Store data
- UK price
- £13.75
- US price
- $9.89
- Positive reviews
- 90%
- Total reviews
- 62
- Release date
- 15 September 2026
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1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
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| Last 30 days | 16 | -8 | -33.3% | 4 | -70.0% |
| October 2026 | 10 | -14 | -58.3% | 3 | -69.1% |
| September 2026 | 24 | — | — | 9 | — |
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| United KingdomGBP · GB | GBP | £13.75 | £9.07 | 34% | £9.07 | No change recorded |
| United StatesUSD · US | USD | US$14.99 | $9.89 | 34% | $9.89 | No change recorded |
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From the creators behind Halo Wars and Age of Empires, Fleetbreakers is a fast action RTS roguelite where every run throws your fleet into a new fight for survival.
Command squadrons in real time, launch mothership abilities, gather resources, choose upgrades, and push deeper into Voltari-controlled space through quick, replayable strategy missions.
It is built for players who want the satisfaction of RTS decision-making without the long buildup: readable battles, meaningful choices, and one more run always within reach.
You lead from the mothership, but the battle is won through the squadrons you deploy, the abilities you time, and the risks you choose to take.
Send agile fighters into the fight, anchor the front line with heavier units, and use special maneuvers to break enemy pressure. When the battle turns against you, mothership support can protect your fleet, punish enemy formations, or open the path forward.
Every run gives you a chance to shape a different kind of fleet. Spend resources, unlock new squadron options, and combine units with upgrades that change how you approach each encounter.
The goal is not only to survive the next battle, but to create momentum. A small strike force can grow into a powerful armada if you make the right calls at the right time.
Fleetbreakers blends real-time tactical combat with roguelite structure. Each run brings generated maps, new encounters, discoveries, allies, and strategic choices that can change your route through the sector.
Push forward for greater rewards, adjust your fleet to counter new threats, and learn from every defeat. Persistent upgrades and better decisions bring you closer to breaking through the campaign.
The sector is under the grip of the Voltari Empire. As you fight to liberate space from their control, you will uncover more of the sci-fi story behind the invasion and the factions caught inside it.
Recruit allies, earn unique bonuses, and prepare for boss battles that test whether your fleet can survive more than just ordinary enemy waves.
Fleetbreakers is designed around quick missions that get you into the action fast. Each encounter gives you a clear tactical problem: deploy, adapt, survive, and decide how far you are willing to push before the enemy pushes back.
Play with mouse and keyboard or gamepad, and take the fight on the go with Steam Deck-ready sessions built around fast, focused strategy.
· Fast action RTS roguelite - quick, replayable missions where every battle and upgrade shapes the campaign.
· Tactical squadron combat - deploy fighters, heavy units, and special maneuvers in real-time space battles.
· Mothership command abilities - call in powerful support to protect your fleet or break enemy formations.
· Persistent progression - spend resources on upgrades that carry your campaign forward.
· Dynamic campaign structure - generated maps, encounters, discoveries, allies, boss battles, and route choices.
· Multiple factions and allied bonuses - unlock new advantages that change how each run unfolds.
· Flexible controls - mouse and keyboard, gamepad support, and Steam Deck-ready play.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Chapter1 | 37.6% |
| 02 | Vanguard Buildextractors | 33.6% |
| 03 | Trainunits | 19.6% |
| 04 | Chapter2 | 16.8% |
| 05 | Chapter3 | 8.2% |
| 06 | Chapter4 | 4.6% |
| 07 | Chapter5 | 2.4% |
| 08 | Slaraash Buildacidvats | 1.8% |
| 09 | Beatascension5 | 0.5% |
| 10 | Beatascension10 | 0.4% |
Version: EA v0.2.808 Release Date: October 15th, 2026 Build: Stable Hello, captains! We’ve heard your feedback and are back with another big batch of bug fixes. These should make the gameplay experience feel a lot smoother!🛠️ FixesFleetbreakers 0.2.808 Our big October patch is here! Based on feedback, we’ve focused primarily on DIFFICULTY and PROGRESSION. We did get a few other niceties in, too. - Difficulty/Balance:Enemy forces have a reduction in base Ships per SquadronEnemy bosses less likely to pick Squadron Size and Count upgradesEnemy forces have a reduction in base Hitpoints and Shield RatingEnemy is more limited in how many Squadrons it can have on the map at one timeEnemy Slaraash Stations have reduced Drone enhancementsEnemy Scientists that contributed 3 Boss Meter points now just contribute 2Free PlayLowered difficulty ramp across first two sectorsFirst sector boss meter i...
Read full update on Steam ↗Version 0.2.808 Difficulty/Balance: Enemy forces have a reduction in base Ships per Squadron Enemy bosses less likely to pick Squadron Size and Count upgrades Enemy forces have a reduction in base Hitpoints and Shield Rating Enemy is more limited in how many Squadrons it can have on the map at one time Enemy Slaraash Stations have reduced Drone enhancements Enemy Scientists that contributed 3 Boss Meter points now just contribute 2 Free Play Lowered difficulty ramp across first two sectors First sector boss meter is half Common and have Uncommon techs (instead of Uncommon and Rare) Free Play Ascensions: Reordered a bit to adjust difficulty Free Play Ascensions: Ascensions 1 and 2 are easier Free Play Ascensions: Ascensions 7 through 10 got some additional difficulty Fewer enemy energy nodes Boss Battles spawn in fewer additional Squadrons during the waves Story Lowered difficulty ramp...
Read full update on Steam ↗Version: EA v0.1.799 Release Date: October 1st, 2026 Build: Stable Hello, captains! We’ve heard your feedback and are back with another big batch of bug fixes. These should make the gameplay experience feel a lot smoother! 🛠️ Fixes Fleetbreakers 0.1.799 We’ve been working on some specific difficulty issues while building a larger set of changes for the mid-October release. This build has these changes: - Balance:+3 to all Flux mission bountiesChance for Warlord and Scientist missions to have a Flux crateSlight cost reductions of some Tier 2 techs in the Starbase, Armory, Think Tank, Hive, Academy, and Incubator coloniesSlight cost reductions on a couple Tier 3 Starbase and Hive colony techsSlaraash Academy gained two new techs:Brutality: Physical Damage buffPointed Strike: Crit Chance buffDestroy All Enemies missions have fewer enemy spawnersEscort ships have more hitpoints and move...
Read full update on Steam ↗Version: EA v0.1.795 Release Date: September 23th, 2026 Build: Stable Hello, captains! We’ve heard your feedback and are back with another big batch of bug fixes. These should make the gameplay experience feel a lot smoother! 🛠️ Fixes Fleetbreakers 0.1.795 - Fixed: Issue where some of the reward dialogs for Warp Boons or Encounter choices could get stuck and soft lock the game. - Fixed: Zero relic rewards in Free Play Sectors 2 and 3 if the Major Award Warp Boon was selected. Unfortunately quite ironic. Fixed tho! - Fixed: Boss Forrdoon’s map did not place an item necessary to collect to complete the mission. - Fixed: Oserath’s map generation might refuse to place Oserath. Whoops! - Fixed: Motherships could spawn just inside an acid field and take damage. Not anymore! - Fixed: Starting squadrons not proc’ing some Relic rewards (e.g. Egghead Relic not counting a starting Guardian squa...
Read full update on Steam ↗Version: EA v0.1.795 Release Date: September 23th, 2026 Build: Stable Hello, captains! We’ve heard your feedback and are back with another big batch of bug fixes. These should make the gameplay experience feel a lot smoother! 🛠️ Fixes Fleetbreakers 0.1.795 - Fixed: Issue where some of the reward dialogs for Warp Boons or Encounter choices could get stuck and soft lock the game. - Fixed: Zero relic rewards in Free Play Sectors 2 and 3 if the Major Award Warp Boon was selected. Unfortunately quite ironic. Fixed tho! - Fixed: Boss Forrdoon’s map did not place an item necessary to collect to complete the mission. - Fixed: Oserath’s map generation might refuse to place Oserath. Whoops! - Fixed: Motherships could spawn just inside an acid field and take damage. Not anymore! - Fixed: Starting squadrons not proc’ing some Relic rewards (e.g. Egghead Relic not counting a starting Guardian squa...
Read full update on Steam ↗Fixed: Issue where some of the reward dialogs for Warp Boons or Encounter choices could get stuck and soft lock the game. Fixed: Zero relic rewards in Free Play Sectors 2 and 3 if the Major Award Warp Boon was selected. Unfortunately quite ironic. Fixed tho! Fixed: Boss Forrdoon’s map did not place an item necessary to collect to complete the mission. Fixed: Oserath’s map generation might refuse to place Oserath. Whoops! Fixed: Motherships could spawn just inside an acid field and take damage. Not anymore! Fixed: Starting squadrons not proc’ing some Relic rewards (e.g. Egghead Relic not counting a starting Guardian squadron as deployed). Fixed: Tricky timing bug where some starting squadrons that provoked buff effects would have the text flake stay on the entire mission. Fixed: Missing reflection captures on one of the encounter levels. Improved: Clarified which inventory slot had to...
Read full update on Steam ↗Hello Fleetbreakers!Welcome to our June 2026 monthly update. We’ve had a busy month of development, focusing on refining core gameplay mechanics, polishing user experience, and making sure our latest milestone builds are solid. Here is a breakdown of what we’ve been working on:Highlights & New FeaturesAcid Bubbles: We’ve officially replaced Corrosion with a brand-new unique feature for acid damage: Acid Bubbles! This change is much more visually satisfying and adds a layer of positioning gameplay that feels right at home alongside overload and crit chance. Loading Screen Improvements: The long-awaited fix for our loading screen is in—the spinner finally spins as it should!Drone Bomb Overhaul: The Slaraash Carrier’s signature ability, Drone Bomb, has been completely rebuilt to be more impactful. It now utilizes existing drones on the map, and we’ve added discovery upgrades that allow f...
Read full update on Steam ↗How Fleetbreakers Handles DifficultyFleetbreakers has two core ways to play, Story Mode and Free Play, and each one asks different things of our difficulty systems. Both modes share the same missions, enemies, and rewards, but the shape of a run is very different. That means we've had to build tools that scale challenge in a way that feels fair, surprising, and replayable no matter how you play.Story Mode: A Roguelite CampaignStory Mode is our take on a campaign, just… a roguelite one.You won't see every story beat in a single run, and the ones you do see depend on your choices. Visit Melvin Wright's vendor more often and you'll naturally uncover more of his backstory. Skip him, and you'll learn about someone else instead.A Story run is one sector per chapter, with the chapter's narrative framing the big beats while the missions and sector map are fully procedural. A successful run us...
Read full update on Steam ↗Hi everyone! It's been a busy month. May featured a ton of new things from upgrades, to re-vamped abilities, to ascension work. Here's a summary of all we got to in the last month:New FeaturesUpgrade EncountersNew special encounter (on the order of vendor and mystery encounters). Allows players to upgrade ships in their fleet. This was the “last missing vector” for roguelite progression. We added 4 encounters for these.First 5 Ascension LevelsWe will do the other 5 in a future milestone, but the real ascension content for the first 5 levels is in. This makes Free Play considerably more interesting. Localized FontsAdded fonts for Arabic, Chinese, Japanese, and Korean. This should be the complete set of fonts we need, but obviously we will need loc QA to verify. Sell Ships at VendorAnother long-awaited feature. Unlocked with a Discovery (and upgradeable with further Discoveries).Enginee...
Read full update on Steam ↗New FeaturesNew Cobalt Colonies and Colony TechsMore colony choices to help differentiate each run. Removed almost all of the stacks. Tier techs require 4 techs from the previous tier to be able to research (in addition to the resource cost). A host of new techs and removal of many old techs that were not exciting or doubled up on other features in boring ways. Added feature to show the exact tech requirements for techs.Wall Placement V2Start/endpoint placement modelEndpoints use cylinders for placementBig pass on fixing any gaps and other issuesWall minimap icons match what’s placed in the world(Early look at walls w/ stand-in art) Story Run Progress BonusesStory runs (Chapter 3 and beyond) get extra starting resources and some extra already-won colonies. This helps players get far enough in the colony content within the single sectors of story runs (vs. the 3 sectors of a free play...
Read full update on Steam ↗New FeaturesArchiveThis is our “codex” where you can see all the things you’ve discovered/unlocked. There is still a missing section and a lot of UX to improve, but you can certainly get the idea. Barrier Stations (walls)Available to build in missions once you buy the unlock at your Starbase (Cobalt) or Hive (Slaraash). We’re still deciding if we like the way they get built, but we like what they do for the game. The CPAI is not very savvy with them yet, though. Warp Boon/Gift (name TBD)You used to start each run with an intro mission. We’ve replaced that with the so-called “Warp Boon”. It’s akin to how Slay the Spire starts; you get a choice of 3 mostly unique options to immediately start setting up/customizing your run. Starting SquadronsWe used to just start you with a single Scout squadron. Now we give you all of the 4 main ships:Scout (Specialist class)Talon (Assault class)Sentin...
Read full update on Steam ↗Hey everyone,February was a huge month for Fleetbreakers. A lot of long‑requested features landed, several major systems took big steps forward, and the game’s overall feel, moment-to-moment and run-to-run, got sharper, and faster. There's a lot to cover:Multi‑Squadron Selection ArrivesYou asked, we listened. Even though Fleetbreakers is built around streamlined squadron‑level control, many players wanted the familiarity and flexibility of traditional RTS selection tools. This month, we added:Drag‑select for quickly grabbing multiple squadrons Add/remove functionality for fine‑tuning your current selection Full mouse/keyboard support today Gamepad support coming next month This hybrid approach keeps Fleetbreakers’ clean command structure intact while giving players more agency in chaotic battles. Boss Battles 2.0Boss fights are getting the polish they deserve. We’ve been rebuilding th...
Read full update on Steam ↗Hey everyone,We’ve been iterating on how much control players should have over their ship squadrons as Fleetbreakers blends roguelite tension with strategy‑game planning. Originally, losing an entire squadron meant it was gone for the rest of the mission; a meaningful penalty, but sometimes too punishing, especially in missions that require multiple station assaults.So we’ve been testing a new approach: destroyed squadrons can now be redeployed during the same mission.Here’s how it works right now:Redeployment is free, but the squadron returns with only one shipYou still need to spend resources and training time to rebuild itMission deployment caps still apply, unless you upgrade themThis change removes the most frustrating “run’s over” moments while keeping the sense of loss that makes roguelites tick. So far, it hasn’t reduced the excitement of earning new ships during a run, which...
Read full update on Steam ↗Hi everyone! Here’s a look at what we’ve been working on in January. This Month’s ProgressLoads of new art. Icons (replacing our mountain of text-based backup icons). Variation among the different biomes. Two new stations: Rocket Station and Bombard Station.5 playable story chapters. Bosses are in the middle of a large overhaul, but everything else is in place. It's rewarding to finally see the story get implemented in the game!Several passes to fill out and build up our various tech trees though the meta discovery tree was the primary focus. Those are the permanent improvements that players can purchase between the different runs. We still have a few more things to add there, but we're finally happy with the overall variety and strategic paths available to players. As part of those passes, all the buff numbers got bigger and more exciting, too.We finally did a long-delayed pass on th...
Read full update on Steam ↗Hi everyone! Here’s a look at what we’ve been working on and where we’re headed.This Month’s ProgressWe’ve added our second gameplay mode: Free Play (name TBD). As we worked on feedback to build a stronger story progression, we realized we wanted a second way to play the game. Once you defeat the first story boss, Free Play unlocks. Free Play runs have larger star maps, multiple bosses, etc. You’ll also still earn Flux for metagame discoveries when you do those runs, too.We have been cranking through a bunch of required-for-ship tasks in the last month. Things like Cloud Save, Steam achievements, and reviewing our UI to ensure everything is sized appropriately for the Steam Deck. Admittedly, we probably should have done a few of those earlier, but it’s nice to finally get them knocked out!Looking AheadFinishing touches on story Chapters 4 and 5. We already have all the bits and pieces...
Read full update on Steam ↗Hey everyone! It’s been a while since our last update. We’ve been working behind the scenes, moving out of demo mode and laying the groundwork for launch.In prep for that, we’re reshaping the campaign:New act structure for better pacing.More choice of encounters and missions to keep each playthrough fresh and player‑driven.Each act with its own unique story and mission objectives, making every chapter feel distinct and memorable.On the story side, expect stronger character arcs, new beats, and fresh surprises that tie gameplay and lore together. These changes are all about making the campaign feel alive, replayable, and ready for the road to launch. Thanks for being part of this journey!- The Last Keep Crew
Read full update on Steam ↗Hey everyone!It’s been a busy couple of weeks since we launched the latest public playtest demo, and we’ve been blown away by your support, feedback, and enthusiasm. Your voices are helping shape the game in real time.Over the past few days, we’ve been hard at work behind the scenes, tweaking, and tuning the experience. This new update (we call it Playtest #3) focuses on:Smoothing out the intro flow to get you into the action fasterBalancing key mechanics based on your playstyles and feedbackSquashing bugs and polishing rough edgesWe’re committed to making this the best version of the game it can be and your input is a huge part of that journey. As always, keep the feedback coming whether it’s in the Steam forums, Discord, or however you want to get it to us. We’re listening, iterating, and building something special with you.Enjoy!- The Last Keep Team
Read full update on Steam ↗Hi everyone, We're excited to announce a pretty large update to the Fleetbreakers Demo. We have incorporated a lot of the feedback from the community around game balance and difficulty. We've also added some new content like the end of run Boss Battle. Please Note: We changed so much that we do have to force reset your progress. We apologize to anyone who has lost what they've accomplished so far. We will look at how to improve this for future updates. Build Notes Gameplay Boss fight first pass. Multiple stages with different behavior per stage. It's still early, but it gives a good idea where we are headed. All new Colony system. New colonies. New techs. Geared around letting players customize their runs in fun and different ways. Rush vs. Boom (of course), but also things like Luck vs. Predictability. Attack Facing is in! This gives players the ability to control exactly where their...
Read full update on Steam ↗Hi Fleetbreakers, Thanks for all of the feedback on our Alpha Build so far. We're incorporating your thoughts into our update plans and will share more about our NextFest Roadmap next week. Here's a quick snapshot of the changes that team is working on this week. Balance updates - We're focused on the early difficulty curve ramp. Boss Battle - 1st iteration of the end of map boss fight. More details on that soon. New Squadron - (Working name) Trap Layer, a new unit that drops mines and other demolitions/traps. Victory Mode - Giving players control of when missions end to enable further exploration and completing other objectives after the main objective is met. Movement adjustments - We're making some significant combat motion changes to give players more control and make things like angle of entry matter. - The Last Keep Team
Read full update on Steam ↗0 positive · 1 negative.
Version: EA v0.2.808 Release Date: October 15th, 2026 Build: Stable Hello, captains! We’ve heard your feedback and are back with another big batch of bug fixes. These should make the gameplay experience feel a lot smo…
Version 0.2.808 Difficulty/Balance: Enemy forces have a reduction in base Ships per Squadron Enemy bosses less likely to pick Squadron Size and Count upgrades Enemy forces have a reduction in base Hitpoints and Shield…
Version: EA v0.1.799 Release Date: October 1st, 2026 Build: Stable Hello, captains! We’ve heard your feedback and are back with another big batch of bug fixes. These should make the gameplay experience feel a lot smoo…
£9.07 → £13.75.
1 positive · 0 negative.