Comparison

Celestrike vs Dealer Simulator

Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.

Head to head
About

Celestrike

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They came to shut your black-budget programme down, so you took it rogue: the satellites, the stealth launch site, all of it. Nobody funds you now. You fly over other governments' secret sites, find out what is down there, and sell the intel for credits. Credits buy the next satellite. The next satellite finds the next site. Celestrike is a spy-satellite strategy game with the physics left in. You are not flying a spaceship. You are running an intelligence operation whose orbits won't negotiate, in a sky you are not alone in. ORBIT IS THE GAMEPLAY Where a satellite sits decides what it can see, how often it comes back, and how long it can stay. Low orbit gives the sharpest imagery and about four minutes per pass to get the shot. Geostationary lets you park over one spot and stare. PROPELLANT IS THE SCARCITY Every manoeuvre spends the propellant a satellite launched with. Putting any back means buying a servicing flight, flown on a real transit time. Propellant is never sold for real money, and nothing refills on its own. THE JOB • Find - secret sites are invisible from orbit. Zoom in and hunt for them. • Target - pick the satellite, pick the site. If the orbit can't see it yet, the game prices the move and you decide. • Wait - the pass arrives when the orbit says it arrives, and collection carries on with the app closed. • Sell - a finished site pays out. Spend it on a refit, or on another satellite. THE SUN IS IN THE MODEL Sunlight gates the imaging satellites, peaking at a low sun because shadows make structure readable. Signals satellites don't care: an emitter emits at three in the morning. A night target is never a closed door. SHADOW, STEAL, STRIKE Other satellites share your sky. Fly past one for a look, or fall in behind it at long, medium or close range. Hold close long enough and you take its technology; hold at any range and you drain the data it has collected. Arm the offence bay with mines, a railgun or EMPs and you can disable it or bring it down. Powered weapons drain the battery, and it only recharges in sunlight. NOT EVERYTHING UP THERE IS OURS Something else is in orbit. Objects that circle faster than any orbit should allow and answer to no registry. Craft that drop out of the sky, sit on the ground for a few days, then leave. Your camera catches them as blurs at first; a better one holds a contact long enough to show a shape nobody has on file. Plot your sightings and they lean somewhere: open ocean, polar ice, structures built where nothing should be building. Find a landing from orbit, send a recovery team from your home base, and bring back what it leaves behind. Enough recovered hardware builds the TRB-01, a strike craft fast enough to chase them in flight. Nobody tells you what they are. THE FLEET You start with one satellite. Finish your first site and the training award pays for a second. Three hulls, and every bay on every satellite is a choice. Better modules collect faster, see finer and carry more. Every upgrade is researched from the intel you collect, so which targets you chase decides what you unlock. There are no level gates. Satellites, refits and upgrades are bought only with the credits the fleet earns. SKIP THE WAIT, IF YOU WANT TO Every pass, walk and servicing flight takes real time, and waiting always works. If you would rather not wait, an optional in-app purchase sells packs of in-game hours that fast-forward the whole world clock: every satellite collects, every mission lands, every tank burns. You choose how many hours to spend each time, and the game never spends them for you. New campaigns start with 200 hours free. WHAT'S UNDER IT Real orbital elements with nodal precession, so ground tracks drift correctly between passes. No simulation tick: close the app for an hour and the intel is exactly where the orbit says it should be. Single player. Fully offline: no account, no sign-in, no server, no ads, no tracking.

About

Dealer Simulator

Features
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You just took over Apex Motors, a franchise store that the last GM left bleeding. You have $120,000, thirty-eight cars, a service department that can't carry the building, and a rival across the highway that wants your best closer. Run every department like a real one: • THE FLOOR — hire from real résumés with traits that matter, turn dead deals over to the desk, work the be-back list, set objectives, run Saturday meetings and contests, pick from five pay plans, and take the big pencil yourself. • THE SHOP — a flat-rate catalog of real repairs with book times, a tech ladder from lube rack to shop foreman, an express lane, loaners, a tire program, a wholesale counter, EV tooling, a body shop, and service contracts that come back as repair orders. • THE BOOKS — deals that fund through contracts in transit, factory schedules, a twelve-item month-end close, budgets, used-car water, a controller, a bank that renews your line once a year, and owners who expect a distribution. • THE MARKET — new and used lines that age differently, a book value that drifts weekly, interest rates and gas prices that move the whole county. • THE 20 GROUP — a peer composite with sixteen KPIs, the guide set by the top half of stores like yours, and a monthly action plan you're held to. • THE EMPIRE — buy the corner lot, the buy-here-pay-here, two franchise points, and finally Crestline itself. Ask Diesel, the old-timer who wanders your lot, anything about the business. Take on a twelve-scenario campaign with stars: the embezzler, the flood, the recall, the audit, the rust-belt turnaround, the empire. Learn the trade at Dealer University. Climb from Sales Manager to Dealer Principal, sell the group, and start again with a perk. Fifty-two achievements, three leaderboards, controller support, and a sandbox where nothing can go wrong.

Screenshots

Celestrike4 screens
Dealer Simulator4 screens

Verdict

The call

The clearest difference is in-app purchases: Dealer Simulator at none against Celestrike's 3. Celestrike's advantage is update cadence (every 9 days vs monthly). On price, ads, device support and iOS requirement there is nothing between them.

Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS

CostPrice · In-app purchases · Ads · Monetization

Both are free to download. Celestrike sells 3 one-off in-app purchases. Dealer Simulator asks for nothing beyond the download.

UpkeepUpdate frequency

Celestrike ships an update every 9 days, Dealer Simulator monthly. The most recent releases landed on October 9, 2026 and October 16, 2026 respectively.

Scorecard2 real differences · 4 level
Celestrike versus Dealer Simulator: the parameters behind the verdict, then further details
ParameterCelestrikeDealer Simulator
PriceFreeFree
Update frequencyEvery 9 days — betterMonthly
AdsNoNo
In-app purchasesYesNo — better
DevicesiPhone, iPodiPhone, iPad, iPod — better
Requires iOS15.115.0 — better
Further details — not scored
Size66 MB2 MB
Age rating4+4+
DeveloperANDREW IRELANDCheryl Turner

In-app purchases

3 purchases

Celestrike

One-time3
  • 2 Weeks of Game Time$1.99
  • 1 Month of Game Time$4.99
  • 3 Months of Game Time$9.99
None

Dealer Simulator

No in-app purchases

Questions

Is Celestrike free?
Celestrike is free to download, with in-app purchases available.
Is Dealer Simulator free?
Dealer Simulator is free to download, with no in-app purchases.
Do Celestrike or Dealer Simulator have ads?
Neither Celestrike nor Dealer Simulator shows ads.
Which is updated more often, Celestrike or Dealer Simulator?
Celestrike ships an update every 9 days, and Dealer Simulator monthly. Most recently, Celestrike was updated on October 9, 2026 and Dealer Simulator on October 16, 2026.

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