
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 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If I could give it a neutral, I would. This game has excellent premise, the battle ends up looking and feeling pretty good, there are no noticeable technical problems, but... It often feels like the game hates the player. There's a severe lack of qol stuff and some decisions are outright anti-player. Tell me, why in this deep strategic game about long range voidfleet battles we can't have permanent makers for the last known enemy position and movement vector on map? Are we not supposed to have, idk, STAFF IN OUR COMMAND ROOM FOR THIS VERY PURPOUSE, if we're following the realism track. Why am I supposed to keep it in my head all the time when there's so much going on. Yeah, it's skill issue, certainly. It's also a massive qol issue and it's a major reason to never develop any skills for this game whatsoever and just uninstall. The hit report is non existent. Honestly, you barely get any info on the enemy whatsoever. Even with visual, the only way to judge fire effectiveness is to zoom in yourself and look if their thrusters have flames in the proper direction or if there are fires where they aren't supposed to be. In what world is it sane for there NOT TO BE AN autoreport. It's as if this very reallistic game implies that you're the only officer (or even human) on board and have to do all of it yourself. Also, why are controlls so inconsistant? Setting ship, fighter and missile routs all use slightly different controle scheme for no discernable reason. Why, WHY?!&!!?!@#$ It is so infuriatingly confusing.... Coop is underbaked. The formation function doesn't seem to work for the allied fleets, wich turns any group manuvers into micro hell. Also, the accessibility feature for their course plotter implies, that the devs are aware that it's not particularly well made, but instead of coloring the horisontal and vertical planes differently, they made the same white lines fatter with this feature. Thanks a lot, it doesn't help whatsoever. Honestly, while writing this review, I'm very much inclined to give it a negative, but the game is unique and the devs seem to be working actively on it. Maybe it will all improve one day... Who am I kidding, the og community is made up of reddit yes-men that will undoubtedly come tho this review's comment section as well.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
Hours played at review time, across 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wish I could refund the game honestly, when I bought it things were looking bright.... there was a livley moding community with a promised conquest mode on the way.... Then the dev decided that they didn't want to do a conquest mode because they didn't like the fact that logistics wins wars, scrapped almost all the plans that were related to that that were a large chunk of the reason I bought the game, and decided to replace it all with a linear as ♥♥♥♥ campaign that removes the ability to design your fleet (the other key selling point of the game) all for tight control because logistics is scary. In the off chance a dev actually sees this, yes it is understood that the side with the better logistics would have won conquest.... that's the point of conquest.... just ask any strategist through history how important logistics is... I would have thought a game that tries this hard to be grounded would have understood that and that its the selling point.... Oh and that modding comunity? Its pretty much a ghost town now.... Game is no longer worth it, to the point that it gets to be one of the few that I actualy review.
This game is multiplayer only and lets just say that the playerbase is uh problematic at best. Coupled with an almost vertical learning curve, bad tutorials and an insular community thats openly hostile to new players, i cant really recommend it. Especially after they canceled work on the single player experience(domination)
[h2]从23年初保护国更新的时候就入了,感觉这个游戏该玩的内容都玩到了但是从来没说过什么,这次感觉太难绷了还得说点什么。[/h2] [h3] 这个游戏是什么? [/h3] 本质是个点子游戏,点子不赖,搞了有意义的三维操作,和家园之类的在z轴上几乎无意义操作不一样,这里的z轴同样是地图设计和游玩体验十分重要的部分,喜欢卡山伸缩打前面的人小心被头顶或者屁股底下的人突然钻出来打个半死。 [h3]发生了什么?[/h3] 不玩自己游戏的作者,由于*某些原因*[spoiler](我并不是很想在这里讨论什么争议性话题)[/spoiler]反正精神看上去越来越不正常,产能低下的同时在这个长期以来几乎没有pve内容的游戏里天天捣鼓他那个pvp平衡。他捣鼓就捣鼓吧要是有点成效也行,但是在nebulous的宇宙里平衡有成效不大可能,经常同时给一方发两三个加强然后在另一方的对位装备给一刀砍死。导致我目前觉得最平衡的版本其实是保护国大更新以来的[b]第一个[/b](!)平衡patch。 [h3]他做了个什么?[/h3] 并不是怎么硬核的游戏和还可以的自定义程度。其实大家是六十年代海军飞上天,船开的快一点炮射程短一些然后使用没比冥河和白眼瞎强多少的制导武器来炸人。大船满速度大概25-30m/s,火炮射程8-11km,超高伤害的粒子束射程6km,雷达范围10km上下,导弹射程20km以内,飞机航程30-40km,地图有效范围一般是20km直径的球。为了让这个澡盆也可以有侦察和情报方面的玩法,发射机的增益分贝数其实在公式里是乘上去的而不是化为他应该有的十的多少次幂,也算是可以理解的为了游戏性导致的取舍。 自定义方面不能自定义船,而是在一定的舰队总价值限制以内自己拿各种船壳子自己决定塞什么零件用什么武器打什么导弹开什么飞机。导弹和飞机也是限制从几个导弹壳子以内自行定制导引头、战斗部和发动机,还可以加钱让你的导弹更好穿透对方防空。当然了这样的话就要自己考虑是你加钱突防率高核算还是省点经费多买导弹多打两个人更核算。 [h3]新的战役更新怎么样?[/h3] 史啊孩子们,这个战役更新最有用的只有他那个半成品战役编辑器。 首先说这个官方战役,官方剧情属实难绷,闹了半天原来是经典阴谋论那一套,孩子们他真再搞下去我们就要喜迎大护国公了(难视)。设定吃来吃去,导致搞社区汉化那一批人查设定全被他吃书的速度气笑了。 装备发的难绷,护卫舰设计的不能护卫因为自己出门就要被莱阳钢管炸的全家升天,航母设计丑到爆炸,轻巡赶不走小船一不小心还会被两个改装的快艇经常一轮导弹送走,装备的所有导弹几乎没有一种好使的。但是你的敌人反而拿着全是长期pvp卷出来的各种装备,最后你要两条炮船打对面六条炮船然后发现为什么每一条炮船都要打半年的真相。 关卡设计弱智,大地图看似有一点自由度但本质上你不按最佳路线走会导致严重卡关,开局一人二狗军队全靠捡很明显是学highfleet结果学到流口水都没学明白。战斗上因为他写不太明白AI的行动,结果强度都在剧情杀跳脸杀火星兵初见杀上,换句话说其实这个战役最好玩的只有第一次玩和联机玩,因为后面就全都背板知道会发生什么了。*剧透警告*[spoiler]crucible-lamplight-iron spindle这三个关卡看似随便选一个都有路,但是本质上crucible不拿轻巡直接打lamplight就要两条炮FF刮火星兵刮半年,如果不打lamplight想着直接带个轻巡去iron spindle会因为没有拿电子战船被指令弹开局送走半条命,而且这一关开局前面放点人打导弹吓住你然后马上就会给你出生点刷两队火星兵打你屁股。船厂说是要来追兵赶紧修完走人但实际上给的时间根本不够修船只能再打一架。海军弹药库的困难难度开局禁止操作因为要看cg,那么放实时演算cg的时候他在干什么呢,他偷偷整了两个重甲船毫无提示刷你脸上,放完cg他就要开炮。最后的七仙女关更是堆怪高峰,两条重巡一个轻巡和一群护不住人的护卫舰开局吃导弹然后防小艇最后要大战一群跳脸炮船,一个不留神就容易出战损然后发现死了任何一条输出的船都会大幅延长这关的时间。[/spoiler] 本质上战役更新只有他那个半成品战役编辑器是有用的,至少不用以前社区几个大能自己做的编辑接口自己写脚本做战役了(这也导致以前几乎没有战役,Exception To The Rules差点成了独苗)。那么问题来了,这个作者亲手写的编辑器他有严重的内存泄漏问题——而且因为作者不是科班编程出身,他硬顶着这个内存泄漏的编辑器搞了半年多的战役。评价是电子游戏作者一定要会写代码。 战役这个东西本身也是胎死腹中的conquest剩下的石块拼拼凑凑给我们炒了个冷饭,见去年这段时间的差评大赛就知道了,不多赘述。 [h3]mod生态如何?[/h3] 好消息是有创意工坊,坏消息是在线人数非常少,玩mod阵营多人游戏的更少。大多数不是地图类的mod都面临着找不到人和你玩的问题,最后只能在船厂当摆件。 [h3]推荐入手吗?[/h3] 首先游戏里pve内容很少,AI蠢到抽象所以大多数游戏内容都是专注pvp的。但是游戏引导只能说奇差无比,很多东西都藏着掖着不告诉人,全靠老登口口相传才知道为什么某一种舰队要这么配置或者不要这么配置。如果自己摸索,那很不幸这个游戏在线人数长期半死不活,所以经常可以遇见老登吃小孩甚至老登组团吃小孩,自己摸索出来的东西被老登随手两脚踢死很难称得上有什么游戏体验。总之如果你在这个时候问我这个游戏好帅要不要入坑,那我的答案是: [h1]快跑![/h1]
Drama over a certain who shall not be named Nordish youtuber.
Game is great, too bad the devs are left wing thugs who police their community on the “politically correct” views. How about having an apolitical game and not speak on politics, if I could refund I would. If you have this wishlisted go ahead and keep it there, these communist tyrants don’t want you playing their game unless you drink their flavor of koolaid.
good depth but just the same group of dudes circle jerking eachother with the same build over and over. Also seem to police wrongthink in the discord quite heavily. Expected behaviour from volunteer discord mods on a power trip. Avoid.
It's simple, don't play this game. You will always get outplayed. You can have a completely fine team comp, you can have a completely fine ship design, you could have the blessings of any god you choose. You will still get rolled. I'm relatively sure a good 90% of games I have played I have lost, I have 400+ hours, there is a learning curve, this is not from a newbie. I have learned from games I have played in the past to perfect my craft, does it matter? No, no matter how much you learn there will still be somebody there that will screw you over. If you play aggressive you will get punished because you're "overreaching", if you play reserved you will be singled out by a 3 player push. I'm just tired of losing while playing a good hand. You can call me a defeatist but after a pattern of tens to twenties of games in a row losing while outputting decent damage or at least having good plays, it kind of seems like a lost cause. Why start the game if I KNOW for a fact no matter what I do the same outcome will come. This game is great in theory, I really do love the idea behind it. I just can't stand to play it anymore. I don't want to keep playing games that don't feel good to play, because no matter what you put into it you're not rewarded. I've just played 10 games and lost all 10 in a row in casual lobbys. That being said I don't really think it's a game design problem? moreso a playerbase or matchmaking problem. The playerbase is nice I guess? I didn't really feel welcomed in the discord but I wasn't exactly shunned. This isn't a large game, so many of the players that you will see are well experienced, if not experts. I enjoyed the game hundreds of hours ago when i played blue on blue in reserved beginner lobbys, since really anything could happen during the match with people experimenting and learning. But much time later now that I'm a silver it just gets boring playing against the same old fleet designs. I don't think I'll be playing this game for a very long time,
Banned their own modders, because they watched a youtuber they didn't like, now they are freaking out attacking players. Nice. Terrible company, horrific display of anti-player behavior.
Repeated someone else's review as it perfectly echoes what I myself believe. I bought this product and supported it from the very start. suggested it to all my friends. It turns out someone of my opinions as basic as they are would be banned and abused in the very games official discord with absolutely nothing done about it from the moderators this publisher has in their service. Its a shame the developers have to suffer because of what their publisher is and how they act. but these are the beds we make. and thus must lie in it. -The game is fine, it's the devs that are the problem. Leftism is a disease which can only be excised, nothing more, nothing less. Don't support leftists. Spend your money on people who won't disrespect you or want your life.exe uninstalled for simply being yourself.
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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