NEBULOUS: Fleet Command
by Eridanus Industries · 11 Feb, 2022
13 downloads
About the Game
Engage in intense tactical combat across the vast expanse of space in this heavily simulation-based tactical game featuring everything from kinetic and beam weapons to realistic radar and electronic warfare. Take command of a fleet of space warships tailored to your exact play-style and battle the enemy in single and multiplayer skirmishes, or dive into a narrative campaign – solo or with friends – to lead a strike-force behind enemy lines, managing a limited supply of fuel, munitions, and ships in the face of a growing rebellion.
NEBULOUS: Fleet Command seamlessly blends the thoughtfulness of pre-mission planning, tension of battle decision-making, pressure of real-time action, and pain of inevitable sacrifice into an intense tactical space game that will keep you reflecting on every decision – and mistake – for hours after each battle.
It's in your hands, Commodore.

Take unparalleled control of every unit right down to their individual hardpoints. Keep your entire fleet together, dynamically split off task units, or give each ship its own assignment. Large maps with lots of cover and radar occlusion make methodical positioning and sight lines critical, and massing firepower in one place is not always the best solution, as the enemy could come from any direction in the fully 3-dimensional battlespace. Covering your retreat is always in order.
Group your weapons and task them to different targets or focus fire with everything you have, but bear in mind that weapons have compounding benefits and drawbacks, all of which can be compensated for and planned against. Selecting the appropriate weapon to engage a target is as impactful as deciding which targets to engage at all.

Intelligence is key to victory and your situational awareness is never a given. Asteroids and gas clouds can hide ships behind their radar shadows, preventing sensors from detecting their presence, and ensuring illuminators and fire-control radars are unable to mark targets for missile systems.
When out in the open, electronic countermeasures take the lead as they attempt to jam, scramble, or otherwise mitigate enemy sensors on board their ships and missile systems alike, and ships can opt to run cool, turning a variety of systems inactive in order to more easily hide from detection at the cost of some functionality. Finally, a well-designed formation can provide an extra layer of defense with picket ships screening for capital ships – but multiple ships moving in close proximity produce a larger signature, making them more easily spotted by enemy sensors, especially when exposing a larger face to the enemy.
Occlusion, passive signal detection, balancing radar signature size, and the ability to deceive the enemy makes the fight for intel a critical part of every battle.

Face a growing rebellion in the narrative campaign as you take command of a small strike-force operating behind enemy lines, adapting to its strengths and weaknesses as you face off against increasingly capable enemy forces. Play alone or with friends as you jump from battlespace to battlespace and balance the risk of engaging with secondary objectives that might strengthen your fleet while putting your limited ships in harm's way to accomplish them. Scavenge munitions and fuel from installations and destroyed enemy ships, modifying your arsenal and tactics to overcome evolving circumstances.
Meanwhile, skirmishes against the AI and human opponents allow you to test your mettle in isolated combat scenarios, where fleet design allows you to choose between multiple classes, configuring everything from their munitions storage, power supply unit, and electronic warfare capabilities to their damage control systems, point-defense capabilities, and armaments – right down to the types of missiles each bay carries.
A point cost system keeps fleets balanced as you design battleships, cruisers, frigates, corvettes and more, arriving at the battlespace with little idea as to what your opponent might be fielding. Scouting enemy fleet composition and adapting to their designs will be essential to securing victory, and at times you may spend half the battle (or more) trying to accurately determine your adversary's capabilities so that you can strike with precision and force. Express your tactical identity through the design of your fleet, and each individual ship within.

Each system and subsystem aboard your ships perform specific tasks and are tracked and simulated individually. Their position on your ship can determine optimal facing when unleashing a salvo, or the risk factor when enemy systems open fire. Vital systems should be protected with the help of point-defense systems and defensive maneuvering that presents auxiliary systems towards incoming fire while keeping essential systems hidden behind the armor plating and hull.
Damage is modeled for individual components, determining which ship systems remain active under enemy fire, and damage control teams work rapidly to repair what they can as they move from compartment to compartment. Retreating from active combat to repair damaged components before re-engaging is not only a viable strategy, but at times, an essential maneuver, and in a worst-case scenario, a ship with a breach in its reactor can be quite a potent weapon in its own way.

NEBULOUS has extensive modding support, with hundreds of player-made mods available on Steam Workshop including new maps, ships, weapons, and more. Use the robust Campaign Editor to design your own narrative campaigns, complete with cutscenes, scripted events, custom fleets, and the tools needed to tell and share your own stories in the world of NEBULOUS: Fleet Command.
Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
Hello Spacers,
We have a large bugfix patch for you today, which includes fixes for a lot of the remaining campaign-related bugs that have been reported to us. Here is the full list of changes:
Changes/Features:
- Started replacing some events with a new safe-invoke system to prevent exceptions in event handlers from causing disconnects.
- Camera bobbing is now disabled when Temporal Anti-Aliasing is selected due to the screen artifacting it produces if the camera is not moved frequently enough.
- Initial Formations fleet editor submode is no longer available when editing campaign fleets.
- Updated some translations.
- Dragging the scale handle on a cutscene keyframe with no tangent will now stretch the initial tangent in the direction of the selected handle instead of setting it to <1,1,1>.
Bug Fixes:
- Fixed campaign map underlay star labels not saving their size parameter.
- Fixed ships owned by co-op clients not being turned back into the map when they have crossed the border for an invalid destination.
- Fixed the final line of dialog in the Anacrusis intro having the wrong character assigned.
- Fixed being unable to change craft weapon group authorization if there were two weapons of the same type with different ammo loads.
- Fixed an exception preventing saving when a craft group had two or more craft with the same weapons but different ammo loads.
- Fixed an exception when loading a save which has a pursuit record for ships which are not loaded in the current room.
- Fixed an exception when traveling to a new room with an out of date pursuit record with no referenced ships.
- Fixed being unable to travel to the next room if a destroyed enemy carrier in the previous room had a craft on the pad ready for takeoff when it was killed.
- Fixed several errors when the first half of a large group of craft had been launched and destroyed while the second half was being pre-flighted, and then the game was saved and loaded.
- Fixed being able to copy master nodes from one graph type to another.
- Fixed an exception when updating campaign editor warnings if an AI graph had a GetAIShip node with an invalid ship selected.
- Fixed hybrid missiles with a direction-only seeker not staging if their sprint range was less than the seeker range, despite the editor warning saying they would.
- Fixed an exception when trying to add a missile template to a fleet through adding an ammo type to a magazine when the missile already existed
- Fixed spacecraft template references being lost after saving and loading a fleet.
- Fixed joining two spacecraft groups to each other while the game is paused causing all member craft to become unresponsive.
- Fixed a InvalidKeyException being thrown in the campaign list when a workshop campaign which had its cover image in an unloaded mod.
- Fixed some subtitles not matching spoken dialog after retakes.
- Fixed being able to order a craft group to land on a ship which has no landing pads or hangars.
- Fixed an infinite recursion in the SequenceForLoop node causing the game to crash when the node was used in a script.
- Fixed ships set to EVADE struggling to dock.
- Fixed an exception when starting a quick test from the current room with an entity selected.
- Fixed deleting an underlay element in the campaign editor not removing all of its child elements from the map as well.
- Fixed an exception caused by loading the testing range from the fleet editor with a missile component selected.
- Fixed being unable to fire missiles from an MLS when a ship's programming channels were all full.
- Fixed the bottom of the main menu options getting cut off on ultrawide aspect ratios up to 32:9.
- Fixed craft only attempting to enter the landing queue once and not re-checking if hangar space has been made available since their first request.
- Fixed craft items being duplicated, up to one per hangar, in the "last known inventory" list.
- Fixed an NRE when firing an arm launcher manually and the magazine containing the ordered missile type was destroyed during programming.
- Fixed large formations sometimes landing with some ships inside map geometry.
- Fixed rooms failing to load in the editor if the ship template used by a ship entity had been deleted.
- Fixed being unable to transfer craft via the docking menu to/from a ship which had a bulk hangar but no launch pads.
- Fixed a typo in the power status icon tooltip.
- Fixed an exploit allowing ships to be placed inside each other. Ships which overlap in their initial formation will be broken up into independent units during spawn selection.
- Fixed ships default formation position being closer than the minimum limit when setting a ship to escort an escort in the fleet editor.
- Fixed Focused Particle Accelerator being available to OSP despite being useless to them.
- Fixed dragging the scale handle on a cutscene keyframe to extremely large values causing errors. Keyframe tangents now have a maximum velocity of 10,000 m/s.
See you in the battlespace,
-The NEBULOUS Team
Hello Spacers,
We have another round of bugfixes for you in this minor patch, as well as some new UI and changes for craft flight ops to reduce some confusion we saw about inability to land craft in some situations. Here is the full change list:
Changes/Features:
- Added a hangar capacity display to hangar items in the flight ops board.
- Carriers will now pack craft into the hangar with the least available space which can still fit the craft type to keep larger spaces available for larger craft.
- The Land On Ship craft order will no longer be hidden when the target carrier has no available hangar space, and will now show a warning instead.
- Legacy nameplate system has now been fully deprecated, modded ships which use it will now load correctly but render no nameplates.
Bug Fixes:
- Fixed shift-selecting a group of craft on either side of an offline hangar including craft which should be unavailable.
- Fixed hull structure HP not being included in ship save state.
- Fixed multiplayer lobby list showing no results when filtering for a skirmish scenario.
- Fixed being able to connect node ports together if an op_Implicit existed which took in the source port type but returned a type that didn't match the destination type.
- Fixed missile seekers getting removed from missiles when exiting the campaign fleet editor, even if the editing faction didn't use the missile type.
- Fixed campaign Truncheon torpedoes missing their WAKE(THERM) validator.
- Fixed Moorline Bow C not loading textures for the nameplate material.
- Fixed missile template references being lost after saving and loading a fleet.
- Fixed softlock at Mirror Palace if a save was made after the first missile was detected but before the casualty event.
- Fixed being unable to kick players from a co-op lobby.
- Fixed a memory leak in the fleet editor when opened from the campaign editor.
- Fixed a disconnect that occurred when a damage frame was received from the host after a ship had been despawned.
- Fixed ships with disabled drives firing thruster effect to match the oiler they are docked to.
- Fixed the flagship powerplant casualty not being cleared if the ship was dragged from Mirror Palace.
- Fixed ships performing a stern approach on replenishment ships even if the replenishment ship isn't moving.
- Fixed ships with significantly degraded thrust struggling to dock, especially at high time acceleration.
- Fixed ship-to-ship docking approach distances being double what they should be.
- Fixed an error when departing a room with a ship docked to an oiler.
- Fixed Meractor docking clamp rotations being incorrect.
- Fixed detailed descriptions for missiles with secondary targeting seekers having an unlocalized token.
- Fixed storage container capacity jumping into scientific notation territory when doing a bulk transfer if the first container in a pool did not have enough space for a single item.
- Fixed being unable to fire mixed missile loads from MLS launchers with the new weapon UI.
- Fixed targetable space station components having lollipops in the tactical view unlike all other station icons.
- Fixed skybox planet shader values being loaded incorrectly if the player's system locale used commas for decimal places instead of periods.
- Fixed carrier traffic orders being duplicated when loading a saved game.
- Fixed saved traffic orders being able to place craft into hangars that were full, causing them to be lost when saved and loaded again.
- Fixed an exploit allowing the use of infinite restores from a replenishment ship without consuming them.
- Fixed an exploit allowing ships to stay outside the map boundary indefinitely using the orbit command.
- Fixed Flathead hull positional damage not being correct.
- Fixed carriers on Barrow and Faded Call deploying CAP flights when there was nothing to provide CAP for.
- Fixed the bomber ambush on Barrow not triggering correctly.
- AI carrier captains will no longer launch more CAP flights than there are friendly units to provide cover for.
- Fixed an issue with armor damage sampling when using CPU armor.
- Fixed a softlock in campaign if a player's ship had its drives knocked out after crossing the withdraw line.
See you in the battlespace,
-The NEBULOUS Team
Hello Spacers,
We hope you've been enjoying the campaign over the last day and a half. There were a few issues that were brought to our attention once the update hit the wider playerbase. This is a quick bugfix patch to resolve some of the most critical ones, as well as a few other very minor things.
Bug Fixes:
- Fixed several memory leaks.
- Fixed Lamplight minor asteroids having no colliders.
- Fixed tutorial 3-1 not advancing past the launch of the skiff.
- Fixed disconnected players not timing out and clogging up dedicated server lobby slots.
- Fixed a disconnect when another disconnected player's ships were transferred to you.
- Fixed being unable to save a campaign in the campaign editor if any of the ship templates had no mod array recorded.
- Fixed NullReferenceException when loading a save file which had skiffs with an active search wreck order.
- Fixed mod download prompt not appearing in skirmish lobbies.
- Fixed fleet and ship/craft/missile template files having their required mods array cleared. Some fleets that use mods may need to be re-saved in the fleet editor so mods are reported correctly in multiplayer.
- Fixed skirmish scenario point scores accumulating at half the rate they should (every 20 seconds instead of every 10).
- Fixed graphical error on the SDM-1 schematic.
- Fixed a dialog line being incorrectly split in Glimmering Reach.
- Fixed issuing a ROL or HDG order to an immobilized ship changing the movement icon even though the ship was still immobile.
See you in the battlespace,
- The NEBULOUS Team
Hello Spacers,
Tonight we are releasing a balance patch for a few issues that have been long-identified. We've been working on an important minor update since June, which has ended up taking much longer than I had initially anticipated. Though the work is still not done (but we're approaching the finish line), I don't want to make you wait any longer for these balance changes. I apologize that it has taken so long to get these changes out to you.
The Pike
By far the biggest point of complaint in the game's balance is the Pike scout craft, specifically its EO Targeting Ball. We've made a bunch of changes to the Pike, most importantly around the EO Targeting Ball by making it's track accuracy identical to the visual tracks ships receive when in visual range and also requiring completed intelligence on the target for a visual to be shown.
The Moorline
The Moorline lineship has received some nerfs to its capacity as a container missile platform. The Container Bank Launchers have been made more fragile, befitting a backline ship, and we've also shuffled some of the hull's default 6 missile channels into the container banks themselves so that salvo capacity can be degraded as banks are destroyed. The R-2 Piranha Rocket has also had additional cost given to it when used as a submunition in containers.
The Marauder
The Marauder lineship has had two C1 mounts removed from each hull core variant. These additional mounts were added during the Carriers Update development. Other mounts added from this update remain on the hull.
The SDM-2
The ability to carry the SDM-2 has been removed from both the Claymore and Sturgeon bombers so they can no longer be used as effectively for ASF roles.
AMM Doctrine Improvements
The missile editor now has a new defensive doctrine setup matrix, allowing you to configure your AMMs on a per-threat and per-size basis. This allows you to build an AMM which will fire a salvo size of 1 at a S2 conventional missile and a salvo size of 3 at a S3 hybrid missile.
Unity Security Patch
On Friday afternoon we also released an emergency patch of our underlying Unity Engine version, and we have seen a few negative side effects of that such as some UI lines failing to draw correctly. All of the reported bugs following the version switch have been fixed in this patch, but please continue to report any others, thank you.
See you in the Battlespace,
- The NEBULOUS Team
Changes/Features:
- Increased Pike EO Targeting Ball positional error to 20 meters (was 5) and velocity error to 10m/s/s (was 0.05), identical to visual tracks provided by ships normally.
- Pike EO Targeting Ball will now only reveal full visual of the target when intel identity is fully resolved.
- Pike EO Targeting Ball now does intel work on the currently targeted track.
- Increased Pike radar signature size.
- Increased Pike Illuminator Pod cone to 3 degrees (was 1).
- Decreased spacecraft group Radar EMCON signature modifier to -5% (was -25%).
- Changed SDM-2 missile type from 'Missile' to 'Boosted Missile'.
- Added 'S2/Boosted Missile' tag to VLS-2, SALS-2, TALS-2, and MLS-2 launchers.
- Added 'S2/Boosted Missile' tag to Tanto S2 Bay and Barracuda S2 Underwing Pylons.
- Increased SDM-2 warhead weight to 1.25 (was 0.75).
- Increased Mk610 Beam Turret DT to 40 (was 30).
- Removed two C1 mounts from each Marauder LN core segment.
- Decreased Container Bank Launcher HP to 200 (was 500), increased point cost to 25 (was 5), and increased rare debuff chance to 35% (was 15%).
- Decreased Moorline CLN hull-missilechannels intrinsic modifier to +1 (was +5).
- Added hull-missilechannels +1 modifier to Container Bank Launcher.
- Increased R-2 Piranha Rocket submunition cost multiplier to 1.5x (was 1x).
- Added a slight black outline to chat messages to help with visibility on bright maps.
- Added updated versions of all ship HUD silhouettes, scaled by hull size so frigates aren't the same size as battleships.
- Click detection size is still uniform across all icons.
- Added game settings option to disable icon scaling.
- Deployment placement arrows now show ship silhouettes.
- Lobby votes started by a player who leaves the lobby will now automatically be cancelled.
- Spacecraft groups that take more than 1.5x the expected amount of time to RTB because they are stuck on terrain, or any other reason, will now teleport back to their carrier.
- Added lead indicator when firing on a track.
- Added PD Doctrine modes to missile editor.
- UNIFORM mode has uniform salvo settings for all selected threat types.
- MATRIX mode has a matrix of salvo sizes for each threat type and size combination.
- Replaced PD missile reattack setting with Cooperative Defense settings.
Bug Fixes:
- Fixed battle report formatting getting messed up when switching from a view with no scroll bar to one with a scroll bar.
- Fixed ships in the ship list not having their formation lines updated correctly when exiting a formation.
- Fixed ships not firing AMMs at z-prio targets if there were no AMMs with matching doctrine.
- Fixed a bug in the round robbin sensor context processing which could lead to time overruns and severely impact performance.
- Fixed missing UI lines.
- Fixed errors from Graphics.CopyTexture during startup on lower graphics settings.
I'm back from a short break visiting family and have a quick bugfix patch before we get to our next balance PTB cycle. Some of these notes may be a little cryptic so let me mention a few of the more important ones and what they mean.
For one, beams will no longer completely miss their first shot against a new target by holding steady on a point in the void. Additionally, a slight offset of the aimpoint selection volumes on some Marauder LN configurations has been fixed, so aimpoints will always be inside the hull. This happened for other weapons as well but was a lot less noticeable. The issue is fixed for all weapons.
Ships will also no longer get stuck in space when trying to maneuver in tight quarters, such as when changing direction while trying to back out of D point on Pillars or when trying to navigate canyons on some modded maps. This was most noticeable with small, fast ships. The changes made to fix this also made it so ships no long get dragged down to a tiny fraction of their top speed when maneuvering close to obstacles.
Missiles will no longer be missing visual tracks on their first use, and some exploits in the behavior of submunition containers with End-of-Path staging have also been fixed. There are also a few other minor issues fixed, which you can find below.
Bug Fixes:
- Fixed some cases where failed pathfinding requests would be repeatedly re-run after a game had ended.
- Fixed ships being significantly slowed down when moving close to rocks.
- Fixed fast ships attempting to change direction to a distant waypoint in a constricted area being stalled by the collision avoider.
- Fixed ship deployment positions being able to overlap other ships or terrain if the mouse did not intersect the map's bounding sphere before another ship was selected.
- Fixed visual tracks not appearing for missiles the first time they are spawned.
- Fixed ships without radars still having an interactable EMCON button if they had weapons with integrated FCRs (which ignore EMCON).
- Fixed movement widget time estimate tooltip not accounting for HBRN state when issuing craft move orders.
- Fixed NullReferenceException when the first selected ship has defensive missiles and the HUD disabled.
- Fixed announcer declaring the enemy is capturing a point when the enemy stops contesting a point.
- Fixed weapons retaining the aim point offset from their previous target for the first period, resulting in misses when switching from a larger target to a smaller one.
- Fixed random modular hull aim point volume segments not being offset correctly.
- Fixed missile status bar not having an icon for a failed launch state.
- Fixed submunition missiles with no seeker indefinitely retaining the initially-fired-on track from the ship.
- Fixed cruise missiles without seekers not being able to use TRPs.
See you in the Battlespace,
- The NEBULOUS Team
It turns out the power of
I'm also aware there are some desync artifacts from the new system used for craft and missiles. These are not induced by high latency, I tested the system with 1000ms ping and 25% packet loss. They are caused by divergent behavior on the client and server (e.g. craft decides to turn left instead of right), and I am working to identify and fix the causes. Please know that these are only visual issues on the client, and while they can make it more difficult to tell exactly what is going on they do not affect the outcomes of any games.
Changes/Features:
- Modified Barracuda gun evasion behavior to be more aggressive.
- Increased 35mm flechette collision detection radius to 2.5m (was 1m).
Bug Fixes:
- Fixed ELINT crossfix accuracy varying incorrectly based on distance to the scene origin.
- Fixed games ending prematurely if all magazines on a ship were disabled but DC teams were available.
- Fixed turreted missile launchers not updating their unmask roll vector as the target moves.
- Fixed SALS/TALS launchers spamming the log with failure sentinel warnings when target is outside arc.
- Fixed turreted launchers continuing to train on their last target until a new attack order was issued.
- Fixed ATGT SENSORS giving incorrect subsystem positions for sensors on lineships.
See you in the Battlespace,
- The NEBULOUS Team
We've got another round of bugfixes and optimizations, as well as our first balance tweaks. On the balance front we've cut down the number of missiles the Pike can carry, which had previously escaped being cut in half in testing like all the other craft, and decreased the damage of 100mm Flak. These are pretty minor but should address some issues we've been seeing in multiplayer games.
Aside from a few bug and exploit fixes, optimization is at the center of this patch. With the number of signatures and sensors/seekers now active at any given time with the addition of spacecraft, I've overhauled the way signatures are managed and partitioned in the map so that sensors only have to evaluate the signatures that are nearby to them. Passive missile seekers in particular were also optimized substantially. In my benchmarks with 45 dual-seeker missiles searching for targets I saw an over 85% performance increase.
Right now I am splitting my time between Live branch work and developing the tools required for our next major update. Network optimization and further AI improvements (including making the Easy AI a little easier...) are the next things on my list for a near-term minor patch. In the meantime, I hope you enjoy!
Changes/Features:
- Decreased missile capacity of Pike S1 missile pylons to 2 (was 4).
- Updated bomb trail colors so they don't look like hybrids.
- Added a dedicated server admin !skipmap command.
- SALS and TALS launchers will now do a cold launch if firing from the neutral position because the target is out of arc.
- Made many optimizations to reduce per-frame memory allocation substantially.
- Improved performance of all passive missile seekers.
- Improved performance of sensor acquisition cycles with spatial partitioning.
- Decreased 100mm Flak damage to 20 (was 30).
- DC teams will now prioritize consuming restores from non-reinforced and low-DT lockers first.
- Weapons drawing ammo from magazines will now prioritize non-reinforced magazines followed by those with the highest starting quantity of the desired ammo.
- Increased max depression limit for Solomon BB MT1 to -2 degrees (was 0).
- Reduced dust particle density on Canyon.
- Modular missiles now take into account acceleration time when calculating the max range they display in the UI.
Bug Fixes:
- Fixed craft not checking for correct aspect on missile targets.
- Fixed being able to vote-kick server administrators.
- Fixed being able to submit conduct reports for CPU players.
- Fixed players being able to cancel dedicated server debrief end by changing their ready state when the !enddebrief command had been used.
- Fixed Vauxhall MT5 being too high.
- Fixed bomb trail VFX being culled when still inside camera frustum.
- Fixed BSHRT last damage second not being reset.
- Fixed being able to "bank" work in restoring a component for later use.
- Fixed AI ships not approaching a target they were ordered to scout if there was an unobstructed view but it was out of range.
- Fixed white highlight circles remaining in space if a track was lost was hovered with the mouse.
- Fixed craft cruise distance remaining display not accounting for if HBRN was on.
- Fixed missile seekers being pulled off targets by signatures which have had their radius increased by a modifier.
- Fixed exploit allowing hotkeys to be assigned to allied and enemy ships.
- Fixed some Moorline DC board segments having their components misaligned when scaled.
- Fixed ships continuing to maintain heading to a track lost via comms jamming.
See you in the battlespace,
- The NEBULOUS Team
It's great to see so many people have been enjoying the new major update. I've been hard at work the last couple of days grinding through all of the bugs that have been reported, and am happy to deliver that along with a few usability improvements. If you have a bug to report, you can report it in the #bug-reports channel of the official discord or on the bug reporting discussion forum.
Changes/Features:
- Added button to craft editor loadout matrix to add a missile template to the fleet without having to go to the missile editor.
- Rebuilt Canyon navigation tree at a higher resolution.
- Added a scroll bar to the confirm modal if the height of the text exceeds 500 pixels.
- Added a scroll bar to the action menu weapon list if there are more than 6 items.
- Added click padding around ship and craft info bars to prevent clicks between panels causing deselection.
- Added click padding around various selectable UI elements in skirmish.
- Decreased attack run range of KBU-15, RBU-15, and KBU-22 to 2km (was 2.25, 2.25, and 3 respectively).
- Decreased required straight-and-level time for bomb release to 3 seconds (was 5).
Bug Fixes:
- Fixed craft oscillating between combat and cruise when ordered to attack a receding target.
- Fixed some NREs in grouped tracks when exiting a match.
- Fixed a tutorial 3-2 voiceover line being cut incorrectly.
- Fixed craft checking target aspect when firing missiles at ships, intended only for dogfighting.
- Fixed game failing to start if an AI player was given a fleet with a loadout that had no missiles in a fixed component like a missile bay.
- Fixed being able to select the same ship the selection widget was opened from (e.g. for formation guide selection).
- Fixed faction sharing for spaceframes checking save key instead of base key.
- Fixed additional missiles being deposited into magazines when post-flighting craft with unexpended weapons at high time accelerations.
- Fixed unused craft ammunition not being returned to a magazine on landing if the magazine had been completely full at game start.
- Fixed craft weapons indicating ammo storage volume in m^2 instead of m^3.
- Fixed Solomon mount 1 and 2 cap references being swapped.
- Fixed a few errors in starter fleets, such as missing weapon groups.
- Fixed tutorial callout boxes not appearing for some parts of the ship info bar.
- Fixed tutorial objective list blocking mouse interactions.
- Fixed craft approach points on CLN Core A and Bow A container bank slots not being correct for Small Mounted Hangar which does not extend above the hull lip.
- Fixed missile editor tooltip for anti-radiation seeker Signal Discrimination setting not matching new options.
- Fixed craft groups transferred to a new owner not showing up in the ship list.
- Fixed empty loadout select item showing a font tag sometimes.
- Fixed server admin permissions not carrying through to debriefing screen.
- Fixed exception in AI knowledge update when an opposing player's fleet was not loaded.
- Fixed InvalidOperationException if an active AI-controlled flight landed or was destroyed in the middle of a command update.
- Fixed NRE in ship clustering coroutine.
- Fixed submunition warhead Release Range slider showing invalid ranges when no submunition was selected.
- Fixed Journeyman MT1 having it's unmask side set to either instead of negative.
- Fixed cruise missiles beginning their turn onto the next leg of a waypoint path early.
- Fixed craft not collecting missiles on pylons into their LOD groups if they had been previously unloaded, causing them to be visible through the fog of war.
- Fixed AI considering ships for the cringe capper role when they had passive sensors, FC radar, jamming, illumination, or directable sensors.
- Fixed AI protected leaf query considering some leafs as vulnerable when they were not.
- Fixed exploit allowing player fleet colors to be set outside the 0.0-1.0 range.
See you in the battlespace,
- The NEBULOUS Team
Current Release
Build 24422059
Uploaded Aug 12, 2026
System Requirements
How to Install
Nebulous.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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