Gather resources, construct space ships and stations, produce fuel, generate energy, trade between stations, complete contracts or fight with pirates in a 2D world where everything in constant orbital motion, without "air friction" and without maximum speed limits.
User reviews:
Mostly Positive (201 reviews) - 77% of the 201 user reviews for this game are positive.
Release Date: Nov 20, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access gives us a great opportunity to work together with community!
Actually we are already working with community very actively, and it brings a great results! Continue to reading this block for more details. Also you may check our development blog to ensure that development is very active!

Besides that, we are three friends and this is our first project. We are working on it without any starting budget and Early Access gives us an opportunity to work on our project without distractions.”

Approximately how long will this game be in Early Access?

“It is hard to predict release date for the game with such unusual concept and complex features. Especially if it is our first project.

Earlier we announced a release date, but development took more time than we expected, so we decided to not announce any further release date if we are not sure about it.

Actually release date is irrelevant and does not mean that game will become "completed" instantly. We release update almost every week and the game become better and better with each update. Besides that, we are constantly adding new features in our to-do list. So the game may be interesting and playable even while it stated as "Early Access".”

How is the full version planned to differ from the Early Access version?

“Since we released the game we made a lot of work. We added multiplayer, save/load, trade.
An interface, ship constructor and production system was redesigned several times.
Graphics was completely changed from 2D to 3D!

In full version, we are going to improve all existed features, but in addition we plan to add:
  • Interaction with planets (gathering resources)
  • Several different types of star/planetary systems (with moons or gas giants)
  • More complex production system (not sure how exactly, we are going to discuss it with community)
  • More complex crew system (also not sure, will discuss it with community).
  • Heat system (necessity to use radiators to prevent overheat)
  • More various modules, functional devices and weapons
  • More types of procedural missions
  • Solve all bugs, optimize performance and improve usability
  • Overall improvements of game design, so the player will be able to slowly improve its technologies, fleet, encounter with stronger enemies and accomplish more complex procedural missions.
You may found more details in our to-do list

What is the current state of the Early Access version?

“Currently the game in Alpha stage. To answer this question will be better just to show a list of things which you can do in the game right now:

  • Fly around a star system with realistic physics and orbital mechanics
  • Construct complex ships and space stations using many various functional modules
  • Extract resources from an asteroids in order to produce fuel and construct ships
  • Trade goods between space stations
  • Accomplish procedural missions of several types (delivery, combat)
  • Buy or sell modules on a shipyards
  • Use several types of cannons, lasers, rockets, and energy shield to fight with enemy
  • Play with friends in multiplayer
  • Clean an orbit from a space debris and salvage resources
  • Use alternative control with mouse clicks to control your fleet like in strategy game
  • Enjoy the beautiful celestial movements and tell us what exactly do you want to see in the next updates

What is not ready yet:
Since it is Alpha, the game have some bugs, however we fixing all bug reports as soon as possible.”

Will the game be priced differently during and after Early Access?

“The price will be slowly increased during development according to quality and amount of features and content.
Initial price of first Early Access release was 8$.

At current state, the game cost 11$. When we increased the price, we asked a community about this and it was approved. You can read more details in our blog here and here.

When all planned features will be implemented and all bugs will be fixed, after stable release, we plan to increase price up to 20 or 25$.
Therefore, during entire early access you can buy the game with discount!

Some developers set the price for early access higher than after release, making money on the thirsty players.
We are not going to do that!

Actually, people who participate in early access make a great assistance for developers. They are making bug reports and send their ideas that helps to make the game much better. And most importantly, their feedback is really important because they give us enthusiasm, which allows us to continue to develop the project!”

How are you planning on involving the Community in your development process?

“For almost two years of development we are working with community very closely! A huge amount of work has been done largely thanks to our community!

We're consider any ideas from community and your ideas really can be implemented in the game. You shouldn't thinking "I have so cool idea which will make the game so great! But probably developers are to busy to listen me". We read everything what you wrote to us and we glad to any ideas which will help us to make the game better together!

We receiving a lot of suggestions and bug reports. We have a huge list of suggestions in our to-do list and all bug reports added in to-do list and solved as soon as possible.

Tutorials and Guides
Our community helps us to create detail guides about the game.
Since interactive tutorial not yet implemented, we even added a link on this detailed guide from one of our community members right into the game!

Translations of various languages and correction of our English is done completely by our community!
We using GitHub to receive a help from anyone who wish to participate in localization.
More information here

Close communication with us
We are actively answer almost on anything what you wrote to us in Steam Community Hub.
Also you may freely add us in Steam contact list or use our Discord chat to ask us about absolutely everything! Most likely we will answer you within a hour or a day.”
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Recent updates View all (133)

August 18

If you think that focusing on the aerodynamic mode is a bad idea - read this post

Since in version 0.8 we implemented first version of aerodynamic mode, many people became very confused about this.
Here is a few main complaints:

1. Developers decided to make the game casual.
2. Developers now have two games, so development time now will 2 times slower
3. Developers decided to focus on aerodynamic mode instead of orbital mode, so "say bye to realism", orbital mode is abandoned, "I bought the game for orbital mode", "fraud" etc. Sometimes it is a reason for negative reviews such this or this.

So we should say

Lets explain it in more details.
First of all, we understand why you are confused. Because you never saw such revolutionary and unique approach anywhere.

The only place where you saw approach which MAY SEEMS SIMILAR (But NOT the same), it is many games from AAA developers, which are often makes its games more and more casual, by deleting features, in order to make development cheaper and obtain more sales.

But this is not the same what we are doing. It can be similar by the first glance, but it is illusion.
We will never use such approach. For us, development of casual games is inacceptable.
We are like to develop complex and hardcore games with deep mechanics. Development of casual games absolutely is not interested for us.

What we are doing, it is revolutionary and unique approach for development. Currently it will be hard to explain, since this approach will show its full power only after some time of development, but in a nutshell: "Single flexible core - various game rules".

Basically, we want to ask a simple question.
Are we deleted orbital mode from the game?
The answer is no. And we don’t plan to do it.
So why you are thinking that we are abandoned orbital mode and going to create a casual game?

You may think that since we are focused on aerodynamic mode, the orbital mode now will be developed extremely slowly.
But it is an another illusion.

Actually, since aerodynamic mode was implemented, development of orbital mode now significantly faster than before!

We created a simplified graph in order to show what we mean.

Hard to believe? But this is true.

It first glance you may think "If developers now have 2 tasks instead of one, it means that each task now have only 50% development speed instead of 100%"

But this statement is not relevant if we are talking about development using our new approach.

There is several factors which makes it possible.

First, as we told above, a "single flexible core".
You see, implementation of aerodynamic mode took very little efforts. Approximately 5% from the all development time, or even lower.
All what we need to do it is just enable friction and change world generator a bit. That's it.

With the few small steps, we created basically another game which provides even more gameplay experience

Think about it, if we can spend only a 5% of development time and as result, achieve almost 100% of new gameplay experience, it will be very unwise to not do it.

Also there is another example:
Some other game developers may create another game based on their previous game with very few changes, but the game will be sold on full price tag as a different game.

Instead of such approach, we just added "another game" for free (even not a FREE DLC), just a regular update which adds more content into the base game.

If you don't like aerodynamic mode - just ignore it. The speed of development of orbital mode is the same as before (and even faster) so nothing to worry about.
But actually we recommend to check both modes, because each mode have its advantages and interesting gameplay aspects.

You may say "But you already developing aerodynamic mode for a two months, and orbital mode is abandoned" - and this statement will be incorrect

In the last few updates only a few small changes related specific to aerodynamic mode.
Majority of changes it is huge improvements of core mechanics, optimization and bug fixes which is related to both modes.

Even if we will have 10 various game modes, these changes will be automatically applied to all game modes at once.
"Single flexible core", remember?

But how it is possible that development of orbital mode now even faster than before?

It is because orbital world where everything in constant motion, it is very inconvenient environment for development.

It is hard to explain such specific technical aspects of game development, but in a nutshell "If entire world of the game is moving - it is very bad".

Actually Celestial Command it is basically the only game where entire world of the game is moving. It is completely violates standards of game development, what generates a lot of technical problems (most of them more or less solved during long and complex development), but still, testing of features and fixing of bugs could be very hard in orbital mode.

So we decided to implement aerodynamic mode and use it as a platforms for tests and fixes! And since there is single core, such fixed applied to both modes.

The result turned out extremely good! During a few months we made more improvements than during the year. And we continue to add even more fixes with each update, which are now quite often.

So, as you can see, everything is much more complex that it seems at first glance. We even didn't described all benefits from such approach, but the text already turned out too big.
Anyway, later you will notice how much quality of the game was improved since version 0.8.
10 comments Read more

August 15

Update 0.813 Alpha - Ion engines, shields and bug fixes

Another update with important bug fixes.

Also we noticed that ion engines still have old 2D visual effect and not very suitable audio effect, so now it is updated!

Also, energy shield no longer looks so thin, especially on large ships.

Ship design created by user Lemodile.


  • New visual and audio effect for ion engines
  • Now energy shield have bigger vertical size, so it no longer looks so thin
  • Localization updated

  • Improved solution of "shaking stations", so stations in orbital mode no longer teleports at short distance each 1-2 minute like in previous update. Now station will teleport back to stable orbit, only if station will be too close to atmosphere or to border of sphere of influence of planet.
  • Now ships with active shield will be loaded correctly (attached parts no longer will collide with own shield)
  • Power monitor now displays correct income and outcome (actually not, it still shows incorrect values for more than 1 power storage, it will be fixed later)
  • "120 FPS" renamed to "30 FPS" (in options window)

8 comments Read more
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Steam Greenlight

We thanking all who voted for us, individually thanks people who give ideas and evaluated our innovations, thanks to them we were able to choose the correct path.

About This Game

Celestial Command is a realistic sandbox space game which unites a real orbital mechanics, ship constructor and some features of typical space games.

Gather resources, construct space ships and stations, produce fuel, generate energy, trade between stations, complete contracts or fight with pirates in a 2D world where everything in constant orbital motion, without "air friction" and without maximum speed limits.

Realistic Orbital Mechanic

The world of the game works based on simplified orbital mechanics. Everything in state of constant orbital motion. Perform orbital maneuvers and keep your space ships on stable orbits to prevent crashing on a planet or loosing ship in deep space.
The physics simulates in 2D space, this makes flying and navigation enjoyable and easy but also generates a lot of interesting situations due physical collisions which are more often in 2D space than in 3D.

Fully Customizable Ships and Space stations

You can build your own ship part by part. Each part of the ship is individual, it has own functions and parameters. Therefore, abilities of your ship are completely dependent on the modules from which it is assembled. You can build small explorers, large industrial ships, carriers, defense satellites or whatever you want.
Each module can be detached or attached to the ship right on the fly, which allows to transform your ship using found modules.

Ship Management

All resources of the ship are limited. Including fuel, energy, ammo and construction materials, so store them and use them wisely.

Command a Fleet

You are not bound to a single ship. You can build as many ships and space stations as you want. And you can switch control between them anytime. Also it is possible to control your ships not only directly, but also giving movement orders.

Seamless Star System

Explore a procedural world filled with planets, asteroids, space stations and other things. The world of the game is completely seamless, you can zoom out from your ship to the entire star system.

Gather Resources

Mine asteroids for useful resources or salvage wreckage of broken ships in order to build new modules and produce fuel.

Economy, Trading and Missions

Trade goods between stations or complete procedural missions provided by NPC stations and earn additional credits to buy new modules on a shipyard.

Fight the Enemy

Build various types of devices to fight against enemies. Cannons, lasers, rockets, shields and more.

The game has now been in active development, so even more interesting features added almost each update!
Check our development blog for more information about development and future plans.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • Processor: Core i3
    • Memory: 4 GB RAM
    • DirectX: Version 9.0
    • Storage: 750 MB available space
    • OS: Windows 7 / 8 /8.1 / 10
    • Processor: Core i5
    • Memory: 8 GB RAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
    • OS: OS X 9
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Storage: 750 MB available space
    • OS: OS X 10
    • Processor: Core i5
    • Memory: 8 GB RAM
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
    • OS: Ubuntu 12, Steam OS
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Storage: 750 MB available space
    • OS: Ubuntu 12, Steam OS
    • Processor: Core i5
    • Memory: 8 GB RAM
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
Customer reviews Learn More
Mostly Positive (201 reviews)
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