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Fleet Manager: Logistics Simulator

Fleet Manager: Logistics Simulator

by Unknown

Price $3.49
Avg Players 0
Released May 5, 2026
2DCapitalismEarly AccessEconomy
View on Steam ↗

What players are saying

▼ Not recommended 2 hrs
This could be amazing, but it is extremely buggy at the current time. I recommend waiting and trying it in a few months when the game breaking bugs have been addressed.

Cannot properly rate. Game is unplayable.
2 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update 3.3.1 — Fixes & Polish

5 days ago
A small follow-up to 3.3 — a little polish and a handful of fixes for things you reported after the pacing update. Your saves are safe, as always. New: • Your vehicle's paint color now shows on its icon everywhere — Active Ops, deploy buttons, and the Fleet and Route lists — with a live preview while you customize it. • Deliveries running from a queued order are now marked in Active Ops with a repeat icon and the number of runs left. • Route cards now show how many queue slots you have free, and say so clearly when the queue is full. Fixes: • Running out of fuel now cancels the delivery queue cleanly: jobs already on the road finish, but no new ones start until you re-queue. It used to retry silently and never stop. • Cancelling a delivery — or all deliveries — now also clears its standing queue order, so it won't instantly re-dispatch. • Repainting a vehicle in the color it already has no longer charges you. • Galactic XP and active reward bonuses now correctly apply to completed deliveries. • The delivery queue now starts empty and its capacity is earned entirely through upgrades, so it unlocks exactly when it should. As always, everything is fully localized. If anything still feels off, tell me.

Update 3.3 — Hands on the Wheel

17 days ago
This one is different from the last few updates. Instead of stacking new systems on top, I went back and reworked the part of the game some of you said felt unfinished: the early hours and the minute-to-minute loop. A handful of reviews all pointed at the same thing from different angles, and they were right, so this update is about fixing that rather than piling more on. Before anything else, the reassurance: your saves are safe. They load straight in. If you already paid to unlock a vehicle under the old system, you lose nothing — those vehicles simply become buyable now, so existing players come out ahead, never behind. Nothing about your progress resets. Here is what was wrong, in the words of the people who flagged it. Unlocking a new vehicle meant paying twice, once to unlock the type and again to actually buy it, and routes piled a third money gate on top. Running a newer route gave a bigger number but the same rate, so it never felt like progress. Reusing a vehicle did nothing except wear it down. And the idle side was weak enough that you had to spam dispatch every minute or two, yet staying glued to the screen did not really speed anything up either. Three steps forward, two back. That is the feeling I wanted gone. So, the changes. Vehicles now cost one price, one time. The moment you reach the level for a vehicle, you buy it — that is it. The double unlock fee is gone entirely. Cities are now the real money milestone, and unlocking a city opens its routes for free as you level, so the money you save actually buys something that changes your rate. There is a new delivery queue. You can tell a route to run a set number of times, or on repeat, and your vehicles keep working through it without you babysitting each dispatch. The queue has a capacity you can upgrade over time, and it keeps running while you are offline. The auto-dispatcher, Aiden, has been promoted into a proper Dispatch Center with its own sub-menu in the Empire tab. It unlocks early and cheap...

Update 3.2 — Empire Synergies & Galactic Frontier

20 days ago
Update 3.2 is live, and it grew into the biggest update the game has had. Here is everything that is in it. First, your saves. Existing saves load straight in and all the new systems start tracking from where you already are — nothing is wiped or locked behind a reset. One honest heads up though: this update includes a full economy and route rebalance. In the original post I said I would leave the existing balance alone, but once I dug into the pacing I changed my mind — there were too many dead zones and a few routes that outclassed everything else. So I retuned route payouts, contracts, specialists, upgrades and vehicle costs for a smoother, steadier climb with always something to work toward. Your save still loads and your progress is intact, the numbers just feel a little different as you play. I am confident it is a clear improvement. The headline is the masteries system. Every major system now has its own mastery track that levels up passively, and each mastery buffs a different system — deliveries buff contracts and specialists, contracts buff payouts, cities boost vehicle condition and fuel economy, and so on. Whatever you focus on, you are always permanently improving something else. Nothing you do is wasted. Alongside that are cross-system operations: long running goals that have you acting across multiple systems — deliver to a few cities, hire a specialist, install a mod, complete a contract. Finishing one unlocks a permanent perk and starts the next in the chain, and they progress in the background while you play. There are also synergies — real-time bonuses that fire when multiple systems are active at once, like a Rush Hour event while you hold a futures position, or bad weather with a Weather Analyst hired. Around 20 of them, most hidden, so you discover them by playing, with a small reward the first time you trigger each one. To fill the gaps between bigger unlocks I added a few hundred micro-unlocks — small permanent bonuses that pop as you cross t...

Posts come from Steam's official announcements feed.

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