Buy Fleet Commander Pacific CD Key for PC

  • PC
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The cheapest price is 1.99€ (-73%) at Kinguin with a rating of 4.5 (79.8k reviews) · Version Steam Key · Region Global · We compare prices at 10 verified stores with 11 active offers · Updated on 05/12/2025 02min. ago

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If you want to pay the minimum, the offer from Kinguin in KEY format is the best option from 1.99€

Buying at Kinguin saves you 73% compared to the official store

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About Fleet Commander Pacific


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.

WHAT WILL YOU FIND IN GOCDKEYS?


You will find a price comparison of the digital version, in Steam Key or Steam Gift format, for PC of the video game Fleet Commander Pacific, to make it easier for our users to find the best prices and offers in the most prominent online stores to make it easier to find the cheapest price or the best deal.

WHAT YOU SHOULD KNOW BEFORE BUYING Fleet Commander Pacific STEAM KEY?


What is the Fleet Commander Pacific STEAM Key?

Relax, it's nothing unusual, in fact it's the most common method of buying pc games!

A Key is a digital key (a set of letters and serial numbers) that you can redeem quickly and easily within the official Steam video game platform in exchange for a digital copy of Fleet Commander Pacific for PC.

What does this product include?

Everything you need to start playing from home in minutes!

It includes the Fleet Commander Pacific video game for PC, although some stores may include special editions with additional content such as a Deluxe or Ultimate edition. Also some stores may sell "Preorder Bonus" which means that version comes with extra content, such as DLC or cosmetics.

Are there regional restrictions for this PC game?

Beware, many of the Steam Gift that stores sell are region locked!

This product can be global or include region restrictions that only allow you to activate it in specific areas of the world such as Europe, USA or UK. Check carefully! We will tell you if there are regional restrictions.

If it is a STEAM Key it does not usually have a regional lock, but STEAM Gift usually do have regional locks.

How will I receive the Fleet Commander Pacific key after I buy it?

In the easiest way you can imagine, directly to your email in minutes!

Your product will be delivered immediately after payment through your email, where you will receive a digital code, also called CD Key, which you can redeem without problems in the official Steam store.

How do I activate the Fleet Commander Pacific Steam Key in my account?

If it's a STEAM Key it's very simple, but a STEAM GIft has a little more complication!

- If you don't already have the Steam video game platform installed on your PC, go to STEAM and click on the "Install Steam" icon in the top right.
- If you already have Steam installed on your PC, log in to your personal account. If you do not have a Steam account, you must register by selecting the "Login" option and then clicking on the "Join Steam" icon.
- Go to the "Games" section in the main MENU.
- Select the option "Activate Product on Steam".
- Follow the instructions on the screen and enter the Fleet Commander Pacific Key that you have previously received in the mail.
- The download will start automatically.

REASONS TO BUY Fleet Commander Pacific FOR PC


1- Fleet Commander: Pacific is a naval simulation and strategy videogame set in the Pacific front during World War II (1941-1945).

2- Enjoy a faithful recreation that includes the real ships that fought throughout the war on the side of the United States and Japan.

3- Direct your ships on the battlefield thanks to an advanced turn-based system that will allow you to direct each step of your fleet.

Most common FAQs when buying Fleet Commander Pacific for PC in digital format:

  • What is the key for Fleet Commander Pacific on PC?

    It is a key that will allow you to download the game Fleet Commander Pacific on your PC from official download platforms.


  • What's the best price for buying the key of Fleet Commander Pacific for PC?

    As of 05/12/2025, in United States, the best price we have found in our selection of online stores that include the key for Fleet Commander Pacific on PC is €1.99.


  • Why is the Steam Key of Fleet Commander Pacific safer than the account format? See more

    The Steam Key format is what we always recommend due to its ease of use and higher security compared to any other format. You just need to redeem the key in your account to download Fleet Commander Pacific to your game library. The account format requires more complicated steps and is more prone to errors during activation.


  • What issues can arise when activating a Steam Key of Fleet Commander Pacific? See more

    The only issue we’ve encountered in 13 years is receiving a duplicate key that doesn’t work. In that case, simply contact the store where you bought Fleet Commander Pacific, and they will provide a new key. You can also contact us, and we’ll help you out.


  • How long will I have to wait to receive the Steam Key of Fleet Commander Pacific after purchasing it from a store? See more

    Delivery times vary by store. For example, in the case of Instatgaming, Eneba, G2a, or Kinguin, delivery is usually instant or takes just a few minutes. These stores rarely delay game deliveries.

    Other stores may take 30–40 minutes depending on game availability. On release days, delivery times may be slightly longer.

    If you notice an unusually long delay, contact the store or us, and we’ll resolve it as quickly as possible.


  • What guarantee do I have that the listed stores are reliable? See more

    At Gocdkeys, we only list the most well-known stores that have passed our quality checks. One of the most important factors is good customer support, and all listed stores offer it.

    There have been occasions when those services were overwhelmed, which is why we also offer 24/7 customer support to help resolve any issues or questions.

    In any case, we always offer a 100% guarantee, so you won’t have any problems, and if you do, we’ll resolve them as soon as possible.


Need more help? Use our FAQs.

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