Fleet Commander: Pacific is a grand strategic simulation of the naval war in the Pacific from 1941 to 1945. All major surface combat ships of the Japanese and Allied navies are present in this streamlined reproduction of the biggest maritime war ever.
All Reviews:
Mostly Positive (18) - 77% of the 18 user reviews for this game are positive.
Release Date:
Jul 21, 2022
Developer:
Publisher:

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Early Access Game

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Note: Games in Early Access are 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?

“We need the Early Access (EA) to let us involve our players in setting right the AI script system in the game. At the moment, the base AI works only a a very rough base, i.e. without sufficient data return and analysis to make correct gameplay decisions and provide a decent challenge. The current system of Multiplayer (MP), already implemented, uses Mirror to connect the Steam servers and works with the Steam players community. It is designed to work also as a base of input for saves with list of actions / reactions, and other files that we can recover and analyze.

Therefore our team has thus a need for a larger base of user to help us finalize this enhanced functionality, not only via testing but also with the providing of direct users feedback. We feel the EA is a perfect opportunity to gather such a community, especially on a game which is brand new, with no similar game or title with the current rules.”

Approximately how long will this game be in Early Access?

“We have estimated the duration of the development phase at 12-18 weeks of full time work by our own team.”

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

“The major difference of the final version vs. the EA version should mostly be a completely integrated and full IA scripting concept and system in the game, designed to offer a reactive challenge to players’ moves, with several levels of difficulty.

The game in its present stage is already fully coded for multiplayer mode (using Mirror to connect on Steam servers), and a basic single-player mode (including rough AI for the player’s opponent) and has all the rules implemented. See the "About This Game" section on the store page.

With the final version, players should be able to play solo with a complete AI with different difficulty settings.”

What is the current state of the Early Access version?

“Every game feature (rules, multiplayer, base AI, content, tutorial) is present, as described in the "About This Game" section of the game main page. Please refer to it for details.

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

“Yes, we plan to offer the game at a lower price during the first months of the EA period (3 months more or less) in order to attract more players, as we need a larger base of users to enable our AI features testing campaign.”

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

“Our aim is to ask the community to participate in various MP test tournaments, with the goal being to get the feedbacks and analyze them, and in return code the suitable player’s suggestions and remarks.

We also think that different posts on the community hub will be dedicated to receiving comments and suggestions from the community on our new ongoing AI developments.”
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About This Game


The game is a turn based game, I GO U GO system with alternating phases. You can play hot seat, against the AI or in multiplayer mode. The game contains:
  • a turn-based sequence of play, with US having the slight advantage to play second as they broke the enemy code, allowing for interesting counter-moves,
  • all main battleships, carriers and heavy cruisers as individual units, and minor ships, marines or air units regrouped in groups and flotillas,
  • a simple (but not simplistic) set of game mechanisms, focusing on taking control of key sea areas,
  • straightforward battle mechanisms, handling the various aspects of naval warfare: gunnery exchanges, submarines and airborne attacks,
  • game features day or night battles, island bases invasions, air raids against ports, reinforcements from other theaters of war,
  • a challenging set of decisions each turn for the selection of which areas to keep under your control, seize from the enemy or harass,
  • an AI that will attempt to foil your grand strategic plans or your local actions,
  • a very accurate database with faithful ships sketches, 3D models, and actual historical photos,
  • a streamlined UI and easy controls, and a wealth of ingame information,
  • many scenarios of variable length and difficulty.

MORE IN DETAILS


GAME SEQUENCE:
The game is played in 10 turns of 4 months each, alternating the opposing sides. The US side, playing last, has a slight strategic advantage.

GAME OBJECTIVE:
Each turn, both sides will attempt to control the key sea areas on the map. Each of those brings Victory Points (VP), not always the same for each side in a given sea, representing the different strategic importance of the various seas to the respective sides. At the end of the turn, once scores have been calculated, the leading side gets the balance and accrued it to its overall score. The winner of the game is the side with a positive VP balance at the end of the scenario in play.

GAME PHASES:
They are all identical each turn, except when mandated by special case (for instance the surprise attack phase of December 1941 in FC Pacific). In sequence:

  • Arrival of reinforcements in a friendly port, or removal of units if required by date/turn.
  • Moving Patrols out to sea, to take control of the sea areas.
  • Placement of land-based aircrafts, one plane at a time, sides alternating. Only in allowed seas. Those planes can control sea zones.
  • Movement of amphibious units.
  • Placement of the submarine unit (if in game).
  • Raid Missions with the aim of making attacks or defenses in sea areas, but not allowance future control by raiding ships.
  • Resolution of naval battles, in the order selected by the Japanese player, sea area by sea area. Battle sequence is described hereafter.
  • Landing of Marines, if they did not take place during battles.
  • Return to port of all Raid Missions.
  • Check of sea areas control and change of ownership of isolated bases.
  • Return to base of land-based aircrafts and return to port for all patrolling ships.
  • Repair of damaged units in ports.

BATTLE PHASES:
Each battle follows the same process below, for as long as units of both sides remain in the currently selected sea area:
  • Selection of battle round type, between air and surface. Should the sides disagree, a random selection is made, with various bonus or penalties for air action, area control or admiral’s presence in the sea area.
  • Exchange of fire, air or surface, are simultaneous, although show one side after the other for better presentation aspect and understanding. All units allowed to fire may select only one single valid target per round. This full exchange is one round of battle, and it can be repeated until combat is over.
  • Some ships cannot be targeted in surface battles if protected by screen of other ships and not engaged themselves (this restriction does not apply to air combat).
  • Both sides may retreat totally or in part at the end of a battle round. If both remain, another round starts anew.
  • Ships and planes suffer disable results or damages points. Accumulated damage superior to the ships’ protection factor sinks them. In ports (via air raids), ships can take double damage before sinking, but stay on the bottom and can’t move (till repaired) if damage exceeds protection.
  • In case of a retreat, unit can be pursued by non-retreating opponents if the respective ships speeds allow.
  • Retreats are made toward bases in the same area, or closest major port.
  • At the end of the battle, victorious side with aircraft carrier may launch 2 rounds of air raids over bases adjacent to the sea area.
  • During the battle, a maximum of one submarine per side, if present, may fire once. In such a case it will return to base just like a raiding ship.

MOVEMENT OF SHIPS:
Depending on their missions (patrol or raid) and their speed. On patrol, a ship may move to an adjacent sea and, possibly, one sea further on if speed allows. Most fast ships will automatically succeed, while the slower ones must pass speed tests and, if they fail, stay in the first sea entered. Admirals provide bonus to such tests.
While raiding, ships are allowed one extra sea: they can move up to two sea zones without test and must pass speed checks for the third one.
Crossing through an enemy-controlled sea area to another sea is forbidden.

MOVEMENT OF LAND-BASE PLANES:
Those units do not actually move but are ‘placed’ from the plane pool into sea areas adjacent to their sides’ bases or ports. Therefore no such planes can be placed into a sea area where the side holds no bases or ports. Each side places one land-based plane into one sea area, alternating one by one till both run out of planes. Those planes can take and keep control of a sea area. If during a battle planes lose all bases adjacent to the sea where the battle takes place, the said plane immediately return to the plane pool.

CONTROL OF THE SEAS:
Only ships on patrol and land-based planes currently at sea are used to determine control. Ships on raids have returned port before such control check. The side keeping or gaining control of a sea area earns as many VP as that sea area provides to that side.

CAPTURE OF BASES AND PORTS:
Bases can be captured by direct amphibious assault or via isolation. Ports can only be captured via isolation. Isolation is when a base or port has all its adjacent seas under enemy control for two consecutive turns.

REPAIR OF SHIPS:
According to the game’s scale and duration, if allowed, it will depend on the port where the ships end the turn. Each port has a different allocation of repairs and each point of same removes one point of damage on the ships in that port. Unused repairs are lost, they cannot accumulate. Usually, also according to game’s scale, planes and Marines are repaired for free.

REINFORCEMENTS:
They will arrive at the start of each turn in specified ports. If such a port is not available or unfriendly, a default port is usually selected in its place. On certain turns, some ships must be picked up and removed, as they are sent to other theaters of operations. Those not removed shall be replaced by possibly equivalent ships if the mandated ships have been sunk already. Land-based planes, and Marines destroyed before may automatically return to play in the pool (depends on scenario scale and duration).

MARINES AND OTHER LAND FORCES:
Those units, if present in the game, are used to capture enemy bases, or defend your own. They have their own movement phase and can move up to two sea areas (with or without escort, as players’ desire). When in a battle, they can opt for landing or amphibious assault at the end of any round they have survived. If not in a battle, landing or assault take place in a specific phase after all battles.
When assaulting, Marines automatically capture undefended enemy bases and are destroyed in the process, and the base becomes yours. If defended by an enemy Marines, each of the Marines unit eliminates one an enemy Marines, till all are destroyed and, if possible, the base captured. Marines cannot assault enemy ports.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS *: Windows 7/8/10
    • Processor: 2.5 GHz Intel Dual Core
    • Memory: 2 GB RAM
    • Graphics: 512 MB NVIDIA GeForce 9600 or equivalent
    • DirectX: Version 9.0
    • Storage: 750 MB available space
    • Sound Card: DirectX Compatible
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS *: Windows 7 or higher
    • Processor: 2.5 GHz Intel Dual Core
    • Memory: 4 GB RAM
    • Graphics: 1024 MB DirectX 11 compatible
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: DirectX Compatible
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
    Minimum:
    • OS: 10.9 or higher
    • Processor: 2.5 GHz Intel Dual Core
    • Memory: 2 GB RAM
    Recommended:
    • OS: 10.9 or higher
    • Processor: 2.5 GHz Intel Dual Core
    • Memory: 4 GB RAM

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