Buy Fleet Commander Pacific Steam Key
Fleet Commander Pacific Steam Key: compare prices from 13 offers (October 2026)
A Fleet Commander Pacific Steam Key — also known as a CD Key or digital code — is the official activation code you redeem on Steam and keep in your library permanently. From €2.69 (no fees, -69%) at YUPLAY, 69% below the €8.74 (no fees) Steam price · 12 verified stores, 13 offers in stock · Updated 01h 41min ago.
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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.
How much does Fleet Commander Pacific for PC cost right now?
Fleet Commander Pacific for PC starts at €2.69 (no fees) at YUPLAY, a Steam key, which is 69% under the €8.74 (no fees) it costs on the official store.
With 13 offers across 12 stores there is enough competition for the price to move, so the gap between the cheapest and the rest is worth checking before you buy.
Is it worth buying the Steam Key for Fleet Commander Pacific now or waiting?
That €2.69 (no fees) key is at its usual price: no bargain, no spike.
- Those €2.69 (no fees) are 61% below what it usually costs, measured on the store price.
- 11 stores sell the Steam Key at the same time, and with that much competition the price moves almost daily.
- Not counting today, 301 days out of the 929 days on record were this cheap or cheaper; the lowest it has ever cost is €1.63.
Worked out from 2,754 daily records of the Steam Key for Fleet Commander Pacific across 13 stores. See the full price history.
The price does not include each store's payment fees. The percentage is measured on the store price, without coupons, because that is how we record the history. The analysis only counts Key offers. Shared accounts, Steam Gift and physical editions stay out, because they are not the same product and their prices move differently.
Which Fleet Commander Pacific format should you buy?
The cheapest offer is already a key for your own account: €2.69 (no fees) at YUPLAY, so there is no reason to weigh up a shared account here.
Can you activate Fleet Commander Pacific in US?
All 13 offers are Global, so the code redeems on any account no matter where it was created.
Why is there such an expensive Fleet Commander Pacific offer?
One listing is worth ignoring: the Steam key that Fanatical has at €20.05 (no fees) is more than 7 times the cheapest offer and is not what this game costs. The number to work from is €2.69 (no fees) at YUPLAY.
WHAT WILL YOU FIND IN GOCDKEYS?
WHAT YOU SHOULD KNOW BEFORE BUYING Fleet Commander Pacific STEAM KEY?
If it is a STEAM Key it does not usually have a regional lock, but STEAM Gift usually do have regional locks.
REASONS TO BUY Fleet Commander Pacific FOR PC
Most common FAQs when buying Fleet Commander Pacific for PC in digital format:
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.
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.
Fleet Commander Pacific
Is it worth it?
- 74%Steam reviewsMostly Positive · 27 reviews
About the game
Requirements
- Requires a 64-bit processor and operating system
- OS *: Windows 7/8/10
- 2.5 GHz Intel Dual Core
- 2 GB RAM
- 512 MB NVIDIA GeForce 9600 or equivalent
- Version 9.0
- 750 MB available space
- Sound Card: DirectX Compatible
- Requires a 64-bit processor and operating system
- OS *: Windows 7 or higher
- 2.5 GHz Intel Dual Core
- 4 GB RAM
- 1024 MB DirectX 11 compatible
- Version 11
- 2 GB available space
- Sound Card: DirectX Compatible
- 10.9 or higher
- 2.5 GHz Intel Dual Core
- 2 GB RAM
- 10.9 or higher
- 2.5 GHz Intel Dual Core
- 4 GB RAM
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