
From the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in modern naval conflict campaigns. Use your advanced naval weaponry and sensors to respect rules of engagement and defeat the enemy forces in a tense fight for initiative and air/naval supremacy.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best AU #85, worst CN #98 · 3 markets collected
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): 9/day in the week to Aug 24 → 12.43/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
After hostilities have broken out in Central Europe, the race is on as a pressured US Navy escort force battle off Soviet bomber and submarine attacks on a perilous quest to reinforce NATO defenders in Europe. Meanwhile, in the Persian Gulf, the conflict between Iran and Iraq risks escalating into a larger confrontation between superpowers as both sides indiscriminately attack neutral merchant shipping. And in the Norwegian Sea, an outnumbered Soviet surface force challenges the might of a massive US Navy amphibious force bound for occupied Norway...
Brought to you by the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in a modern naval conflict. Whether it's gunning it out with Boghammars in a surface duel, fighting off aerial attackers armed with long-range missiles, or hunting for enemy submarines with aircraft and surface ships, advanced weaponry and sensors are at your disposal.
Can you successfully hide your forces while detecting and tracking theirs? It is up to you to play an advanced game of cat and mouse on the high seas, to seize the initiative and attack with the advantage of surprise on your side. And at all times, you have to observe rules of engagement and take care not to cause an unnecessary incident that could lead to escalation. After all, you cannot really be sure just who that radar contact at 30.000 feet is, can you?
Gameplay focused on the Cold War era between the 1960s and 1980s
Over 200 naval units, including original ships and submarines, and more than 100 aircraft
Full-featured Mission Editor
Global map available for Mission Editor; create scenarios in any region on Earth
Rich variety of historical and fictional single scenarios, for all factions
Linear Campaign (non Dynamic) with branching options and story events
Dynamic Campaign - theater scale (beta version launching mid 2026)
Pausable real-time controls with time compression options
Dynamic time of day and weather per scenario
Complete support for modding, including 3rd party asset loading
Support for Steam Workshop, with over 4,000 submissions as of January 2026
Custom soundtrack with unique tracks per faction
Real-time combat
Advanced flight and ship physics modeling
Realistic aircraft carrier flight ops, with configurable simulation level
Advanced sensor modeling for radar, sonar, electronic countermeasures, and visual identification
Save and load games anytime and anywhere
Detailed, accurate 3D graphics with meticulously researched ships, submarines, and aircraft
Historically accurate squadron liveries, callsigns, and serial numbers for almost all aircraft
Over 150 weapon systems and 100 unique ground objects, including vehicles, SAM sites, airbases, and buildings
Dynamically generated real-world terrain
Continuously improving AI utilizing real period-correct doctrine
Below is our currently planned early access roadmap for Sea Power.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1212 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
AIRCRAFT AI HAS BEEN FUNDAMENTALLY BROKEN AND UNPLAYABLE SINCE EARLY ACCESS AND DEVS ARE NOW PUBLICLY SUPPRESSING CRITICISM OF THIS FACT ON REDDIT. PERFORMANCE (EVEN ON AN RTX 4070 SUPER) REMAINS A SERIOUS ISSUE. BUYER BEWARE! The game is fundamentally broken and not playable as anything other than a pretty tech demo. The pace of development has been glacial, and the developer has started cracking down on people calling them out for it in the online spaces that they control (i.e. Reddit). This game purports to be a fleet-level modern naval combat simulator, however, modern naval combat is actually more about air assets than it is about ship-to-ship combat and the aircraft AI and user interface is absolutely ATROCIOUS and has been this way since the game came out into early access nearly two years ago. 1. Aircraft disobey orders and spiral up into outer space 2. Aircraft will often go nose down into the ground during air to air engagements (devs removed terrain collision as a lazy hack to prevent players from getting too frustrated) 3. If you let your aircraft go weapons free, instead of automatically engaging the group of migs bearing down on them 40 km out, they will beeline towards some random aircraft that has been detected 100nm away. 4. When a missile is fired towards your aircraft, it will not begin evasive maneuvers until it is way too late. This happens even with radar guided missiles where the pilot would know a missile is coming the second it is launched. 5. Aircraft AI will often disengage and fly off in a straight line once the engagement goes from BVR to dogfighting. 6. Aircraft AI does not coordinate engagement of enemy aircraft so your flight will often send multiple missiles to the same target, instead of shooting at all opposing fighters to force them into evasive maneuvers. So what does this mean? It means that in order to get intelligent behaviour out of your aircraft, you need to pause the game, fight with the horrid user interface, issue specific orders to each aircraft individually, then unpause and run the simulation for a few seconds, and then pause again, and update EVERY SINGLE PLANE's ORDERS, and then repeat this tedious process until the air engagement is over. If you're playing a large mission, you might have 2 or 3 air engagements happening simultaneously involving dozens of aircraft. So the amount of micromanagement can quickly spiral out of control, making the entire scenario unplayable. Ship-to-ship AI is in a better state, but that mainly comes down to how simply ship-to-ship combat is modelled in this game. Here's your typical ship-to-ship combat gameplay loop: 1. Use airborne radars to find the enemy surface group 2. Wait until the surface group gets in range 3. Alpha-strike it 4. Win Another serious issue is that performance, even on high-end specs, has been a serious issue that has gone largely unresolved. As you play a scenario, performance will degrade over time to the point of unplayability. The only way to fix this is to save, restart the game, and re-load the scenario. However, even the save feature is bugged as saving doesn't perfectly save the state of the game. So you'll reload the scenario to find things have changed slightly. Finally, another concerning development is that the studio is starting to use its control of online discussion spaces to steer the discussion of this game away from these fully justified criticisms. Recently a user on their subreddit was publicly threatened with a ban for being critical of the slow pace of development on fixing the broken AI. Bottom line: this game is a wait-and-see. DEFINITELY don't buy into the early access. I regret my purchase.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Russian*, Simplified Chinese*, French, Spanish - Spain, Japanese*, Vietnamese*languages with full audio support
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
First of all, this game is absolutely beautiful. The graphics are stunning, and I love having the ability to switch POV to any unit or element in the battlespace. I have never used the F12 button so much. That being said, there are some opportunities for improvement. - The game needs to offer the player the ability to create patrol areas on the tactical display and assign units to them. - Also need to offer more Harpoon missile controls. Even basic SWG-1A features (e.g. waypoints, ability to select pop-up vs sea skim, etc.). It is frustrating that you cannot create a "simultaneous time on top" (STOT) attack, which is really what makes the Harpoon so effective. - Proper tactical brevity phraseology. Nobody says "Roger, go to altitude three zero zero zero" - they say "Roger, go to angels three". Hearing "Bingo", "Feet wet", and other common prowords would definitely enhance the experience. - Units need to report when they are being fired upon. IRL, somebody would be screaming over the comms if they had inbound fire. In the game, you only get a report if they've been hit. - Need the ability to light up a target with FC radar without firing at them. The is a critical tool that is not reflected in the game. The player should be able to "assign" a target to birds vs. "engage" a target with birds. - The Formation Editor is clunky and hard to work with. It would be nice if it were more intuitive. Overall, the game is a lot of fun. Even though a TAO's entire watch is spent looking at a tactical display, it's still nice to be able to run up to the bridgewing and look at the other ships in the formation, see the helo being launched from the flightdeck, or even just watch the magnificent sunset. The game definitely captures that feeling.
海权这样一款以冷战时期海空战为题材、玩法偏硬核的游戏能够取得现在这样的热度,要极大地归功于丰富的mod、大量内测志愿者的建议与反馈、相对(战争雷霆等游戏)良好的社区环境。 那么我们敬爱的海权开发组和发行商在过去半年内干了什么呢? 首先,是频繁改动已经成熟游戏机制和底层代码,频繁导致大量mod无法正常游玩,极大打击了mod社区的热情。而水面编队航行、单位与地形的避碰等自发售初就存在的、亟待改善的机制缺陷却没有任何解决方案。 其次,是学习战争雷霆的先进经验,积极搞游戏强国。美海空单位最好是应有尽有,没有的也要捏个架空船。如垂发版提康德罗加、斯普鲁恩斯、f18、架空的阿拉斯加级。而对北约其他国家则是一种爱咋咋地的态度,皇家海军从去年拖到现在依然没有上线。对红色阵营的单位更是如bvvd对非俄联邦玩家一样打压,对玩家要求加入冷战末期中苏先进单位的要求不是置若罔闻便是以“超出时间线”为由拒绝,尽管时间线已经被他们延伸到1991年,尽管如m11的升级型号其实是70s末80s初的东西。 海权的一大游戏乐趣就在于成体系的、舰队的、互有长短的对抗,难道制作组觉得单舰灭国这样的无脑爽文更适合海权吗?难道现在的制作组认为冲突链、闪电打击群不是优秀战役样板而是失败的游戏设计,而太平洋打击85部分关卡打僵尸一样的游戏体验才是海权的未来吗? 上梁不正下梁歪,在制作组的漠视甚至默许下,游戏社区已经出现了大量的歧视性发言和mod盗用,甚至出现如RSA盗用Euromod和中国测试组的mod资产后反咬一口的情况。 最后,最恶劣的是,就在昨天,海权的发行商在没有正当理由的情况下直接解散了现有测试组,大量自发售前就无偿为海权社区贡献的玩家被直接踢出,新建的测试组规模远小于原组规模,玩家失去了大量反馈bug和提供建议的渠道。在游戏测试组名单中留名的中国测试组员仅剩一人,bilibili的海权周报更是被迫停更,这就是一个beta测游戏的制作组对待玩家社区的态度吗?解散现有测试组的理由又是什么呢?是玩家反馈的bug和游戏机制你们不愿意修复,测试组成员对游戏平衡和发展方向的意见让你们觉得逆耳了吗?是制作组在借发行商的名义在报和你们意见相左的测试组员的私仇吗? 在过去的半年中,海权制作组在discord频道上常常以“我们不想”为理由拒绝玩家对修改游戏机制、增加游戏内容、平衡阵营强度的呼声。很好,现在我们玩家也不想支持这样的游戏。
2026.9月8日更新:与开发者沟通确认他们因为工作繁忙进行了一系列误操作导致错误的将我移出测试组,并向我表示了歉意。待我返回测试组后,会改变评价为推荐,并出视频详细说明具体情况。这条评价会保留。 -------------------------------------------------------------------------------------------------------------------------------- 大家好,我是得梅因级重巡 B站海权周报的作者得梅因级重巡Official 也是幕后测试者名单里的的得梅因级重巡 是的,在近期的人事调整中,《海权》开发者在没有任何通知的情况下在周六(2026.9.5)将我移出了海权Beta组 我对此感到非常寒心,中国玩家的意见无法被官方看见, 可以说《海权》的中文社区一直是我在维护,我试图成为制作组和玩家之间沟通的桥梁,然而我们的声音也没有被官方听见 官方无视了我的努力,拒绝了与我的沟通,留下我一脸茫然的被踢出群聊 我在组里也多次反馈bug,在我踢出之前的2个BUG没有任何反馈,其他人提的事情就秒回 如果大家不信可以去DM菜单看看,Damage里weapon test的炸弹到现在都没有伤害 Missile test如果停船状态启用 那么船上面就会生成一个新船将旧的压住。 这就是官方说的有积极有效反馈的人就可以留下吗?请问Enigma作为一个媒体从来没有反馈过BUG,而我一直在无偿帮你们传达中国社区的信息和作为媒体却会被飞出去吗? 请问阿尔万德级JAM机制翻新后干扰倍率高出10倍的bug是谁反馈的?导弹概率对直升机产生无伤BUG是谁反馈的?鱼雷空投到水面上会卡死的BUG是谁反馈的?百科里越南陆上基地出生在水下的BUG是谁反馈的? 我的初衷是帮助你们,去创立一个中国人和开发者沟通的桥梁,去消解误会,去避免所有的问题,去让中国人的声音被听见。你们做了什么?你们拆掉了整个桥梁,无端将我踢出群聊。请问这是想要沟通的表现吗? 无奈与愤怒之下我只能做出决定,停止一切与《海权》甚至发行商MPS相关社区的协助,并远离这个社区。
加油,出联机模式有望干死斯拉夫减除们
非常遗憾打出这份差评 —— 极高的游戏潜力,正在被傲慢的开发态度与不合理的更新策略蚕食 作为一名深爱《海权》(Sea Power)的玩家,看到游戏走向如今的局面感到十分痛心。本游戏的魅力很大程度上来源于相对客观平衡的冷战装备对抗,以及创意工坊中极其繁荣的 MOD 生态。然而最近开发团队的一些举措,正在严重破坏这款游戏的基础。 1. 阵营战力平衡严重失衡,双重标准令人失望 美苏两阵营原本各具特色的对峙格局已被打破。美军阵营不仅获得了阿拉斯加级,还加入了装有 MK-41 垂发的提康德罗加级(CG-58 等)。然而,玩家屡次呼吁的红海军现代化装备(如 1144.2、1144.3、1143.4、971、949A 等)却始终难见踪影。制作组在面对美军加强时称其“有资料参考”,而在面对玩家对苏联/其他阵营合理诉求时却以“超出时间线(Out of timeline)”为由推脱。这种明显的双重标准不仅损害了对局平衡,也极大地伤害了非美系玩家的体验。如果想要拓展内容,完全可以优先引入波士顿级、奥尔巴尼级、中途岛级或埃塞克斯级等既有特色又不破坏平衡的舰船。 2. 贸然修补历史遗留 Bug,毁灭性打击 MOD 社区生态 制作组在未经充分测试和沟通的情况下,擅自对镜像模型机制进行了强制修改。虽然修复 Bug 的出发点可以理解,但在未与 MOD 作者协商的情况下直接上线,直接导致创意工坊中绝大多数使用了自定义模型的大型 MOD 瞬间失效或出现严重缺陷。对于动辄包含几百个单位和弹药的大型模组而言,这种“一刀切”的处理方式带来了极其巨大的修复工作量,甚至扼杀了很多已停止维护的经典模组。 3. 内部管理混乱,未经测试机制仓促上线 在裁撤内测组、人手不足的情况下,制作组未先解决控制器动力学等现存 Bug,反而不断私自堆砌未经过严格测试的新机制(如新的 CIWS、火炮机制等)。这不仅导致游戏优化变差、运行不稳定,更暴露出团队缺乏统一规划、各干各的“散装”状态。 总结与诉求: 指出这些问题,是因为我们希望《海权》能够越来越好。我们希望制作组: * 重新审视游戏发展路线,重视社区反馈,在涉及破坏 MOD 兼容性或重大机制修改前与社区充分沟通; * 正视各阵营装备平衡问题,摒弃双重标准; * 就此前在社区中的不当言论向广大玩家公开道歉,并给出切实可行的修补方案。 在制作组拿出实质性改进方案之前,我不推荐任何热爱冷战海战或 MOD 生态的玩家购买本作。 -------------------------------------------------------------------------------- Heartbroken Negative Review: Immense Potential Being Ruined by Arrogance and Mismanaged Updates As someone who truly loves Sea Power, it breaks my heart to leave a negative review. Much of the game's success relies on a balanced Cold War faction ecosystem and a thriving workshop modding community. Unfortunately, recent decisions by the dev team are actively destroying the foundations of this game. 1. Severe Faction Imbalance & Clear Double Standards The historical balance between the USN and Soviet Navy has been completely shattered. The US faction receives high-tier additions like the Alaska-class and VLS Mk-41-equipped Ticonderoga-class (e.g., CG-58), while highly requested modern Soviet assets (such as Project 1144.2, 1144.3, 1143.4, 971, and 949A) remain nowhere to be seen. When buffing US forces, devs cite "historical references," but when players request Soviet equivalents, the response is simply "out of timeline." This obvious double standard ruins gameplay balance. If the devs want to expand content safely, why not add iconic yet balanced options like the Boston, Albany, Midway, Essex, Bainbridge, or Truxtun classes instead? 2. Reckless Fixes Destroying the Modding Community The dev team recently pushed a forced fix for the long-standing model mirroring issue without proper community communication or thorough testing. While fixing bugs is noble in theory, enforcing this without consulting modders broke almost every custom-model mod on the Steam Workshop. For large-scale mods with hundreds of custom units and munitions, forcing modders to fix everything overnight is an unreasonable burden that threatens to permanently kill classic, abandoned mods. 3. Fragmented Workflow & Rushed Untested Mechanics Despite downsizing the internal QA team, devs are rushing untested mechanics (like overhauled CIWS and naval gunnery logic) into main builds while existing bugs—such as controller dynamics issues—remain unfixed. This lack of centralized leadership and reckless implementation severely compromises game stability and optimization. Conclusion & Demands: We speak up because we care about Sea Power and want to see it thrive. We urge the developers to: * Re-evaluate future roadmaps and consult the community before making breaking changes to mod compatibility. * Address faction balance objectively without biased double standards. * Offer a formal apology for recent dismissive conduct toward the community and provide a realistic mitigation plan. Until the developers show real commitment to resolving these issues, I cannot recommend Sea Power to any Cold War naval enthusiasts or mod lovers.
Umm, I cannot stop playing this game lol please never stop development on this game, I paid full price as I know it is still early access and hope to support this game in any way I can. I come from playing DCS and Warthunder and Arma and Squad and everything you can think of.... but this game it is something different in a way that I can't describe other than the fact I am glad it found its way into my life.
Native triple monitor support at 5760x1080 resolution. UI Scaling works great. I set mine to 2. On paper my dream game. In practice my dream game.
I remember Jane's Fleet Command, remember it well. There hasn't been anything like it until now. Sea Power is a superb theater naval simulator. The graphics are good and the ship models are very good. The important aspects -- enemy AI and UI -- hold their own, though I would like to see the ship UI improved (right click and a control panel appears, similar to the flight deck panel. Right now there is a lot of clicking necessary to do simple things). The game offers a lot of scenarios and a campaign which will keep the player busy for months. Time compression assists in long missions and I salute the save game feature. Overall, this is a really top notch naval game, and the dev team are committed to continuing improvements and content. I recommend Sea Power. Onkel Neal, author of Starling SUBSIM.com
真实是真的,优化差也是真的,想跑满60帧都难,而且添加的单位多了会更卡,有时候模组加多了甚至根本进不去游戏,真心希望改一下。 补充一下,这游戏真的就败在大便优化,其它完全是可以的,就是优化实在太难崩了,一把打下来平均20帧你是人啊
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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