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NEBULOUS: Fleet Command on Steam

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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.

NEBULOUS: Fleet Command is a strategy, space and simulation game developed by Eridanus Industries and published by Hooded Horse.
Released on February 11th 2022 is available on Windows and Steam Deck.

It has received 3,536 reviews of which 2,915 were positive and 621 were negative resulting in a rating of 8.0 out of 10. 😊

The game is currently priced at 29.99€ on Steam, but you can find it for 9.58€ on Eneba.


The Steam community has classified NEBULOUS: Fleet Command into these genres:

Media & Screenshots

Get an in-depth look at NEBULOUS: Fleet Command through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows® 10 (64-bit)
  • Processor: Intel® Core™ i5-4670 (quad-core) / AMD® FX-Series™ FX-4350 (quad-core)
  • Memory: 6 GB RAM
  • Graphics: NVIDIA® GeForce®™ GTX 660 (2 GB) / AMD® Radeon™ RX-460 (4 GB)
  • DirectX: Version 11
  • Storage: 10 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

133 hours played
July 2026
First of all - leaving a review since I'm fed up with the misinformation around the review bombing. Take a look at the r/NebulousFleetCommand subreddit for the actual receipts if that's something you care about. Not going to argue about it here. https://www.reddit.com/r/NebulousFleetCommand/comments/1usc04h/kitkat_shenanigans_and_what_pretty_much_happened/ Now for the actual game: This game is an absolute masterpiece. Tactics, ship component selection, wargaming different strategies, it stratches a ton of itches for me. I came from playing Children of Dead Earth and though this game is balanced more towards the "fun" side rather than "realism", it's definitely up there for me. Love the campaign so far, feels like a crunchier Homeworlds. Multiplayer can get a little sweaty, and (what makes the review bombing especially egregious imho) the discord has a lot of friendly people and is super helpful with tips and finding pvp games.
132 hours played
July 2026
This game has a lot of potential, but I think both the campaign and pvp multiplayer modes have serious issues at the moment. I would rate it as neutral with a slight lean towards a recommend. Since most reviews are positive, let me focus on the issues: Multiplayer: - Because of the lack of players in general, you spend more time waiting for games than actually playing. - The only lobbies that ever fill are the North American ones, so if you don't live in North America you better be used to playing with high ping. Ping isn't as important in this game as in most RTS'es, but it still could be the difference between being hit by missiles or executing countermeasures. - The factions are not equally popular especially amongst new players that have only played ANS due to the campaign, so expect to wait even longer if you want to play ANS or if you want to play against other new players (since the OSP side will take forever to fill even if you are willing to OSP). I think this is difficult to fix, as the lore of the game makes it so one side has the cool military stuff and the other has improvised civilian ships. - The game has a serious lack of new blood. This means that 100 hours in, I am still almost exclusively playing with and vs people that are at a much higher skill level than me. Most lobbies are not properly autobalanced and this means that I get dumpstered quite a lot. - For some reason You do NOT get to see your opponents ship builds after the game, so when you lose because you are new, you won't be able to easily understand and copy the build of the person that just killed you. There is an battle report screen, but the information there is minimal and half the time it bugs out and doesn't even show most enemy ships. There is a nice community on Discord that will probably help you if you ask nicely, but I wish the game itself had better methods for players to learn from their opponents. - The second I join a game as ANS I already know exactly the way I will die: getting cruise missiled to death by unending salvos, usually ones that come all the way from the enemy spawn. They sometimes can reach my spawn. I very rarely get to fight a gun duel. - And this brings me to the greatest issue in multiplayer for a new player: Missiles in general are extremely strong and super obnoxious to deal with for new players. They are one of the few ways to cripple or kill an enemy ship (even a larger one) in seconds while guns would take minutes. Missiles require a high level of game knowledge to build effective ones, which is one barrier of entry for newer players. The bigger problem however is that once built in the designer, they are rather easy to launch in game and then require an asymmetrically high level of game knowledge and micro to counter. 200 points in missiles can destroy a 1500 point ship in the blink of an eye unless the 1500 point ship perfectly executes a 9 step process in the 3 to 5 seconds it has (at most) to do it. The problem with this? The enemy (especially if they are of the OSP faction) has already queued the next salvo by the time the defender defeated the first salvo. Also, the 9 step counter process involves deactivating the defender's radar and thus they are unlikely to be able to shoot at anything while evading missiles. Thus, even if the gunship player somehow finds the missile ship (which in many games is literally in the enemy spawn), the gunship player can still find themself in an infinite cycle of just trying to use countermeasures, reactivating radar to shoot, seeing that another salvo of missiles is coming, scrambling to do the 9 step process again etc. Not only will they be blind and unable to shoot during this process, but If they mis-click once, or just get mildly unlucky and get hit by a blind missile pathing through them, or if they run out of one of the countermeasures, they will die instantly. Even if they dodged 5 salvos and get killed by the 6th one, they still traded inefficiently and the enemy ship likely has enough missiles left to go ruin another ally's day. - I am getting the impression that missiles are balanced around a veteran player base that is much better at using countermeasures than new players will be. I guess if you can reliably execute the full countermeasure set 10 times in a row without getting hit by anything, then you will probably end up trading efficiently against missile spammers. At that point missiles would probably be too weak if they weren't as cheap and deadly as they are now. But this then creates a huge barrier to entry where missiles might be balanced against players with 500+ hours in multiplayer but are horribly OP against any newbie trying to get into the game. - Part of the reason missiles are so difficult as a new player to deal with is because a significant portion of what the game tells you about missiles or anti-missile measures is wrong. That EO dazzler that is supposed to auto-dazzle EO missiles based on its in-game description? That is a lie and it does not do that and there seems to be an entire missile meta revolving around abusing this. That seeker called Wake that is supposed to hit engines? Bugged and bad and you are a moron if you use it in MP. The game suffers from these kind of bugs and outdated descriptions and this impacts missiles and missile countermeasures the most since they are one a rather complex part of the game. I haven't even gone into all the trap options that veterans know to avoid, but which as a new player you will fall into and waste points on and cause your team to lose. Campaign: - Despite masquerading as a space game, the game refuses to give you space to work with. Every single map is some variation of either one huge obstacle in the middle, or a maze of obstacles in the middle. This would be only mildly annoying (and maybe even make some sense) if that was just the objective and there was space around it to manoeuver and approach from. The problem is that there isn't space around it to manoeuvre because the map designer decided to put arbitrary map limits super close to the edge of the central obstacle on nearly every map. You are forced to fly your "spaceships" into the maze only to get cinematically ambushed on basically every map by short range high damage bs, or long range BS that can reach the entire map and you can't get out of its range because of map edge. This gets old quite fast. - Because your fleet persists across missions, the game throws quite a lot at you to try to whittle you down. Because of this, the missions can sometimes feel like zombie apocalypse games. If you lose a small ship (say a frigate) to defeat a bigger enemy ship (say a carrier), you don't feel like you have won, you feel like you have lost because the enemy won't be impacted by that loss next mission, but you will. This goes beyond just loss of ships, and also applies to getting hit since you have limited component repairs as well. Taking any damage feels terrible due to this design. - In coop only the person that hosts can pause. This is an issue because of the point above, since the best way to counter enemy missile salvoes is to pause as soon as they are visible and activate your countermeasures. If you are in CO-OP but you are not the host, you can find yourself in serious trouble simply because you had asked for a pause and the host was busy microing something and didn't press the button in time. - The game has an entire ship design mechanic which is both very cool and very important for Multiplayer, but it is not used at all in the campaign where you get prebuilt ships and don't get to design your own. - Just like you get prebuilt ships, you also get prebuilt missiles. You don't get much info on which one to use in which situation, or how they are tuned. - Some key resupplies (such as planes for the carrier) only seem to be obtainable from highly specific enemy ships, which may or may not decide to blow up before (or while) you board them.
20 hours played
June 2026
I bought the game years ago, went through the tutorial, and said "wow, it's an amazing game" and never started it again until the campaign release a few days ago. I don't care much for multi player and there was just no incentive to learn the game - and believe me, there's a lot to learn. Even back then, the game felt polished enough, never crashed and ran well on my mediocre-at-best machine. With the campaign mode released, I tried it again and boy I am blown away. The complexity is still there (I had to redo the tutorial), but there's a natural progression, and learning a new a tactic, or a new system is hugely rewarding.
28 hours played
June 2026
The game is really well designed. There is only one issue. The space battles here constantly feels like you are wresting someone inside a closet! There is no room to maneuver is open space! I am trying the campaign and in most missions there is a giant maze in the middle of the map and me being a rational captain avoid taking my carrier into the maze to be ambushed by any frigate. But the problem is as soon as I try to leave the maze I cross the border and then the countdown to leave the mission begins. This means that the vast open space is actually not existing in the map. Instead you are forced into a gamey close quarters knife fight which only means one thing: Save and load! Fix this aspect of the game and let me feel the open space! Other than that it is a great game.
19 hours played
June 2026
The addition of a campaign has finally gotten me to play this game beyond a couple of tutorials and I've enjoyed the first act of the campaign so far. I think really the only Major thing that can truly cement this game as one I come back to at least semi-frequently will be the inclusion of a customizable conquest mode or something similar that allows us to make tactical and strategic decisions on a grander scale, allowing us to control fleets both big and small which we design for the missions that end up happening dynamically in game and allowing us to create our own stories depending on how to conquest turns out. I think a conquest mode has huge potential but it would definitely be a large undertaking for the devs as I am aware they attempted a conquest mode before pivoting to the more linear campaign, if I am remembering that correctly. I also believe that the campaign has set some good groundwork for a future conquest mode with persistent resources, damage and fuel aswell as a ability to travel between systems/conquest zones which can also include stations you can dock at and replenish your resources, now imagine if that station could be captured and used to produce resources consistently for a fleet or fleets and that perhaps an ai (or player) could launch an offensive to try and reclaim that station now giving them a new base of operations while you lose it. that station could also be a shipyard where you can produce new ships and retrofit the ones you currently field. I also feel like a cool addition to the feature set we have now that in a conquest mode you can do more than just dock with enemy ships but also capture and repair them for yourself as part of your own fleet, just a thought. Kind of a yap and I know saying all of this is easy compared to what it would take to implement (if it would even work gameplay wise) but its what pops into my mind when I think of what more I would like to see in this game. A game filled with potential and a lot it has lived up to already but I hope the rest is realized even if its not appealing to the mass market.

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Frequently Asked Questions

NEBULOUS: Fleet Command is currently priced at 29.99€ on Steam.

No, NEBULOUS: Fleet Command is currently not on sale. You can purchase it for 29.99€ on Steam.

Yes, NEBULOUS: Fleet Command received 2,915 positive votes out of a total of 3,536 achieving a rating of 7.97.
😊

NEBULOUS: Fleet Command was developed by Eridanus Industries and published by Hooded Horse.

Yes, NEBULOUS: Fleet Command is playable and fully supported on Windows.

No, NEBULOUS: Fleet Command is not playable on MacOS.

No, NEBULOUS: Fleet Command is not playable on Linux.

Yes, NEBULOUS: Fleet Command is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

This information about NEBULOUS: Fleet Command is not available yet.

No, NEBULOUS: Fleet Command does not support VR.

NEBULOUS: Fleet Command offers both single-player and multi-player modes.

NEBULOUS: Fleet Command offers both Co-op and PvP modes.

No, NEBULOUS: Fleet Command does not currently offer any DLC.

Yes, NEBULOUS: Fleet Command is fully integrated with Steam Workshop. Visit Steam Workshop.

No, NEBULOUS: Fleet Command does not support Steam Remote Play.

Yes, NEBULOUS: Fleet Command is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for NEBULOUS: Fleet Command.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 25 October 2026 23:49 UTC
SteamSpy data 26 October 2026 15:01 UTC
Steam price 26 October 2026 19:22 UTC
Steam reviews 18 October 2026 18:03 UTC

If you'd like to dive deeper into the details about NEBULOUS: Fleet Command, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about NEBULOUS: Fleet Command
  • SteamCharts - Analysis of NEBULOUS: Fleet Command concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck NEBULOUS: Fleet Command compatibility
NEBULOUS: Fleet Command
Rating
8.0
2,915
621
Game modes
Multiplayer
Features
Online players
212
Developer
Eridanus Industries
Publisher
Hooded Horse
Release 11 Feb 2022
Platforms
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