
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 1228 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
汉化不全
---- 一、游戏体验 / 1. Gameplay impressions 【中】 游戏好玩得很呐~~~ 比如说我最喜欢的反潜,那种和敌方核潜艇斗智斗勇的时候,时不时冒出来一些鲸鱼瞬间硬控所有人的感觉。 而且配上全球海域地图,给人一种真的在直布罗陀和北约对线的感觉。 而且强大的社区产出的模组结合优秀的游戏底子,直接 1+1 大于 2 的感觉。 【EN】 This game is an absolute blast. Take ASW, my favourite part: the cat-and-mouse duel against an enemy nuclear submarine — and then, out of nowhere, a pod of whales hard-CCs the entire bridge crew for a moment. Put that on a global sea-area map and it genuinely feels like you are squaring off against NATO at Gibraltar. And when a strong modding community meets a solid base game, it really is 1 + 1 > 2. ---- 二、关于我用 AI / 2. A note on how I used AI 【中】 以下是希望制作组添加的东西。 这是把我自己在游戏里面遇见的问题借助 AI 整理表述出来。若有并不喜欢 AI 的人,请不必看下面的内容。 我使用 AI 编辑单位,主要是自己不懂代码;我用 AI 编辑任务,是因为如果是自己出题自己解,有一种索然无味的感觉。 【EN】 What follows is my wish list for the developers. These are problems I ran into myself in the game, written up with the help of an AI. If you are someone who dislikes AI, feel free to skip the rest. I used AI to edit units mainly because I cannot code; I used AI to edit missions because setting your own puzzle and then solving it yourself feels rather pointless. ---- 三、简短版本 / 3. Short version 【中】 在让 AI 做完整战役(15 个任务 + 60 页简报)的过程中,我最希望制作组补三件事: ① 发布前自动校验(编辑器内置 + 命令行):区域/单位是否压在陆地、必杀陆上目标是否真能被打死、战役节点是否孤立不可达、航点是否写了危险的 |Loop; ② 单位与弹药的伤害模型文档:现在 DamagePoints 与各模块 Integrity 的摧毁条件完全没写,玩家会花几个小时才明白“某个雷达为什么 80 枚导弹打不死”; ③ 给 AI / 外部工具用的机器可读接口:字段 schema + 地形合法性查询,让 AI 生成任务时不会写出“旱地行舟”。 有了这三样,社区任务的质量会立刻上一个台阶。 【EN】 Having used AI to build a complete campaign (15 missions + 60 briefing pages), there are three things I most want the developers to add: Automatic pre-release validation (built into the editor plus a command-line tool): whether zones/units sit on land, whether mandatory-destruction land targets can actually be killed, whether campaign nodes are orphaned and unreachable, and whether a waypoint uses the dangerous |Loop. Documentation for the unit and ammunition damage model: the destruction conditions linking DamagePoints and each module's Integrity are completely undocumented, and players can spend hours before understanding why 80 missiles will not kill one radar. Machine-readable interfaces for AI and external tools: a field schema plus terrain-legality queries, so that AI-generated missions do not end up with dry-land sailing. With those three, community mission quality would jump up immediately. ---- 四、详细版本 / 4. Detailed version -- T0 · 直接影响“能不能通关 / 会不会卡死” 【中】 发布前校验器(编辑器面板 + CLI,可挂 CI) 证据:官方任务格式文档里 0 处涉及伤害与地形合法性;我不得不自己写 4 个校验器。 危险配置的防御性拦截 证据:Waypoints=单航点|Loop 会让飞机到达后每帧重建行为树 → 主线程 100% CPU、整个 UI 硬锁死;应该在加载时就拒绝,而不是进了游戏才炸。 必杀目标可摧毁性检查 证据:us_cobra_dane_ewr 等 EWR 标了 Role=Target、500 分,但可扣总量 80 < 血量 180 → 玩家 80 枚战斧打不死;而官方 41 个必杀目标全部满足 ∑Integrity ≥ DamagePoints,说明本该有这条不变量。 战役节点可达性告警 证据:我生成的一个剧情页(free_event_7)没有前驱、不在链路上,玩家永远看不到。 【EN】1) Pre-release validator (editor + CLI, CI-friendly): the official mission-format document covers no damage or terrain legality, so I wrote four validators myself. 2) Defensive rejection of dangerous configs: a single-waypoint |Loop rebuilds the behaviour tree every frame, pinning the main thread at 100% CPU and hard-locking the UI — reject it at load time. 3) Killability check for mandatory targets: EWRs like us_cobra_dane_ewr are Role=Target and worth 500 points, yet their damageable Integrity (80) is below 180 DamagePoints, so 80 Tomahawks cannot kill one; all 41 official mandatory targets satisfy sum(Integrity) >= DamagePoints. 4) Reachability warning for nodes: a story page I generated (free_event_7) had no predecessor and no path led to it, so players never saw it. -- T1 · 编辑器可用性(让 AI 能编任务) 【中】 5. 机器可读 schema + 版本化字段清单:现在只能靠逆向 INI 文件;给了 schema,AI 与社区工具才能安全生成任务。 6. 单位支持绝对经纬度摆放:现状是单位用相对地图中心的 RelativePositionInNM、区域用绝对 GeoPoint,两套坐标系混用正是“旱地行舟”的根因。 7. 实时水陆/深度提示 + 一键吸附:拖部署框时直接显示“陆地面占比 %”,并提供一键“移到最近水域”。 8. 地形叠加显示(岸线 / 等深线):现在必须外挂 NOAA 高程数据自己算,精度还受栅格限制(小岛礁会整个漏掉)。 9. 任务编辑器的撤销 / 重做 + 差异对比:手工改 INI 极易互相覆盖,我只能自己写备份脚本。 【EN】5) A machine-readable schema and versioned field list: today you can only reverse-engineer the INI. 6) Absolute lat/lon placement for units: units use RelativePositionInNM while zones use GeoPoint, and mixing the two is exactly what puts them on land. 7) Live land/water and depth readout while dragging a deployment box, plus move-to-nearest-water. 8) Terrain overlays (coastline, depth contours): today you must bolt on NOAA data yourself, and the raster still misses small islands. 9) Undo/redo and diff in the editor: hand-edited INI overwrites other people's work easily, so I wrote my own backup scripts. -- T2 · 玩法层(让“打不死”不再是玄学) 【中】 10. 陆上目标命中区可视化:高亮剩余命中区、标灰已摧毁区。否则玩家永远不知道自己差哪一块——这正是“某个指挥部砸了 30 多枚炸弹还不死”的真实原因(命中区没打全)。 11. 伤害模型说明,或者干脆补上溅射:弹药只有 Power / Penetration / CEP,没有任何 AoE 伤害字段(ImpactSize 只影响特效)。所以“精确制导炸弹炸了雷达、20 米外的房子毫发无伤”是模型使然;要么在文档里明说,要么真的加上溅射。 12. 修数据:us_cobra_dane_ewr / nato_ewr_station / nato_large_ewr_station —— 三个都是 Role=Target、值 500 分、却结构性不可摧毁;而它们在 72 个官方任务里出现 0 次,所以一直没人发现。 13. 武器数据卡:直接显示 Power / Penetration / CEP / 推荐目标类型。玩家不该为了搞懂“该用舰炮还是导弹”去逆向弹药文件。 14. 辅助幸存者搜救:游戏里搜索幸存者时,幸存者在夜间缺少明显标志。是否可以高亮标出幸存者的位置?例如按下 Z 使用载具视野、打开夜视模式后就能发现幸存者。 【EN】10) Hit-zone visualisation for land targets: highlight surviving zones and grey out destroyed ones, otherwise players can never tell what is left — the real reason a headquarters survives 30-plus bombs. 11) Document the damage model or add splash: ammunition has only Power / Penetration / CEP and no area-of-effect field (ImpactSize is purely visual), so a guided bomb killing a radar while a building 20 m away is untouched is by design. 12) Fix the data for us_cobra_dane_ewr / nato_ewr_station / nato_large_ewr_station: 500-point Role=Target units that are structurally indestructible, and they appear in none of the 72 official missions. 13) Weapon data cards showing Power / Penetration / CEP and the recommended target type. 14) CSAR assist: survivors have no clear marker at night; could they be highlighted, e.g. pressing Z for vehicle view with night vision? -- T3 · 战役 / 简报系统 【中】 15. FreeEvent 模板 + 实时预览 + 校验:官方已经有一套很好的排版报纸模板,但没有任何文档;内置预览可以避免“固定行高把图裁掉 60%”“文字重复”“节点孤立”。 16. 多语言字体自动回退:中文正文套 Times New Roman 会直接丢字(例如“能源与货▯”),引擎应当自动回退到系统中文字体。 17. 本地化预览(中文 / 日文 / 韩文):现在只能靠肉眼看游戏里是否缺字。 【EN】15) FreeEvent templates with live preview and validation: the built-in newspaper layout is excellent but undocumented, and a preview would prevent a fixed row height cropping 60% of the image, duplicated text and orphaned nodes. 16) Automatic multi-language font fallback: Chinese in Times New Roman drops glyphs outright (energy and cargo ▯). 17) Localisation preview (CN/JP/KR) instead of checking by eye in game. -- T4 · 给 AI 生成任务的“最小可用集” 【中】 如果只能给一样,我建议是一个 headless 校验 / 查询 CLI: seapower-mission validate <mission.ini> # 水陆 / 引用 / 目标可摧毁性 / 航点风险 seapower-terrain query --rect <lat,lon,w,h> # 返回陆地面占比、最近水域距离 seapower-assets list --schema # 单位 / 弹药字段清单(机器可读) 有了它,“AI 写任务”才不是把风险转嫁给玩家——你原本担心的“旱地行舟”这类问题,本质上就是缺少合法性校验,而不是 AI 不够聪明。 【EN】If only one thing could be added, I would ask for a headless validation / query CLI: seapower-mission validate <mission.ini> # land/water, references, killability, waypoint risks seapower-terrain query --rect <lat,lon,w,h> # returns land fraction and distance to nearest water seapower-assets list --schema # machine-readable unit / ammunition field list With it, AI-written missions stop being a risk pushed onto players: the whole class of problems you worry about — units and zones ending up on dry land — is really a missing validity check, not a lack of AI cleverness.
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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
peak
What makes this game great is what makes all the best sandbox games great: mods. The base game is good fun regardless, but it can get stale after a while. Thanks to mods, though, and a workable (but not perfect) editor, you have near endless possibilities to keep playing how you want. Want to recreate a historic incident or a recent event? Do it. Want to see how Star Wars vehicles would fare against Cold War equipment? You can do that too. Want to mod a vehicle to be so outrageously goofy and overpowered it's not even funny? Why not.
most impressive and immersive naval combat game on the market
Ottimo sandbox di simulazione navale 1960-1980, espandibile al moderno con le mod. Forse l'unica mancanza, attualmente sanata con una mod, è il multiplayer.
Vampire Vampire Vampire!
who up seaing they power rn
This game started out with lots of flaws and is still far from perfect, but it is becoming a very exciting naval simulator that can increasingly handle the layer between strategy and overall situations and the indvidual combat scenarios. The game is already able to create semi dynamic campaigns where your ammunitions expenditure and damage carry from mission to mission and give you agency in how you handle each mission, right down to which weapons you load on your ships. there are constant improvements to systems like air and ASW combat, but it still needs quite a bit of work. right now planes still engage in somewhat suicidal behavior and it is trivial to find and sink up to 7 diesel submarines in shallow water.
absolutely frickin love this game i cant wait for updates
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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