
Battle for survival in the skies of a mysterious future Earth in this unique action-strategy game mixing arcade combat, exploration, management and diplomacy. As giant flying ships wage spectacular aerial warfare, a prophecy tells of one who will save the world – could it be you?
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): 1.29/day in the week to Aug 25 → 2.43/day in the week after.
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 | $29.99 | 7Kreviews | 88% | — | $5.1M |
| $14.99−50% | 47ratings | 68% | — | 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 873 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 这三个游戏沾上一个之后能忍住不碰另外两个的家里要请高人了 [/h1] 把highfleet和airships:conquer the skies和cosmoteer互相对比一下:(大家知道有其他同类型游戏的请推荐一下) highfleet: +:世界观最全面,机制相对简单(不需要靠船员满船搬东西,至少目前版本是这样),物理效果最硬核,视觉效果最好 -:目前完成度最低,平衡性一坨,战斗时玩家只能出一艘船(三个里唯一一个没法大舰队互轰的),bug比其他两多出一大截(谜之代码甚至加大了写模组的难度,导致没有靠谱的再平衡模组) airships:conquer the skies: +:战斗方式多(三个都有火炮对轰,highfleet和他都有舰载机,未来版本的cosmoteer和他都有跳帮战),科技树完善,世界观第二完善,有周边游戏:失落舰队 -:物理效果最差,人物立绘丑的和GPS4一样,野怪比敌国主力舰队还难打,介绍里吹的最牛的浮晶系武器屁用没有,特殊的伤害计算机制导致你不能只绕着飞船做一圈装甲,唯一一个明摆着不让你造大船的 cosmoteer: +:战役模式里不用苦心经营一整个势力(既是优点也是缺点),三个游戏里唯一一个俯视角,能挖陨石开工厂当模拟经营玩 -:武器相对匮乏,数值逆天(谁家双联380射程只有240米啊),没有碰撞伤害(不能冲上去板载),完成度也不高,玩家一次只能在一个星系里有部署,世界观逆天(都是40K时代,科技还不如隔壁人类帝国,还得靠船员手动搬电池,未来感十足的船甚至不能自动灭火)
Born too late to deploy to the Middle East Born too early to deploy to the Middle East Born just in time to deploy to the Middle East
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.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian**languages with full audio support
Hours played at review time, across 876 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Пока мальчики мечтают о тепле от контакта с самкой, настоящие Мужчины летают на многотонных дизельных кораблях, бомбят города во славу империи и ссутся, услышав фразу "замечен тепловой контакт". Попутно одной рукой перехватывая сообщения от школьника, а другой листают учебник по геометрию Прохождение данной игры необходимо засчитывать как полноценную службу в армии и записывать в военный билет
Имперские мужики в форме на огромных летающих кораблях с огромными приборами уничтожают жалких пусси-боев на их мелких повстанческих кораблях обои скачать
Highfleet is one of those games that's easy to hate and hard to love. I must've dropped this game about 4 times before finally just committing fully and beating it. You're expected to fail initially. In some ways, it's a roguelite where your progress before contributes greatly to your next run allowing you to build a stronger fleet using ships you've created in the workshop. Don't let anyone tell you you can't beat the game using vanilla ships. You absolutely can while making modifications during your campaign. Once I understood the admittedly complex UI, ship customization, and intended strategy, I grew to love the game, but damn is it still hard to love. The strategy and tactics are much simpler than you think. This is not a wargame, 4x, or grand strategy title. It's a wargame-lite with a strong emphasis on guerilla tactics mixed with arcade flight combat. There is absolutely simulation, but this is NOT a sim. There is no logistics, no diplomacy, no city management, fuel is infinite, ammo is infinite, morale is as simple as just keep it above 0 and you can still get into combat. Combat isn't even tactical. It's mostly skill based flight combat where you only control one ship at a time in your fleet attacking around 4 enemies at a time until their fleet is depleted. If that sounds unfair, well it is. It's an arcade game with simulation. You can black out from high-g maneuvers, there's simulated bullet ballistics and penetration, engines overheat, fuel is gradually lost over time, burning fuel or ammo must be extinguished or they'll explode, ammo is loaded in real time by your crew. It's very deep and extremely satisfying. The presentation must be applauded. The art is all beautiful with extremely detailed portraits. The UI is perhaps the most immersive and diagetic I've ever seen. The game oozes atmosphere with its tense soundtrack feeding into the feeling of being outmatched in hostile lands. The pixel art is incredibly detailed with distinct ship designs and the damage model is one of the best I've ever seen. Every piece of a ship can be taken apart and that applies to combat. Antennas, missiles, guns, ammo, generators can all be destroyed with real time tracking on the HUD showing you how damaged these pieces are. This affects gameplay. Destroyed engines makes it hard to maneuver or even stay in the sky. Broken generators make aiming significantly harder. What applies to them applies to you. Battles can get down to the wire with your ship barely hanging on by a thread as your ammo quickly burns with no extinguishers left. The skies are black with burning diesel and escape pods. Your crew panic as they inform you of how little fuel you have left as an alert noise beeps endlessly. Few games can match Highfleet's intensity. Where the game's depth shines is in its granular ship builder. I've spent hours just building a single ship over the course of weeks fine tuning it to be perfect. It's impressive how much you can make with surprisingly not that many pieces. There's not even 10 guns (and half of them kinda suck) and yet the ship designs can be so varied and unique. It's no From the Depths, but it is deep. So why is the game so hard to love? Where to begin? I enjoy the writing quite a bit. There's good lore, but it needed more and it needed better. The dialogue system is atrocious. It's total RNG where you can be presented with options that all make you lose loyalty guaranteed. What kind of ♥♥♥♥ is that? That's not even getting into the fact that there's no actual dialogue. It's just vague descriptions repeated ad nauseum. A huge missed opportunity for world building. The story ends on an abrupt cliffhanger with no real conclusion. NPC interaction is too far and between to make the attribute system mean anything. I just ignored the World Kindness stat and let it hit the negatives as I committed war crimes. The UI is good, but not as amazing and some people claim mainly because it's just not that intuitive. You can't scroll with the mouse wheel to see all the ships in your fleet. You have to click and drag to scroll. However, you can only turn the IR scanner knob with the mouse wheel. Left click doesn't work. Why? There's no save loadout option when modifying a ship. You have to click off the ship for the game to prompt you to ask if you wanna save. You can't delete any loadouts in game. You can't delete any ship designs in game unless you start a new game. You can't select specific ships you want refueled in a fleet. There's no way to split fleets without leaving town. There's no way to individually assign Shipyard parts like missiles to fleets in case you want them to land and reload somewhere. If you use the ruler to measure distance, which you'll need to do to see how fast or far an enemy ship is from a given destination, it shows you the exact distance until you left click to place it, then the number just disappears from the war map. When you're attacked by a long range missile, you can't select which ship to control to try and shoot the missile down (VERY ANNOYING). Crew being less than 100% affects literally nothing besides maybe morale rate (not sure). The tutorial just sucks and the manual doesn't provide enough detail to explain how the game actually works. People are still confused and argue over mechanics 4 years later. This is an indie game. A slavjank game at that, so it's often very rough around the edges. It used to be much worse with earlier versions having reinforced hull function better as armor than actual armor. I also wasn't a fan of 1.16's change to AI to make them spam missiles in combat constantly turning every battle into a frenzied mess of endless beeping with the screen being pitch black from dodging non-stop. The game is really quite great once you get past the high barrier of entry, but it could be so much more. Take a page from Jagged Alliance and add more 4X elements and role-playing elements. Make cities serve a logistical purpose that can be captured and used for the war effort. Make those same cities re-capturable by the enemy with the ability to train militia to protect them from enemies. As is, it's fun and intense, but with not enough of a dynamic campaign, strategic/tactical depth, or compelling complete narrative to make it endlessly replayable. In short, it's repetitive, but it is one of a kind. (8/10)
I really enjoy this game; it's complex, has a really cool modular ship building system, and has a really cool aesthetic. I would recommend this game, if not for the fact that today I've encountered a "rare" almost game breaking bug twice just today. I select a single ship as a strike force, send it to an enemy city and conquer it. Afterwards, I land the ship in the newly liberated city, to wait for the main fleet. By the time the main fleet arrives an hour or two later, the strike force ship is gone. Disappeared. There are no components in my hold, their morale was 7-8 so they didn't desert. The first time I thought I hadn't paid attention to the landing, so I restarted and did the entire run again, making sure to be gentle with my landing. Lo and behold, it disappeared again. Searching online, it appears this has been a bug for years with no fix from the dev(?) I really enjoy this game but I can't recommend it. Playing it just to restart each run in the first hour, or accept that up to a quarter of your starting cash will be lost is incredibly frustrating, especially in a game where funds are crucial and hard to come by in the beginning. I would change this review/return to play if the dev rolled out a bug fix that finally took care of this issue.
Unironically one of my favorite games amongst several years and several hundreds of unsatisfying experiences. Taking place in a Dune-esque world you command various giant steel methane fueled sky ships to do battle. On the campaign map you must manage strategic resources, your fleets sensor capabilities, radio interception, planning, navigation, and decision making while taking on stationary garrisons, roaming strategic level assets, strike groups of heavier ships setting out to destroy you. Map level you'll deal with missile threats, strategic planning, jamming, positioning, and threat management. Down in the battle you'll be duking it out managing ship design, combat fuel times, damage mitigation, damage targeting, and fire suppression. Overall this has been my come back to game of the last four years, and I would suggest the experience for anyone willing to deal with some growing pains that aren't absurdly punishing.
Amazing style and concepts, but it hurts my hands to play. Shame they stopped supporting it before they finished the gamepad controls, could have made an amazing steamdeck game.
- Обнаружен тепловой контакт! - Новый тепловой контакт на радаре! - Внимание! Визуальный контакт!
a game so good I saw the pirated version and bought my own copy to support the developers
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.1M | 3K | 77% | $19.99 | |
| $1.1M | 1.4K | 77% | $25.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 47 | 68% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.1M | 31.9K | 95% | $4.99 | |
| $5.1M | 7K | 54% | $59.99 | |
| $5.1M | 7.4K | 86% | $17.99 | |
| $5.2M | 19.6K | 94% | $9.99 | |
| $5.1M | 8.3K | 85% | $29.99 | |
| $5.2M | 13.1K | 55% | $19.99 |