
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 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.
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
The AI has been at an unplayable state since the introduction of this game. Enemy ship AI doesn't even effectively do very basic calculations such as what range they should stay at against one of your ships, I have had multiple instances of merchants pushing beyond to my ships without their escorts, enemy ships continuing the linear movement at mission start and getting in range of my missiles even though they know exactly where I am, enemy ships having the ability to run away from me and not doing so even though engaging me would mean certain destruction for them. Plane AI? Don't even make me start there is enough talk about that already. The only reason this game sits at 90% reviews is because of the hype and the cool factors in controlling a bunch of ships accessibly (last example of it was the game fleet command, more than 20 years ago). The game is and has been in this ♥♥♥♥♥♥ state since its release and all we have been hearing is that they have been working on it. It's really rough
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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
Sea Power will genuinely be one of the best strategy games to have ever been released. The amount of work put into it, the level of detail, the community involvement, it's perfect. First of all, the most notable thing is how involved the dev team is with the community. The dev team routinely talks to the community, posting updates, responding to feedback, hell one of the members on the team was just a modder for the game when it first came out. This dev team is the gold standard for gaming. For new players, I will say this game is difficult to learn at first, especially with no prior knowledge to how naval warfare works. This is not going to be a game that you can pick up and complete a campaign on the first day. However, once you learn everything, this game gives you a high that no drug can match. For people that like installing 200 mods (me), oh boy is this the game for you. The dev team have made this game extremely moddable and its absolutely amazing. There are so many mods, from WW2 battleships to lore accurate Flt.III Arleigh Burkes, with even some ace combat nonsense sprinkled in, there are a LOT of mods. For people on the spectrum (also me), this game provides a deep simulation of naval combat that really makes you gush over the small things. There's radar burning through jamming, there's convergence zones on sonar, there's different radar frequencies, there's missile kinematics, there's flight deck timing, there's a limit on how many targets your ships radar can track and how many missiles it can guide, and let's be honest who doesn't want to play as the Kirov. For people with a lower-end computer, I have no clue how this game will run for you, but i will say its heavily cpu dependent. I run an RTX-5080 with a 9800X3D, I play at 4K with near maximum graphics and I maintain 60+ fps during combat situations you'd typically find in the base game. I will say that I can't play at the highest settings as for some reason turning the sea quality to extreme causes 40 fps with the Ocean destroying my cpu causing gpu utilization to drop from a cpu "botttleneck". Also if I make custom missions with lots of missiles the game can start to chug. Despite the glaze, the game still has a lot it needs to add until it's perfect, which is pretty much all of the stuff mentioned in the roadmap, along with some more optimizing (particularly load times for custom missions with many units). I can't imagine how incredible Sea Power will be on launch and even as it is right now it's a must buy.
你这游戏不把模组问题弄明白,再不把玩家与模组作者当人看,你游也就这样了,所有想玩这个游戏的人,制作组乱改机制,导致大量mod失效,影响玩家社区并死不悔改!区别对待其他国家阵营,美国就很强了为什么还发阿拉斯加级核动力巡洋舰,这种纯架空船?苏联想要个巴库号,你们制作组说都有1160了还要什么巴库,加里宁与伏龙芝也不给,那美国人都有MK26型的提康德罗加了为什么还发垂发版?制作组缺少总话事人,过于散漫。总之不要买! Your game is doomed if you don't get the modding issues sorted out and keep treating players and mod authors like dirt. The dev team arbitrarily changes core mechanics, breaking countless mods, damaging the community, and they refuse to admit their mistakes. You blatantly favor certain nations over others. The US is already overpowered, yet you still hand them the purely fictional Alaska-class nuclear‑powered cruiser. When the USSR asks for the Baku, your team says, "You already have the 1160, why do you need the Baku?" And you also deny them the Kalinin and the Frunze. But then the Americans already have the Mk.26 Ticonderoga, and you still give them the VLS version? This team has no real leader and is completely undisciplined. In short – don't buy it!
7/22/26: REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; REWORK/FIX THE CIWS; That is all thank you. PLEASE GOD FIX IT THE PHALANX CANT EVEN SHOOT A SUBSONIC JET OUT OF THE AIR RIGHT NOW. Also the community is ♥♥♥♥. Don't bother suggesting improvements or pointing out issues. It's all skill issues even when the devs confirm it's bugged or broken. Smol edit: If you want the summed up opinion without reading all this stupid complaining BS below (and god I Don't blame you): Oh my god I ♥♥♥♥♥♥♥ hate this game, it's the best thing I've ever played and I cannot stop playing it even when the RNG screws me so bad it makes me want to wring the devs-.... laundry out.... It's very good but oh my god I can't stand games that balance stuff in order for the game to be "fair". Who would win? a small soviet 3 ship missile fleet vs 36 Harpoon missiles Or 2 ♥♥♥♥♥♥ long rage barely functional seeker Granits soviet era surplus ASMs against a modern USN task force centered on a missile cruiser. This game is so good. So why do you have to give the AI such BS RNG? There is no chance in hell where 36 (it was actually 48 but it sounds implausible enough, plus some tomahawks SSN launched from behind) 6/10 stop letting Eastern European developers balance soviet armament. Sorry reality (reality 50 years ago at that, like let go) makes your soviet-simp-state bad. And the thing is? In reality at the time they were matched. Eg, I have seen my CWIS take down maybe two rockets ever? Whereas the soviets will almost always strike down at least one incoming missiles with their CWIS (This also goes for when you play as them) Will changem y review to thumbs up eventually, I'm just very tilted at watching 48 harpoons die to spoofing jamming missile point defense chaff and cwis. You know. The things they were designed to, and proven.... to defeat. --------------------------------------------- TLDR; Another milsim, another ***Russian Bias*** balance game. At least when I play warno I expect BS balancing lol cause it's supposed to be an RTS and not milsim. It is a very fun game, and a lot of the annoying stuff I dislike can be excused by paper stats. THUMBS UP NOW: My opinion hasn't changed. The game is so fun, but man the paper-spec soviet BS suuuuuuuuuucks. Showdown off guam is one of the best/worst missions in any game I've ever played. It's so good/bad it's the reason this review goes up and down lol --------------------------------------------- NOTE MUCH OF THIS IS JUST COMPLAINING about stuff /I/ dislike, rather than stuff that is /objectively/ so. Since in reality we never truly know "what if"s between Soviets and USN going hot. Mainly complaining about balance below in edits: Edit: Yep it's not a fluke. 50 harpoons, 49 were intercepted. Soviet Bias is so annoying at times Review will remain critical until Showdown off Guam doesn't have the lone 3 ship Kirov SAG shoot down 98% of incoming missiles. Not even the soviets themselves would've claimed a 98% intercept rate. Who would win? 50 Harpoon missiles or a barely functional fire control radar. Soviet Radar operators would be screaming, unable to even pick out targets. Instead in a 24 swarm of harpoons, they perfectly pick each one out and intercept it. I do love this game a lot, but this has officially turned me off of it. The ♥♥♥♥ is the point if you can't accurately larp a "I don't like this gridsquare, sailor. Delete it". I get it's a game and you have to balance at least SOME things, but this is just.... Obscene. You're telling me the USN's only valid option in the 1980s was to ahead-flank their battleships into 127mm range because the harpoons have a, near as makes no difference, 100% failure/intercept rate, apparently. Obviously I exaggerate how bad the soviet tech was, but legitimately this is insane lol this isn't even gamification it's just infuriating. Edit2: I'm going to leave my complaint. Why? Because I know it's somewhat unreasonable, my complaining. But also, it's entirely valid. I do like the game. Despite its "brochure spec" math. It's in early access too, so... I guess some slack there. Though if this game launches and a 3 ship Kirov sag shoots down 50 Harpoons again... LOL //And I do realize that so much of this is RNG, theoretically, in reality, it COULD maybe have happened.
非常好玩,打折值得入手 你甚至可以体验到大猫上高甩不死鸟点名苏空 就是优化很烂,单位多一点就卡 而且小毛病有点多,什么叫云的图层会在燃烧烟雾图层上面? 但总的来说还不错,期待持续更新
该版本存在多处令人失望的问题。开发团队随意改动原有游戏机制,很多改动没有充分考量老玩家的游戏体验,直接破坏了大量现有模组的运行环境,严重冲击模组社区生态。同时游戏存在阵营区别对待的现象,部分国家阵营的内容设计、平衡性存在明显差距。制作组缺少统一的总负责人,开发方向散漫,迭代规划混乱,很多问题长期得不到修复。希望官方能够重视玩家反馈,尊重模组社区,优化阵营平衡性,梳理开发管理,回归游戏本身的乐趣。 This update brings many disappointing issues. The dev team arbitrarily revises original game mechanics. Many changes ignore veteran players’ experience, breaking a large number of existing mods and severely damaging the mod‑ding community ecosystem. There is also obvious unfair treatment between different country factions, with notable gaps in content design and balance. The studio lacks a unified lead director. Development is disorganized, and many bugs remain unresolved for a long time. We hope the official will take player feedback seriously, respect the mod community, improve faction balance, reorganize development workflow, and restore the core fun of the game.
The USN does not have enough missiles to defeat the 500 AGM-65 Mavericks of Allah, the Straights of Hormuz shall remain closed inshallah.
Good game - however the lack of responsiveness by the units makes it difficult. its not just occasional but appears to be systemic in nature. Units carry on old orders no matter what you tell them to do. bloody annoying
Do you like boats that shoots missiles? This game is for you! A full sandbox experience on Cold War naval warfare where you can play pre-made scenarios and missions, or making your own using mission editor in the main menu. With fully supported modding scene, every mods in Steam workshop is where things shine. New community-made custom models and scenarios for anyone to try! Also, best game developer I've seen in quite a while with multiple good updates and patches that able to increase player experience. I bought this game almost two years ago with all it's barebone mechanics. Now it feels like a different game, in a good sense. Best purchase in Steam I've ever did.
I have watched the development of this game for a very long time, and I am very pleased to see it come to fruition. It seems every version of the game had me saying "I am content with this, money has been well spent." only for the developers to go above and beyond with the next update. The devs themselves are wonderful, keeping good engagement with the community and delivering an awesome product. I just finished the dynamic campaign, and it was incredibly well made. Not to mention the devs included a sandbox mode with all game units, and a debug menu to use whatever ships/aircraft you want. Mod support is also excellent. There are those who lament the current state of the games industry, and while their complaints are valid, I believe that if they played sea power they would have more optimism for the future of the industry. If we continue to have developers such as these, the future of video games, whether cold war simulation or fantasy RPG, is very bright.
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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