IR missiles USA can afford, 20mm and virus bots for your single seal from the start of the game. And fuel. You can pack up artillery shells for carrier, but artillery is very inaccurate and can't hit naval targets at all, due to shells not detonating when touching a single drop of water, and naval targets are real threat to you. You can pack up cruise missiles, which are kinda fun, but when you remember that you can lead only one and they're barely faster than Albatros, a rotor-based plane, you barely use them. They give a punch, but most will be rendered useless due to ground PD/those nasty -Fishes having CIWS (both can be partially dodged if you sway your mouse like having seizure before hitting target). You can pack torpedoes, and you need a lot, because you will miss LOTS of them on a single naval target, because there is range indicator, but no estimated range of activation for sonar and no estimated torpedo M/S. You can pack other stuff like Mule, Weasel, artillery cannons on vehicles, but majority of weapons are pretty niche considering bolstered meta of machinegun-IR mid-lategame. And Mule is just a joke of a vehicle - a supply ground unit for a game, where islands are small enough to cross them 3 times around with enough fuel for BBQ. [h2]Multiplayern't:[/h2] The game can support up to 16 players on a single carrier, or multiple carriers, or C vs C gameplay. But ask yourself - how fun it will be, when entire carrier can be most efficently manned just by 2 men? This isn't Pulsar, Barotrauma or Jump Ship - you don't have roles on your ship, and most time you will spend behind those 3 tactical terminals, directly controlling vessels... or waiting for them to return. Multiplayer with a big team is simply not fun for most crew, which will be a layabout, rather than addition. [h2]VRn't:[/h2] The game has VR support, but it's a fool's gold - VR is incomplete in it's current state. You do not interact physically with controls, you merely point at them with laser-finger and click your trigger button. Planes and vehicles are controlled like you play with a gamepad, instead of funny gimmic-like joystick. And the worst part - the game has all of those elements inside, but only as uninteractive models. All the switches, buttons, helm - they're here, just not directly physical for our VR experience. And there's also joysticks on control consoles, but those are pure decorations. Not even talking about other interior parts not being interactive for VR users. Played it both with Q2 and HTC Vive. [h1]Conclusion:[/h1] The game simply isn't worth it's money. Is it cool? It's cool, but purely on novelty. After hours you start to understand it's core flaws and severe unfinished, unbalanced state. Is it memorable? Yep. Good visual style, nice music, too loud carrier engine. Islands are pretty bare though. Will it change? Doubt. It's in the state of "finished game" with small balance tweaks and small fixes, no features and new gameplay mechanics will happend, mainly because TF2 janitor is updating this game in his spare time. You want proper naval futuristic RTS with ships and their systems? Consider [b]Nebulous:Fleet Command[/b] You want brige-based Co-op experience on a single ship with multiple systems? Play [b]Pulsar: Lost Colony[/b] or a new shiny [b]Jump Ship[/b] You want Carrier Command it should have been? Then get yourself [b]Carrier Command: Gaea Mission[/b] and forget about this unfortunate "sequel". A game of the past decades plays better than this one. I'm done with it.
If you have some autistic friends to play with. It is an absulute must! Watching videos doesn't give back the thrill of the actual gameplay, The thrill when coordinating with friends under multi angle high intensity combat, while managing logistics and keeping your drones alive. It is an amazing experinace!
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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