
A tactical, map-based WWII submarine sim set in the Pacific Theater: Approach, intercept, strike unseen, withdraw into the deep. With realistic instruments, a Torpedo Data Computer (TDC), and including a full campaign with missions, patrol zones, radio intel, and more.
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About
Silent Shark is a tactical and realism-focused WWII submarine simulator built around plotting, estimation, and submarine command, set in the Pacific Theater.
Track contacts by hydrophone, work out their course and speed, identify ships through the periscope, estimate range with a stadimeter, and build your firing solution from imperfect information. The game is played on a tactical chart with period-inspired instruments and deliberate controls.
A good attack takes preparation. You need to approach from the right angle, manage depth and speed, account for visibility and sea state, set up the torpedoes, and leave yourself a way out before escorts respond.
If destroyers do locate you, be prepared for evasive maneuvers and paying attention when to go hard and fast, or slow and silent.
Map tools like compass, ruler, timestamped points, and angles help you to hunt for the perfect course to intercept.

Realistic replicas of historical instruments such as the engine telegraph, depth meter, and stopwatch.
Periscope with 1.5x and 6x zoom shows a stylized 3D view of contacts within visibility range.
Hydrophone for tracking ships and convoys by sound - tell the difference between freighters and escort by pitch.

Manual range estimation of ships with a fully functional stadimeter: identify the ship to get its mast height, then auto-calculate the distance by observing the angle to the top of the mast.
Torpedo Data Computer (TDC) with a Position Keeper: Enter angle-on-bow, target speed, target bearing, and target distance to fire torpedoes that will hit their targets.
Torpedo tube flooding, gyro angle, spread, and salvo control with a torpedo firing box modeled after the real thing.
Sea state, weather, time-of-day, all have a significant effect on visibility and stealth

Dynamic thermal layers based on time of day and region, measured by bathythermographic readings
Destroyer escorts, aircraft, merchant traffic, and convoy encounters. Destroyers act on their own predictions of your location based on a realistic sonar model and their own hydrophone readings.
Tutorials, standalone scenarios, and a scenario editor
Dynamic music based on Holst's Planets.
Pacific Theater patrol campaign with assigned patrol zones and long-range mission planning

Radio intelligence updates providing situational awareness and contact hints
Historical events affecting strategy, including early-war base losses in Manila and Sumatra

Reputation-based progression system featuring 6 submarines, from Porpoise-class to Balao-class
Resource management across extended war patrols, including fuel, torpedoes, and fresh air
Dynamic base operations with relocation as the war progresses
Aircraft threat management requiring careful dive timing and surface discipline
Evolving enemy presence with changing convoy routes, escort strength, and patrol density
Historically named enemy ships with persistence - sunk ships do not return later in the patrol
Long-term survival challenge: navigate the full duration of the Pacific war campaign
Cribbage mini-game for some variety on long patrols.
Silent Shark is designed for players who like naval history, tactical simulations, manual targeting, and games where the interesting part is keeping a clear head despite incomplete information.
Silent Shark was created with lots of love by John Goering - indie developer from Berlin. John is the creator of the head tracking app SmoothTrack and the thought organizing app Mindscope. He thinks it's a bit strange to talk about himself in the third person, but doesn't really know how else to write this section.
He grew up playing the sub sim Silent Service II on Atari, then later discovered Silent Hunter IV, and more recently, UBoat - he then decided to take the parts he loved most about these games - the map mode - and double down on that and turn it into the sub sim of his own dreams.
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Reviews
Themes across 126 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
総評 『Silent Shark』は、グラフィックの派手さではなく「海図上で手探りで敵を追跡し、計算通りに魚雷を叩き込む快感」を突き詰めた作品です。 目標を検知し、ひっそりと追跡、計測、魚雷発射ができ、追撃からも身を潜めながら戦場を離脱するステルスゲームの感覚。 水中聴音機のみで海図上に印や線を記し位置を予測。そして最後に潜望鏡で実際の位置を確認するというクイズ感覚も楽しめる。 一人の開発者による作品で、頻繁なアプデ(改善と修正)がされており、コミュニティ要望への迅速な対応がされている。 また開発者によるチュートリアル動画がyoutubeに随時投稿されており、youtubeによる自動翻訳で日本語字幕を表示して視聴できます。 https://www.youtube.com/@epaga (ああ、彼のチャンネルがオートダビング版に対応してくれればもっといいのに) ゲーム内容 ・海図上での操作がメインの潜水艦シミュレーション グラフィック表現による演出を削ぎ落とし、2Dの戦術海図上での計画や計算、各種計器の操作に特化した設計です。 ・クラシックな潜水艦シム 「マップで考え、針路を割り出し、静かに追跡・攻撃する」という純粋な面白さを求めた作品です。 グラフィック ・2D中心のUI 基本は海図での操作がメインで、3Dグラフィックは潜望鏡や双眼鏡から覗くクラシックな画面です。 サウンド ・高い没入感を期待させる 水中聴音機で拾うエンジン音から駆逐艦か貨物船を聞き分けて探る楽しみがある。 ・心地よいBGM ホルストの組曲「惑星」を使用。メインメニューや遭遇前で流れる「金星:平和をもたらすもの」が心地よく没頭できる。 ・魚雷命中時の爆発音 標的の船は遠くにあるので魚雷命中時の爆発音に時差が発生する! 操作性 ・選べる弾道入力 観測した情報をボタンひとつでTDC(魚雷データ計算機)に送信することもでき、本格的に自分で計算して弾道を入力することも可能。 ・そんなに難しくない TDC(魚雷データ計算機)は弾道計算が自動更新されるので敷居は低く、潜水艦ゲームの入口としてとても良い。 ・使いやすいツールなど 定規やコンパス、メモ機能、時間管理機能(指定時間まで倍速することや高速化)、キーバインドなど様々なものがフィードバックによって日々向上されている。 ・様々な要素 定規やコンパスを使った海図上の予測、魚雷発射管の注水、拡散角・斉射設定、水温層の測定による隠密離脱、暇つぶしのカードゲーム(クリベッジ)など手動操作が可能です。 ゲーム性 ・余計なものが削ぎ落とされている 複雑な乗組員管理の手間などを抑え、計算・追跡・攻撃のコアな要素に注力できるので短時間プレイでも楽しめる。 気になるところ BGMと効果音で、それぞれの音量が大幅に違う。 BGMではホルスト惑星「金星」に音量を合わせると、戦闘時の「火星」がうるさい 効果音も使用している音源が音量を定めて録音をしていないせいかバラバラ 音源や音響については賛否があるが、制作者曰く「私も納得していない」「改善予定あり」「没入感を高めるための最適解を熟考している」とのことです。 --------------- ゲーム内「学習ハブ」の日本語化作業を行いました。 開発者によると日本語になるとのことですが、それまでの繋ぎとしてご覧ください。 https://steamcommunity.com/sharedfiles/filedetails/?id=3789385559 (ゲーム内での表記が未確認のものは統一出来ていないものがあります) (ガイド作成は始めてなのでお手柔らかにどうぞ)
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Languages: English*, French, Italian, German, Spanish - Spain, Korean, Portuguese - Brazil, Simplified Chinese, Ukrainian, Japanese*languages with full audio support
Hours played at review time, across 126 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Although this game looks intimidating from a distance, the tutorial is well done. I'm an arcade player, you know like Atlantic Fleet. And playing Iron Nest at the same time, so it feels nice to use measuring instruments that semi-auto calculate. Similar feeling for the measuring part but at sea. As it stands, the developer has managed to strike a delicate balance, interesting because it doesn't do everything automatically, but not an overly difficult simulation either. I don’t have anything particularly interesting to say, but it seems important to review because it’s a tiny indie game. And important to support to see even more naval games. So up you go !
I was sceptical at first, but i got to say it impresses me. Yes of course the graphics aren't fancy like Uboat or Silent Hunter, but thats not the point of the game. I like the simple style and would like to see the game grow bigger. What i like the most is that you can play it without much knowledge of uboat warfare and tactics, if you just turn the difficulty down you can feel like a real uboat captain without any poor guessing and complicated formulas to determine speed, distance and AoB. 9/10 recommend if you want to start uboat games (1 point more if i get a deckgun)
Silent Shark is a nice, casual little sub‑sim with a fresh, minimal approach to the genre. It’s challenging without ever feeling arcade‑like thanks to its focus on the tactical map, yet still easy to get into due to its well‑designed UI. It doesn’t fully exploit its potential yet, but it’s already a solid and genuinely fun game to play. My personal wishlist would be this: short-term: - ability to plot multiple waypoints on the world map and move them around just like time stamps - ability to plot routes that loop - direct controls to manoeuvre the ship long-term: - a few more different ships - dedicated screen for home base to allow quitting the game at rest and then choose between 2–3 different mission types in order to make the campaign less linear - vector world map that is more detailed and accurate, so that approaching enemies on the world map is more fun on higher zoom levels - implementation of different sea depths across the world map - sound-improvements quality of life: - time‑to‑impact info (TDC) - save (all) settings of the scenario generator - distance rings that can stick to your own ship
Fantastic sub sim. It goes to show you don't need fancy graphics to have a very detailed sim in with you need to use your brain power to plan and execute your enemies course and feel very satisfied when you are successful. Then you need to evade the destroyers that are hell bent on seeking you out. 100% replayability with the missions and the fact in launches with a scenario generator and editor. The Campaigns never play out the same way with regards to the cat and mouse game of hunt and destroy. It is historically accurate. The dev is very active and involved with the community on discord. Best game I have played in a long time.
I'm gonna say yes, I recommend this game, BUT with a small caveat. If your eyes are not great and you don't have a super large screen, it can be hard to see. In my case, the periscope was too small for me to be able to really identify targets. (I even have it set to the highest scale) That said, from what I could play of it, it was quite good, and I'm not going to let my inability to see well dictate that a game deserves a thumbs down. =) Just sort of a warning for those who struggle with their vision. TBH I think the only thing that could sanely help me be able to play it would be if it were possible to full screen the periscope.
This game is an absolutely monumental achievement for a single dev and it's criminal that it hasn't received more attention. Any tactics or wargaming fan owes it to themselves to play, at the very least, the fairly generous demo. I've seen a lot of folks call the 2D presentation "stripped-down" but I think of it as a strength to be played into. The stylized binocular and periscope views that cleanly convey vital information about the world and your targets, enemy aircraft launching red blooms of signal flares over your last position, every satisfying click of every dial on the TDC are all incredibly well-executed. I'd compare it to Golden Lap as another game whose beautiful 2D presentation belies its gripping complexity. The two things I want to give a shout to are probably the same things that everyone else talks about which is the sound design and the enemy AI. This game has taught me things about evading destroyers that Uboat, Sea Power, and Cold Waters all failed to. They are relentless, smart, and scary, and the sound design also really contributes to that feeling. Five sonar pings in a row followed shortly by the rolling thunder of depth charges tends to put you on edge. Escaping without damage always feels like a minor miracle. If I had to try to scrape together some kind of feedback I would say that while the dynamic music system is great, it gets a little samey, and having the action segment trigger while I just have my periscope up with a 0.5% chance of detection is a little much. Having that only trigger upon actual detection or an enemy alert would both be more useful and ensure the music is more appropriate to the moment. I'm really not taking any points off for the lack of variety though because music probably isn't John's forte and he still did a great job with what's there. I'm gonna be playing a lot of this game, it sounds like there's already some more great features in the works (deck guns!), and even without them it's right among the best subsims I've ever played. Tell your friends please!
That's just what I was looking for: A neat Sub Attack game, with several settings to adjust the difficulty, all available US submarines of the time, air and destroyer combat and tons of merchants to sink. Sticking to the core business without having to micromanage a thousands things and I like the sort of basic graphics, too. No Unreal Engine 5 fireworks of splendid imagery. That's not needed. You're confined in a tight space and all you see of the enemy is either through a periscope or binoculars. There are plans to develop it further (adding deck guns and other stuff), but I hope it keeps that simple and somewhat generic look and feel. Cause that's where its charm lies. It has what it needs to avoid boredom: A very very fast time acceleration (100.000 max) and even a 0.5 time deceleration. If you want, you can pause the game at any time, like, for comparing and identifying ship outlines or thinking the situation through. Full thumbs up from me and thanks for a fun game. 👍
If you enjoy the tactical maneuvering and hunting portion of the Silent Hunter series, this distills the experience to it's essence while preserving the realism. Excellent map tools and a good campaign mode.
It looks great from the little I've played. Great music, sound effects, clean interace. I'm glad there's games like this nowdays, with how expensive pc parts are becoming, and new games needing 32gb ram to run with like skyrim level graphics. I can run this gem on my backup potato Laptop.
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