Comprar Fleet Commander: Pacific PC

A 31 mar 2026, la clave Fleet Commander: Pacific más barata cuesta 1,81 € en Yuplay. XD.deals compara precios de 12 tiendas entre 12 ofertas. En keyshops el precio más bajo es 1,81 € (91% de descuento), las tiendas oficiales empiezan en 6,25 € (74% de descuento). Datos proporcionados por XD.deals.

Lanzamiento: 21 jul 2022
Metacritic:
tbd tbd
Steam:
Mostly Positive (23)
Comprar en tienda oficial:
-74%
6,25 €
Comprar en keyshops:
-91%
1,81 €
Ver historial de precios

Tiendas oficiales (8)

DRM:
Steam
Steam
Green Man Gaming
Fleet Commander: Pacific
Windows
+1
hace 1sem
DRM:
Steam
Green Man Gaming
24,99 € 6,25 €
-74%
Gamesplanet US
Fleet Commander: Pacific
Windows
+1
hace 9h
DRM:
Steam
Gamesplanet US
21,79 € 19,61 €
-10%
Gamesplanet UK
Fleet Commander: Pacific
Windows
+1
hace 10h
DRM:
Steam
Gamesplanet UK
22,46 € 20,21 €
-10%
Gamesplanet FR
Fleet Commander: Pacific
Windows
+1
hace 1sem
DRM:
Steam
Gamesplanet FR
24,99 € 22,49 €
-10%
Gamesplanet DE
Fleet Commander: Pacific
Windows
+1
hace 1sem
DRM:
Steam
Gamesplanet DE
24,99 € 22,49 €
-10%
Gamebillet
Fleet Commander: Pacific
Windows
+1
hace 1h
DRM:
Steam
Gamebillet
24,99 € 23,72 €
-5%
Steam
Fleet Commander: Pacific
Windows
+1
hace 5d
DRM:
Steam
Steam
24,99 €

Keyshops (4)

DRM:
Steam
Steam
Yuplay
Fleet Commander: Pacific
Windows
+1
hace 9h
Yuplay
21,79 € 1,81 €
-91%
Eneba
Fleet Commander: Pacific (PC) Steam Key GLOBAL
Windows
+1
hace 1sem
DRM:
Steam
Eneba
24,99 € 2,00 €
-91%
-10% with XDD10copy
-10% with XDD10copy
Kinguin
Fleet Commander: Pacific PC Steam CD Key
Windows
+1
hace 3d
DRM:
Steam
Kinguin
24,99 € 2,36 €
-90%
-8% with XD8DEALScopy
-8% with XD8DEALScopy
GameBoost
Fleet Commander: Pacific (PC) - Steam Key - GLOBAL
Windows
+1
hace 1sem
DRM:
Steam
GameBoost
24,99 € 2,44 €
-90%

Sobre Fleet Commander: Pacific

Fleet Commander: Pacific - sobre el juego
Domina los mares del Pacífico en esta simulación de estrategia por turnos, donde los jugadores alternan fases en un sistema I GO U GO para patrullar zonas clave, resolver combates navales y capturar el control en busca de puntos de victoria. Maniobra acorazados, portaaviones y cruceros individuales junto a grupos de naves menores, submarinos, marines y unidades aéreas mediante llegadas de refuerzos, patrullas, redadas, asaltos anfibios y reparaciones. Los combates se desarrollan con intercambios de fuego aéreo o de superficie, retiradas, persecuciones y redadas de portaaviones tras la victoria, mientras aviones basados en tierra disputan zonas y capturas de aislamiento toman bases a lo largo de turnos que abarcan meses. Modos hot seat, contra IA o multijugador plantean desafíos variados en escenarios de distintas duraciones y dificultades, con EE.UU. obteniendo una ligera ventaja al jugar en segundo lugar. Cada turno obliga a decisiones difíciles sobre defender, conquistar o hostigar mares frente a una IA astuta. Esta simulación cautiva a los aficionados a la estrategia que disfrutan de decisiones detalladas en guerra naval y la precisión histórica de las unidades.


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.
Interfaz:
EnglishSpanish - SpainFrench

Clasificación por edades

No disponible
Metacritic:
tbd tbd
Steam:
Mostly Positive (23)

Mínimo:

  • Procesador: 2.5 GHz Intel Dual Core
  • Memoria: 2 GB RAM
  • Gráficos: 512 MB NVIDIA GeForce 9600 or equivalent
  • DirectX: Version 9.0
  • Almacenamiento: 750 MB available space
  • Notas adicionales: DirectX Compatible

Recomendado:

  • Procesador: 2.5 GHz Intel Dual Core
  • Memoria: 4 GB RAM
  • Gráficos: 1024 MB DirectX 11 compatible
  • DirectX: Version 11
  • Almacenamiento: 2 GB available space
  • Notas adicionales: DirectX Compatible

Mínimo:

  • Sistema operativo: 10.9 or higher
  • Procesador: 2.5 GHz Intel Dual Core
  • Memoria: 2 GB RAM

Recomendado:

  • Sistema operativo: 10.9 or higher
  • Procesador: 2.5 GHz Intel Dual Core
  • Memoria: 4 GB RAM
Mínimo histórico
Historial de precios de tiendas oficiales
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Historial de precios de keyshops
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FAQ

8 preguntas

Antes de buscar una clave barata de Fleet Commander: Pacific, revisa lo esencial. Desarrollado por SEP FCOM. Publicado por Plug In Digital. Fecha de lanzamiento en PC: 21 jul 2022. Géneros: Strategy, Simulation, Early Access. Categorías: Multi-player, PvP, Online PvP, Family Sharing, Single-player.

Q

¿Donde comprar una clave barata de Fleet Commander: Pacific para Steam?

Gracias a nuestro comparador de precios y codigos de descuento verificados, puedes comprar una clave de Fleet Commander: Pacific por solo 1,81 €. Esta oferta esta disponible en Yuplay y es una de las mas baratas del mercado. Todas las claves en XD.deals se entregan digitalmente y se pueden descargar al instante tras el pago. Los precios ya incluyen comisiones y codigos promocionales aplicados, asi que siempre ves el precio mas bajo de Fleet Commander: Pacific en PC. Consulta el historial de precios de Fleet Commander: Pacific para comprar en el mejor momento.

Segun nuestra ultima actualizacion (refrescamos los precios de Steam varias veces al dia), el precio de Fleet Commander: Pacific en Steam es 24,99 €. Puedes ahorrar un ~6% extra pagando con una tarjeta regalo de Steam con descuento.

Nuestro rastreador de precios cubre tanto tiendas oficiales como keyshops, asi que puedes encontrar Fleet Commander: Pacific en oferta incluso fuera de las promociones de temporada. Actualmente detectamos 12 ofertas activas en tiendas oficiales y keyshops. Consulta la tabla de arriba, compara con el minimo historico y crea una alerta para no perderte la proxima bajada de precio.

Segun nuestros datos, Fleet Commander: Pacific no esta disponible actualmente en GeForce NOW. Necesitaras ejecutarlo localmente en tu PC. Consulta los juegos disponibles en GeForce NOW.

Si. Fleet Commander: Pacific tiene una pagina oficial en Steam. Tambien puedes comprar una clave de Steam de Fleet Commander: Pacific a traves de vendedores externos. Nuestro comparador de precios incluye actualmente 11 ofertas con DRM de Steam. Elige una para asegurarte de que la descarga de Fleet Commander: Pacific se realice en la plataforma de Valve.

No en este momento. Valve marca Fleet Commander: Pacific como No compatible con Steam Deck. Estate atento a XD.deals - seguimos las actualizaciones de Proton y las soluciones de la comunidad. Consulta los juegos Steam Deck Verified o Steam Deck Playable.

Fleet Commander: Pacific no parece estar disponible en PC Game Pass, EA Play, Ubisoft+ ni en ningun otro servicio de suscripcion para PC en este momento. Tu unica opcion es comprar el juego - usa XD.deals para encontrar el mejor precio.

No - XD.deals no es una tienda. Somos un comparador de precios que rastrea las mejores ofertas de Fleet Commander: Pacific en tiendas oficiales y keyshops verificados. Haz clic en "Ir a la tienda" junto a cualquier oferta y seras redirigido a la web del vendedor para completar tu compra.

Mejores precios para Fleet Commander: Pacific

1 Yuplay Yuplay Keyshop
-91% 1,81 €
2 Eneba Eneba Keyshop
-91% 2,00 €
3 Kinguin Kinguin Keyshop
-90% 2,36 €
4 GameBoost GameBoost Keyshop
-90% 2,44 €
-74% 6,25 €

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