Mine asteroids, salvage space debris, build space ships and stations, manage fuel and energy, trade goods, performs missions and fight against enemies in large open world with realistic 2D physics based on orbital mechanics or in alternative, more classic game mode.
All Reviews:
Mostly Positive (303) - 78% of the 303 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?

“It is amazing to work with community! We are reading every suggestion and answering on your every question. Please feel free to join our Discord chat and ask or suggest whatever you want. The game in VERY active development, so follow our development blog for news.

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 http://steamcommunity.com/sharedfiles/filedetails/?id=557510735 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 (178)

March 12

We need your help to keep development safe

Approximately a year ago, for some reason our sales of Celestial Command were reduced in several times, as a result, at this moment it is barely enough to cover our monthly expenses for food and bills.

Of course, we are very, very happy that we have a possibility of full time develop the game we love, and receive enough money for basic needs, however, we almost do not have any financial reserves.
It means that at this moment, even a small, insignificant issue may ruin an entire development of Celestial Command which was built for more than 4 years and correctly closer to finished game closer than ever before.

For example, If one of our computers will require a repair, or if fridge in the kitchen will require a repair, or if someone will need a meeting with a dentist, or any similar insignificant situation which will require a bit of additional expenses - we will be out of money, and we will not be able to develop Celestial Command anymore.

You are probably noticing that our updates are frequent, and we are adding a lot with each update by adding more and more features and moving to the goal of finished, polished and super enjoyable game. We are answering on all questions for the community, working during holidays or more than 10 hours per day, and we want to continue to do that without distractions of things like lack of money on basic needs.

We need relatively very little amount of money. Only 1500$ per month if enough for basic needs of our entire team (there are 3 people in our team). This is very little in comparison to average costs of products and salaries in the game development industry, which usually cost a lot more. 1500$ per month it is a tiny amount of money for average game-dev company, but it is very large and important for us.

It would be super disappointing if more than 4 years of development of unique space simulator will be ruined due lack of such a little amount of money.

But you have a possibility to help us with that!
At this moment we sold 25000 copies. If only 2% owners of Celestial Command (500 people) will donate just a 3$ per month (one cup of coffee and hot dog) - it will completely cover a basic needs of our team and we will be able to develop the game even if it will have zero sales.

3$ per month it is almost nothing for most owners of the game, but it will keep development safe. Even the lower amount of money will provide us a huge help, because with the combination of our regular sales it should be enough for basic need too.

If you wish to help us, you can do it on our Patreon page

What is Patreon?

It is popular service where you can provide financial help for creators of various things on per month basis. Just select how much you wish to donate and the money will be automatically transferred to us each month.
It is completely safe, secure and you may abort monthly donations any time.
Also you will receive some cute gifts.

Please read more on our Patreon page:


Thanks you! We hope on your help!

Also there is an update version 0.8831 with some critical bug fixes and nice improvements.


  • Now you may repaint your ship faster by holding left mouse button, also color picking now simpler, just right mouse click instead of Ctrl+LeftClick. Also tips during paint mode now displayed not near a cursor (that was inconvenient)
  • Ally NPC now much more tolerant to the friendly fire and no longer turned into enemy right after a small damage on them
  • Speed of research module change from 0.2 to 0.25, power consumption from 300 to 50, so research at the beginning of the game now can be performed with reasonable speed.
  • Added alternative model for command module (for supporters on Patreon)
  • Added ability to summon pet drone (for supporters on Patreon)

  • Fixed an issue when a game can't be loaded due index overflow (happened if game world exist for long period of time)
  • Fixed an issue when asteroid location had more warp gates than it should
  • Large shipyard modules now works properly
  • Science reward for missions no longer reset to 0 after save load
  • Move tool can be used on NPC stations again
  • Server list no longer appears after you saved a game
  • Main menu blog timeline no longer appears after you exit from options window which was opened during a game
  • Message "This faction now hostile to you" no longer spammed
  • Fixed internal error when double click on any module
  • Fixed a double amount of shards when asteroid mined with two mining lasers at the same time

18 comments Read more

February 25

Update 0.883 Alpha - New shipyard mechanics. own shipyard, more convenient production, new fuel tanks and more

In the previous update we talked about new game design goal where we should focus on "Gather resources, refine it, construct own production base and produce more powerful stuff by yourself" aspect instead of "Complete missions, earn credits and buy new stuff on the market".

So we are continuing to work in that direction.
After we careful tested a crafting gameplay, it turned out extrimely complex, so we implemented a large number of improvements which should make production aspect is much more enjoyable.

Added new, smaller version shipyard, which is not so expensive and affordable to construct at the beginning phase of the game.

You may combine several shipyard modules to make working area larger. It will automatically define a working area and will apply nice spotlight visual effects.
Also we added new type of engineering module which works in combination with shipyard modules. Once it attached to shipyard, it will be able to perform engineering operation within working area of shipyard.
Such shipyard will act as a player base which is affordable and could be built within the first 1-2 hours of gameplay.

Also it have new animation which suits an concept of space shipyard! (see GIF animation on the top)

This should be important improvement for usability of ship construction. Earlier it was very inconvenient to build something because range of starting engineering module is very tiny and even if you will build T2 engineering module, it's range still not large enough, so it was necessary to build several T2 engineering modules, which is much harder due high resource cost. Also it seems illogical because you may think "Hey, I don't need a faster construction, I just want a larger construction area for my improvised shipyard!".

The new approach should fully solve this issue! Now you can build only one engineering module, which is cheap and affordable, and if you need bigger working area for your bigger ship, you may just extend a length of the shipyard scaffolds. Should be much easier to use now! Tell us what you think about it.

Another serious issue of the previous version was "Which parts I need to build for that module? How much ore I need mine for it? All of these recipes and production buttons seems too confusing!"
So we implemented a few things which should solve this issue.

Recipe of module now have icons and much more readable.
Also you may see which resources you already have and now it is clearly visible which parts is missing and should be built.

Another important feature, now you can right click on module icon to automatically order a construction of missing parts in production module on your ship!
Moreover, production window also have similar list of required resources and shows missing elements.
And ore refinery too!

As result, now it should be much more obvious what you need to mine in order to construct desired module, like "I want to build a shipyard, but some parts missing, but I may produce it if I will have some steel and copper and this list in ore refinery window it is an ores I need so lets mine it!"

We are very happy with this solution. We were a bit upset when turned out that craft is too complex and started to thought "Maybe it should be more casual? Just a few resources and modules right from raw ore, like before? It would be not good, we like a complex craft with many resources".
But we came up to this solution and seems like it should solve an issue! It should make crafting easier to use but still keep it deep and complex.

Also we have implemented a new selection effect, which has turned out to be very important due to implementation of larger modules such as new shipyard. It looks much nicer than before.

And also a couple of new fuel tanks!

In the next updates we are going to continue improve such base building gameplay. We will improve balance, usability, implement initial "mini tutorial" which will direct you and explain how to construct your first space base.

Also we will make NPC stations more rare, but significant (now they are everywhere) and also we plan to bring a great improvement in combat aspect soon, in order to make it fun and enjoyable, like it should be in good crafting survival game, but it will be explained in details in further posts.



Large Improvements
  • Shipyard modules are now functional, it can be assembled to define a shipyard area, after that new special engineering modules can be attached to build ships on the shipyard
  • Added possibility to quickly add required or missing parts for module to queue list of production module
  • Added smaller shipyard modules
  • Added two new fuel tanks
  • Redesigned info window which shows you amount of required parts for module construction
  • Now you can use "Move tool" using own shipyard
  • Various module recipe rebalanced so player own space station \ shipyard now much more accessible at the beginning phase of the game (which is important because we are want to implement base building \ crafting gameplay)
  • Implemented new method of visualization of selected \ hovered module, now it is displayed with outline effect, which is better than previous "frame effect", especially for large modules such as warp drive and shipyard
  • Now you can add or remove amount of items in queue of production module by left or right click

Small Improvements
  • Large modules such as shipyard modules now can be placed in larger radius around your ship (previously it was hard to do because radius of small engineering bay is too small for it)
  • Updated icons of modules
  • Radar markers no longer displayed at close range where it is not required, as result it no longer creates visual garbage
  • Rebalanced thrust of various engines. Now starting ship much more agile, like it supposed to be for starting ship
  • Damage from collisions a bit reduced, earlier it was too high (but further rebalance is required and will be performed later)
  • Sandbox window now can be closed by second click on its button
  • Message "RMB - Show content" now displayed only after you hover cursor on the same container for 1 second, as result it no longer creates visual garbage when you are hovering cursor over your ship
  • Yellow warning icons above modules now scaled depending on zoom level and no longer creates visual and allows to select modules under it
  • Small engineering module now have a bit more correct animation when working on large modules such as shipyard
  • Collision audio effect now a bit more soft and pleasant to hear
  • Added two additional hydrogen tanks for starting ship

  • Fixed: "Science data required" still shows when research device turned off
  • Audio volume of NPC engines no longer so loud
  • Some refined metals no longer can be placed in containers for raw ore
  • Fixed issue when blue selection frame of modules didn't disappear when you selected another module with move tool

4 comments Read more
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Steam Greenlight

Thanks for everyone who voted for us on Steam Greenlight! We are proud that community approved our project and allowed us to be in Steam. Thanks you very much!

About This Game

Celestial Command is a realistic co-op crafting survival sandbox space game which unites an orbital mechanics, realistic physics, ship constructor and various features of classic space games.

Mine asteroids, salvage space debris, build space ships and stations, manage fuel and energy, trade goods, performs missions and fight against enemies in large open world with realistic 2D physics based on orbital mechanics or in alternative, more classic game mode.

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.


Explore a procedural galaxy filled with various types of stars, black holes, planets, asteroids, space stations and other interesting things which we will constantly add in the future.

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.

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
    • 作業系統: Windows 7
    • 處理器: Core i3 2Ghz
    • 記憶體: 4 GB 記憶體
    • 顯示卡: Intel HD 3000 or equivalent
    • DirectX: 版本:9.0
    • 儲存空間: 750 MB 可用空間
    • 作業系統: Windows 7 / 8 /8.1 / 10
    • 處理器: Core i5
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Intel HD 3000 or equivalent
    • DirectX: 版本:11
    • 網路: 寬頻網際網路連線
    • 儲存空間: 750 MB 可用空間
    • 作業系統: OS X 9
    • 處理器: Core i3 2Ghz
    • 記憶體: 4 GB 記憶體
    • 顯示卡: Intel HD 3000 or equivalent
    • 儲存空間: 750 MB 可用空間
    • 作業系統: OS X 10
    • 處理器: Core i5
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Intel HD 3000 or equivalent
    • 網路: 寬頻網際網路連線
    • 儲存空間: 750 MB 可用空間
    • 作業系統: Ubuntu 12, Steam OS
    • 處理器: Core i3 2Ghz
    • 記憶體: 4 GB 記憶體
    • 顯示卡: Intel HD 3000 or equivalent
    • 儲存空間: 750 MB 可用空間
    • 作業系統: Ubuntu 12, Steam OS
    • 處理器: Core i5
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Intel HD 3000 or equivalent
    • 網路: 寬頻網際網路連線
    • 儲存空間: 750 MB 可用空間

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