
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 1231 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Basically a newer version of cold waters, !absolutely love the game and what its doing.! the only thing i dont like about the game is that the missile hit chance isnt actually relying on physics, it currently relies on a dice roll so even if a missile sees a target and should realistically hit, there is always a chance that your missile-oh look a butterfly- and misses the target for no reason. I know the early missiles were not super reliable, but there was a time that 20 swarm of SM2 missiles somehow failed to hit a helo and it then dropping bombs directly onto a frigate, somehow neo dodging ciws. i guess he just had plot armor lmao
An all-time best war game. The new persistent Task Force campaign is excellent. Recommended without hesitation.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $13.1M | 45K | 98% | $10.99 | |
| $13.1M | 22.1K | 94% | $19.99 | |
| $13.1M | 31.9K | 95% | $24.99 | |
| $13.2M | 18.1K | 66% | $29.99 | |
| $13.2M | 11.3K | 84% | $49.99 | |
| $13.2M | 29.1K | 76% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.8M | 19.8K | 89% | $29.99 | |
| $5.5M | 4.6K | 87% | $39.99 | |
| $4.8M | 3.3K | 75% | $39.99 | |
| $3.5M | 4.5K | 87% | $19.99 | |
| $1.3M | 3.4K | 78% | $9.99 | |
| $446.7K | 631 | 65% | $18.99 |
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
blend of hardcore realism while still being pretty easy to learn the game. updates are consistent and meaningful. having fun playing.
Task Force Mode and the Pacific Strike campaign is singlehandedly the best thing this game could've gotten. Don't get me wrong, the first two campaigns they made were good and the countless user made campaigns on the workshop are heaps of fun but starting off Pacific Strike with a small persistent task force and struggling through it until you build a personalised powerful fleet is one of the most satisfying feelings ever. I hope the developers continue to implement the Task Force system in future official campaigns and updates. I love having the option of choosing between 3 different commander nationalities (USA, Australia and Japan) and being able to play as an Australian commander is just peak. Top notch voice lines for all nationalities, was a huge surprise hearing the Australian lines for the first time and couldn't help but smile and feel a little pride. I love the meta game progression of Pacific Strike, you have a list of ship classes to choose from, they all have their own availability dates, each ship class has a persistant number of ships you can acquire and if you lose them during the campaign they're gone for good. Some missions don't let you resupply and rearm your fleet after completion so you have to spend your weapons wisely otherwise you might screw yourself over for the next mission. It adds so much tension to the game and makes it feel like every decision you make has to be meaningful and has impact. The campaign also has several optional missions that if you complete them successfully makes your playthrough much easier in the long run such as unlocking better loadouts for your ships, reduced enemy presence in future missions and knowing where certain enemy assets are at the start of a mission. Personally I believe the best way to enjoy the new campaign is to pick a commander nationality and try your best to lock yourself to only using ships and aircraft from your nation with maybe an exception or two as well as any free assets the campaign gives you after certain missions. For my first playthrough I chose the Australian commander and went with an all Australian fleet and by the end I had a US Long Beach and a Belknap cruiser as well as some American aircraft since I really needed the long range air defence capabilities. With this in mind I would say playing only as the US is easy, the Australians as medium and a good satisfying challenge and the Japanese as incredibly hard and masochistic. That being said, play it how you like because each nation definitely brings their own flair and mixing and matching assets to create a truly powerful task force that covers each others weaknesses is the best. My only gripe with the campaign and this may be because of a skill issue is that they throw an incredibly difficult fight at you only 5 missions in. The campaign does a great job at easing you into the gameplay loop and story and then suddenly at mission 5, I had to fight a Kirov-class missile cruiser with its 300 nautical mile range anti-ship missiles with my ragtag fleet of Australian destroyers and frigates whose harpoons only reach 65 nautical miles. It's not impossible to win per se, its just its a massive difficulty spike and if you choose to stick to a single nation like I did, is quite difficult to complete with zero losses (RIP RAN Melbourne, you were a real one). If you do plan on playing as the Australians and are doing a replay of the campaign, I recommend grabbing the Royal Australian Defence Forces and Project Southern Cross mods off the workshop as they expand the Australian roster and add some very capable and much needed ships. In my current playthrough I used the debug menu to allow the entire roster and chose the Australian carrier as my flagship and obviously while its not as powerful as the US supercarriers, its been an absolute delight learning how to maximise the potential of her air wings in every mission and immersing myself in the idea that my Australian fleet is punching above their weight and massively contributing to NATO forces in the conflict despite not having the best ships or aircraft but still being able to make do with some careful planning and well timed coordinated attacks. All in all, a very good update and I am very much looking forward to seeing the next update for Pacific Strike and taking my elite Australian carrier task force through it.
As someone who loves Milsims and RTS', Sea Power feels really good. I know it's still in EA, but it feels really polished. My only issue is it's a cold war Naval sim, so no modern day ship mods cannot be used without workarounds (which don't alweays work).
Awesome once you learn the basics
good but some stuff is broken after updates
"A game where you just get dots to shoot at other dots can't be that interesting, can it?" Nearly 130 hours later.... "This is the best Naval Combat game of the decade and it keeps getting better every update"
GOOD
Good
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.