Compara los precios de SPACECOM en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Flow Combine. Publicado por 11 bit studios. Lanzado el 17/9/2014. Disponible en PC. Géneros: Indie, Strategy. Puntuación Metacritic: 68/100.

Stripped-down starfleet strategy where bluffing your opponent matters more than outbuilding them. No frills, high tension.

SPACECOM is a minimalist real-time space strategy game from Flow Combine, published by 11 bit studios. Forget resource micromanagement and sprawling tech trees. The whole design philosophy here is reduction: you get a handful of fleet types, a network of connected star systems to push through, and a demand to think several moves ahead rather than click faster than your opponent. If Starcraft is chess at speed, SPACECOM is closer to Go with a timer running. The core loop revolves around fleet movement along fixed connection lines between systems. You command Attack, Siege, and Stealth fleets, each filling a distinct role. Attack fleets contest space, Siege fleets grind down planets, and Stealth fleets let you probe or misdirect without revealing your full intentions. That deception layer is the game's sharpest idea. Because movement takes real time and information is limited, a committed push can be a feint, and reading whether your opponent is bluffing is where most of the interesting decisions live. For players who like mind-games over APM races, that hook is genuine. Where SPACECOM runs into trouble is depth over the long term. The system count on most maps stays modest, and once you have internalised the three fleet types and their counters, the strategic vocabulary stops expanding. There is no mid-game research pivot, no faction asymmetry to master, and the AI opponents in single-player do not apply meaningful pressure above casual difficulty for experienced players. The campaign structures scenarios more as puzzles than a connected narrative, which works for an evening session but will not keep a dedicated strategy player occupied for weeks. The mixed Steam review score (68 percent positive) reflects exactly that ceiling: people who wanted a light, tense skirmish game found one; people expecting a deep space 4X left disappointed. Multiplayer is where the concept earns its keep. Against a human opponent who also has to commit fleets into a slow, visible crawl across the starmap, the bluffing mechanics click into place properly. Matches are short enough to replay the same map twice and try opposite openers, which keeps the experience feeling like competitive puzzle-solving rather than an endurance contest. The interface is clean and the low system requirements mean latency and setup friction are essentially zero. For a newcomer to strategy games, SPACECOM is actually a reasonable starting point for one specific reason: it removes almost everything that intimidates beginners in the genre. There are no build queues to manage in parallel, no resource stockpiles to watch, and no unit roster to memorise beyond three categories. You learn spatial thinking and commitment timing without drowning in UI panels. That said, veterans hunting for a long-term home should be clear-eyed about the ceiling. This is a sharp, focused tool, not a deep system. Treat it as a palate cleanser between heavier releases or a quick-match multiplayer option, and the experience holds up. Come in expecting a grand campaign and the thin content layer will frustrate fast. Diego, Scout Team

SPACECOM

SPACECOM

17 sept 2014Flow Combine11 bit studios
GamerScout opina

Stripped-down starfleet strategy where bluffing your opponent matters more than outbuilding them. No frills, high tension.

PC
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en N/A
Mínimo histórico: €0.28

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SPACECOM is a minimalist real-time space strategy game from Flow Combine, published by 11 bit studios. Forget resource micromanagement and sprawling tech trees. The whole design philosophy here is reduction: you get a handful of fleet types, a network of connected star systems to push through, and a demand to think several moves ahead rather than click faster than your opponent. If Starcraft is chess at speed, SPACECOM is closer to Go with a timer running. The core loop revolves around fleet movement along fixed connection lines between systems. You command Attack, Siege, and Stealth fleets, each filling a distinct role. Attack fleets contest space, Siege fleets grind down planets, and Stealth fleets let you probe or misdirect without revealing your full intentions. That deception layer is the game's sharpest idea. Because movement takes real time and information is limited, a committed push can be a feint, and reading whether your opponent is bluffing is where most of the interesting decisions live. For players who like mind-games over APM races, that hook is genuine. Where SPACECOM runs into trouble is depth over the long term. The system count on most maps stays modest, and once you have internalised the three fleet types and their counters, the strategic vocabulary stops expanding. There is no mid-game research pivot, no faction asymmetry to master, and the AI opponents in single-player do not apply meaningful pressure above casual difficulty for experienced players. The campaign structures scenarios more as puzzles than a connected narrative, which works for an evening session but will not keep a dedicated strategy player occupied for weeks. The mixed Steam review score (68 percent positive) reflects exactly that ceiling: people who wanted a light, tense skirmish game found one; people expecting a deep space 4X left disappointed. Multiplayer is where the concept earns its keep. Against a human opponent who also has to commit fleets into a slow, visible crawl across the starmap, the bluffing mechanics click into place properly. Matches are short enough to replay the same map twice and try opposite openers, which keeps the experience feeling like competitive puzzle-solving rather than an endurance contest. The interface is clean and the low system requirements mean latency and setup friction are essentially zero. For a newcomer to strategy games, SPACECOM is actually a reasonable starting point for one specific reason: it removes almost everything that intimidates beginners in the genre. There are no build queues to manage in parallel, no resource stockpiles to watch, and no unit roster to memorise beyond three categories. You learn spatial thinking and commitment timing without drowning in UI panels. That said, veterans hunting for a long-term home should be clear-eyed about the ceiling. This is a sharp, focused tool, not a deep system. Treat it as a palate cleanser between heavier releases or a quick-match multiplayer option, and the experience holds up. Come in expecting a grand campaign and the thin content layer will frustrate fast.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamMinimalist StrategyFleet CombatReal-Time StrategyBluffing MechanicsCompetitive MultiplayerPuzzle-StrategyBeginner FriendlyShort Sessions

Requisitos del sistema

Mínimos

Processor
Intel(R) Core(TM)2 Duo 1.8 Ghz or equivalent
Memory
2 GB RAM
Graphics
NVIDIA GeForce 9400M 256MB
DirectX
Version 9.0
Storage
500 MB available space
Sound Card
DirectX compatible

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Reseñas y valoraciones

Metacritic
68
Steam
68%(530)

Información del juego

Desarrolladora
Flow Combine
Distribuidora
11 bit studios
Fecha de lanzamiento
17 sept 2014

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¿En qué plataformas está disponible SPACECOM?

SPACECOM está disponible en PC.

¿Cuándo se lanzó SPACECOM?

SPACECOM se lanzó el 17 de septiembre de 2014.

¿Quién desarrolló SPACECOM?

SPACECOM fue desarrollado por Flow Combine y publicado por 11 bit studios.

¿Merece la pena comprar SPACECOM?

SPACECOM tiene una puntuación Metacritic de 68/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.