GAME DETAIL
Orbital Strike
A real-time strategy game of orbital warfare. Build satellites, launch them into chosen orbits, and fight for control of the sky. Your assets stay invisible until an enemy sensor finds them. Every strike depends on being overhead at the right moment.
このゲームについて
Steamの詳しい説明を読む
Command the orbital plane.
Near-future Earth. Opponents race for orbital superiority, and the
battlefield is a dark shell of empty space where nothing is visible
until someone looks at it.
Orbital Strike is a real-time strategy game where satellites are
weapons. Build them from modular parts, launch them into the orbits you
choose, and command them through a war fought at eight kilometers per
second.
THE SKY IS DARK
Satellites are invisible by default. Yours, theirs, everyone's. An asset
only appears when an active sensor illuminates it — radar, infrared, or
optical — and each of those can be jammed independently.
Overlapping sensor coverage is how you see. Coordinated jamming is how
you disappear. Break every sensor covering a satellite and it drops off
the map entirely.
BUILD. LAUNCH. FIGHT.
Hangar — assemble satellites from bus classes and payload modules. Kinetic kill vehicles, directed energy, jammers, sensors.
Launch — assign to a rocket, choose LEO, MEO, GEO or polar, and watch it climb.
Orbital AOR — the live battlefield. Maneuver, coordinate strike packages, fight.
The clock never stops. Time runs in all three modes at once, and
leaving the orbital view means trusting your constellation to survive
without you.
TIER AGAINST TIER
Every weapon, sensor, and jammer is rated one through five. Higher tiers
defeat lower ones, but nothing defeats an equal. Research costs time and
money, and your opponent is climbing the same tree at the same time.
ORBITAL MECHANICS AS STRATEGY
A satellite can only strike what it passes over. Changing orbit costs
fuel and takes time you may not have. Position is everything, and
position is governed by physics rather than by wishing.
THE ORBIT REMEMBERS
Every satellite you destroy leaves debris, and debris does not go away.
Foul a strategically valuable orbit and it stays fouled for the rest of
the campaign — for your enemy, and for you.
SHIFTING ALLIANCES
Third-party nations move between hostile and allied based on what you
spend, what you protect, and what you share. Allies contribute ground
sensors and basing rights. Your opponent is courting them too.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 4人 | 最終観測:2026年8月27日 08:10(33日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
機能カテゴリ
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