
Take command of your hand-tailored fleet of space warships and use realistic radar, electronic warfare, advanced movement controls in 3D space, and precision targeting to outmaneuver and outwit your opponents in a simulation-heavy tactical space game like no other.
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): 1/day in the week to Aug 26 → 1.57/day in the week after.
About
Engage in intense tactical combat across the vast expanse of space in this heavily simulation-based tactical game featuring everything from kinetic and beam weapons to realistic radar and electronic warfare. Take command of a fleet of space warships tailored to your exact play-style and battle the enemy in single and multiplayer skirmishes, or dive into a narrative campaign – solo or with friends – to lead a strike-force behind enemy lines, managing a limited supply of fuel, munitions, and ships in the face of a growing rebellion.
NEBULOUS: Fleet Command seamlessly blends the thoughtfulness of pre-mission planning, tension of battle decision-making, pressure of real-time action, and pain of inevitable sacrifice into an intense tactical space game that will keep you reflecting on every decision – and mistake – for hours after each battle.
It's in your hands, Commodore.

Take unparalleled control of every unit right down to their individual hardpoints. Keep your entire fleet together, dynamically split off task units, or give each ship its own assignment. Large maps with lots of cover and radar occlusion make methodical positioning and sight lines critical, and massing firepower in one place is not always the best solution, as the enemy could come from any direction in the fully 3-dimensional battlespace. Covering your retreat is always in order.
Group your weapons and task them to different targets or focus fire with everything you have, but bear in mind that weapons have compounding benefits and drawbacks, all of which can be compensated for and planned against. Selecting the appropriate weapon to engage a target is as impactful as deciding which targets to engage at all.

Intelligence is key to victory and your situational awareness is never a given. Asteroids and gas clouds can hide ships behind their radar shadows, preventing sensors from detecting their presence, and ensuring illuminators and fire-control radars are unable to mark targets for missile systems.
When out in the open, electronic countermeasures take the lead as they attempt to jam, scramble, or otherwise mitigate enemy sensors on board their ships and missile systems alike, and ships can opt to run cool, turning a variety of systems inactive in order to more easily hide from detection at the cost of some functionality. Finally, a well-designed formation can provide an extra layer of defense with picket ships screening for capital ships – but multiple ships moving in close proximity produce a larger signature, making them more easily spotted by enemy sensors, especially when exposing a larger face to the enemy.
Occlusion, passive signal detection, balancing radar signature size, and the ability to deceive the enemy makes the fight for intel a critical part of every battle.

Face a growing rebellion in the narrative campaign as you take command of a small strike-force operating behind enemy lines, adapting to its strengths and weaknesses as you face off against increasingly capable enemy forces. Play alone or with friends as you jump from battlespace to battlespace and balance the risk of engaging with secondary objectives that might strengthen your fleet while putting your limited ships in harm's way to accomplish them. Scavenge munitions and fuel from installations and destroyed enemy ships, modifying your arsenal and tactics to overcome evolving circumstances.
Meanwhile, skirmishes against the AI and human opponents allow you to test your mettle in isolated combat scenarios, where fleet design allows you to choose between multiple classes, configuring everything from their munitions storage, power supply unit, and electronic warfare capabilities to their damage control systems, point-defense capabilities, and armaments – right down to the types of missiles each bay carries.
A point cost system keeps fleets balanced as you design battleships, cruisers, frigates, corvettes and more, arriving at the battlespace with little idea as to what your opponent might be fielding. Scouting enemy fleet composition and adapting to their designs will be essential to securing victory, and at times you may spend half the battle (or more) trying to accurately determine your adversary's capabilities so that you can strike with precision and force. Express your tactical identity through the design of your fleet, and each individual ship within.

Each system and subsystem aboard your ships perform specific tasks and are tracked and simulated individually. Their position on your ship can determine optimal facing when unleashing a salvo, or the risk factor when enemy systems open fire. Vital systems should be protected with the help of point-defense systems and defensive maneuvering that presents auxiliary systems towards incoming fire while keeping essential systems hidden behind the armor plating and hull.
Damage is modeled for individual components, determining which ship systems remain active under enemy fire, and damage control teams work rapidly to repair what they can as they move from compartment to compartment. Retreating from active combat to repair damaged components before re-engaging is not only a viable strategy, but at times, an essential maneuver, and in a worst-case scenario, a ship with a breach in its reactor can be quite a potent weapon in its own way.

NEBULOUS has extensive modding support, with hundreds of player-made mods available on Steam Workshop including new maps, ships, weapons, and more. Use the robust Campaign Editor to design your own narrative campaigns, complete with cutscenes, scripted events, custom fleets, and the tools needed to tell and share your own stories in the world of NEBULOUS: Fleet Command.
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 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Don't buy, DEVs banning people based on who they like. Official discord is basically cancer and apparently the player base is stagnant. To bad because I was waiting for the campaign to get into this one. Will try to get a refund.
Now that theres a campaign and more than just fleet editor and skirmish (both of which are good) I can finally recommend this masterpiece. Homeworld type controls with solid more realistic and complex RTS combat.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.4M | 5.4K | 75% | $22.99 | |
| $4.4M | 33.1K | 80% | $5.99 | |
| $4.4M | 2.6K | 54% | $69.99 | |
| $4.4M | 16.7K | 69% | $9.99 | |
| $4.4M | 6K | 87% | $19.99 | |
| $4.4M | 9.5K | 91% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $484.1M | 377K | 90% | $49.99 | |
| — | 0 | — | — | |
| $3.3M | 7.6K | 82% | $14.99 | |
| $10.4M | 9.6K | 79% | $39.99 | |
| $893.2K | 1.3K | 77% | $19.99 | |
| $168.9K | 370 | 89% | $11.99 |
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
Hours played at review time, across 852 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is very interesting, very cool, well thought out. however as of current release it's just not done enough to give more than a few hours of playtime. Wait till release.
always liked the game, utterly ridiculous anyone would complain about consequences for the vile and hateful Arch (no longer Warhammer because Warhammer gave him the boot for his virulent racism and spamming of slurs too)
Genuinely unique game that delivers a really, really engaging RTS that fully plays to the advantage of being about large, simulator-y* ships in space. Large: Rather than being a single health bar, ships are made of components that each take damage individually, leading to degrading capability and no "healing back to full health". There are small fighter craft too, though the main focus of the game is on anything bigger than a corvette. Simulator-y*: I'm personally not that big of a military or mechanics nerd, so I can't speak quite to what era of ships these are (I see Cold War tossed around a lot), but the game simulates radars and jamming, RCS changing depending on angling, and all manner of missile guidance and electronic warfare components. In Space: 3d space really matters. You aren't a line of ships across the horizon, you can attack from above and below, roll your ships all the way over to present new armor and weapons, and can maneuver your ship so that you're facing one direction while moving in another. All that being said, this is a game with a learning cliff. There are people eager to help new players out in the community, but it's just as easy to play a match and die without even understanding what's happening.
the controls of this game are awful
A fantastic little 3D real-time tactics space navy simulation game. The learning curve is certainly steep. Loading in for the first few times is overwhelming just trying to get your ships to move and shoot, and once you figure that out there are many more mechanics to learn. It's definitely a process. The flip side of that is the possible depth of mastery. Managing the heading, weapons/jammers and damage control for multiple ships simultaneously while also thinking about which enemy ships you haven't seen yet and how you will engage with them on your terms is a rush and coming out of it alive feels badass. I overcame the learning curve by playing skirmish against the AI for each starter fleet until I could understand how they worked and reliably beat them. It's not the same as a human opponent but it is a good way to learn how different weapons and tactics interact. Plus you get to do it at your own pace. Co-op skirmish against the AI works similar for getting friends into the game. I haven't engaged with PvP much so I can't comment on the nature of the players who you would encounter in public games. This is definitely the type of game (in terms of mechanics) where you can spend 15 minutes getting into combat and then die basically instantly because your opponent has the right loadout to hard-counter you. The advantage of bigger teams is that someone on your team will have what is needed to counter whatever the enemy brings (if fleet selection is done thoughtfully). There is a solo/co-op campaign coming which will give individual engagements meaning and flow on effects for subsequent engagements. Should be good for people like me who tend away from PvP. For me this game fits perfectly into its, sadly underrepresented, niche.
I love this game so much it's ruining my social life. Okay the learning curve is absolutely insane and it being a primarily multiplayer skirmish game(campaign is coming very soon but not out yet) means you will spend hours in the shipyard building ships only to receive a BRUTAL reality check very VERY quickly during the match from much better players. And even if you did do a good job building your ships chances are high you don't know how to use it and will die anyway. Be forewarned! But, but, the community is very accepting of new players and their mistakes, very eager to help and to explain how everything works and why your great build you spent 3 hours making is actually very very stupid(and they're right). And once you do get a grasp on things? Oh boy, tell your wife you'll see her in 20 hours because that's how long you will be glued to the screen per day, spend the other 4 getting a good divorce lawyer which you will need once your Nebulous addiction takes your marriage. Very good game arleady and getting better with every balance and content patch. You will read a lot of people here complaining about there being only a handful of builds which actually work, which isn't true, you CAN make EVERYTHING work very well if you know what you are doing, problem is, there is indeed only a few builds that are both forgiving enough to be used by new players and still just as effective as anything else, which is perhaps what most people are complaining about. The fact that the factions are very asymmetrical(is awesome) doesn't help new players. I see a lot of complaints about missiles in the other reviews Well if you find that it's impossible to stop all missiles with PD, then you're absolutely right, because you shouldn't be doing that. Hardkill (PD) and Softkill(Electronic warfare) are supposed to be used in tandem to jam a third of the missiles, decoy another third, and the final third actually hardkill. Remember, with proper missile identification and quick reaction every missile in the game is theoretically soft-killable without your PD even firing a shot. But again, learning curve, you need to know what EMCON is, you need to know how to BSHORT, you need to know you have to bring chaff, you need to know how to self-illuminate chaff to fool semi-active homing missiles, you need to know how to offset jam to drag Home-On-Jam missiles away from your valuable assets. All this takes time, effort, and hundreds of ships lost to missiles to actually start respecting them enough to bring all that ♥♥♥♥ rather than skipping it to bring another gun. Preaching to the choir as I myself didn't learn this yet, i drop chaff, emcon, cut drives and hope hardkill will save me and if that doesn't work I die(I die a lot)
Controls are goofy Minimal singleplayer experience Some weapons blantantly better than others
Highkey fire. Community is chill and helpful (some cringe people but what can you do?). Game is fun to play unless someone brings an OP strat that isnt you, because afterall, its balanced and fun when you bring it. Quite hard, you will lose your first game but nobody would care because they have all been there. Try it out and dont be mean!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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