
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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Engagement
Reviews
Themes across 126 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ほとんどマップ上だけでプレイする、カジュアルな潜水艦シミュレーターです。 日本語でプレイできます。 チュートリアルをひと通りプレイすれば、潜水艦のゲームが初めての人でも、わりと簡単に魚雷を命中できるようになると思います。 操作するのは米国の潜水艦です。 ソナーで聞こえる音の大きさは距離関係なく一緒っぽいです。 ぐるぐる回して、反応がある方を向いたらマップにおおよその位置が出ます。 船速を割り出すのも、ポイント2点取って定規引いたら勝手に計算して速度出してくれます。 かなり楽。 潜望鏡で見る海上の風景は3Dです。 敵船を見て、船の種類を識別マニュアルを見ながら探す訳ですが、、ですが。 なんか3Dモデルがえらい雑で、、識別マニュアルの絵とも結構違うし、、全然わかんね・・・ 潜望鏡画面も画面の1/6くらいのサイズしか無いし、かなり近づかないとマジでわからん。 ※メインメニューの下にAOB認識トレーナーっていうのがあってそこで3Dモデルが確認でき、 船も10種類あるかないかなので、3Dモデルが何と適合するか覚えてしまうしかないかも。 魚雷はハッチ開ける、発射(単射or斉射)、装填のみで、深度設定だとか種類だとかはないです。 魚雷が当たると嬉しいけど、轟沈したりはせず、燃えてるだけみたいです。w ちょっと爽快感に欠ける・・・ 有名どころの潜水艦シムじゃなく、あえてこのゲームを勧めるかというと悩む所ですが、まぁやってみると楽しいです。 操作もだいぶ単純化されているので、潜水艦シムの入門用としてプレイするのは良いかもしれません。
I would highly recommend this game. I've dabbled with UBOAT and bounced off it for some reason and that's not saying UBOAT is a bad game. This one helped me understand the math behind calculating fire solutions and stalking ships which I think will help me engage with UBOAT again. I want to commend the man behind this gem and point you to his tutorial videos he's posted on YouTube, It's in some ways an easy game but in others hard but I'm willing to commit to pushing through the hard because this game is so engaging.
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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
Just no. Buy Silent Hunter 3 or 4 and see it do everything better. With mods -- that experience is out of this world. I do not care if it is done by one person or twenty people. Making games nowadays isn't the same as it was way back when -- you had to do everything by hand, whilst today there is an abundance of game development software, to say nothing of the AI. I am not a charity, I am a consumer, I judge games based on what they are, not on who made them. This is at best a mobile game for the price of a good one, like Gunner, HEAT PC!, which I can buy for just about the same amount of money and the difference is immense in literally everything: from the presentation (and yes -- the graphics matter in sims, look at DCS), to the complexity of the simulation. If it was like 30-50% of its current price, then maybe, otherwise I appreciate the "passion project", but I can go get Silent Hunter 3/4 for like a tenth of that price (on sale) and actually have a graphical representation of a sub plus all the geometry of trying to intercept a target. And one of the reviews said that "we didn't play these games for 3D graphics". No. We did. Cold Waters is a prime example. Thats why it looked so good when it came out, because sims have always had the best graphics of all video games, and if they did not -- at least a very detailed simulation, which this game lacks entirely. It does not compensate for this lack of eye candy with anything gameplay or simulation-wise. You could see individual sailors greeting you at Kiel in Silent Hunter 3 on the piers or airplanes diving to shoot you in clear skies of the Sulu Sea in Silent Hunter 4. You could see the explosions and fires on the decks of surface ships in Cold Waters, and the damage from torpedoes and compression of the hull due to water pressure in Dangerous Waters (even for its time it had good graphics, or at least they have represented every aspect of the simulation as best they could). The dev could've just used the simple early 00s era stuff from things like Fleet Command, but this... this is like the most basic version of Silent Hunter 4, minus the juicy bits, but with a 30% higher price. What? I mean arcadey things like War on the Sea and UBOAT are more indepth than this, AND they have the graphics. And if you think things like UBOAT were made by a lot of people, well... think again. And yes, I know I've only played the tutorials, but it's enough to tell what this game is as I have like thousands of hours in Silent Hunters, Cold Waters, Dangeous Waters etc. even before they came out on Steam. Not even a fathometer. How am I supposed to know depth below keel? I wonder what Neal from SubSim would think of this, but I doubt he'd be happy.
This is probably what happens when you distill silent hunter to its very essense--a fight against mathematics, sonar technology, and the same thing that protects you from the destroyer's deadly gaze...water pressure.
A very neat take on the sub sim genre: essential, minimalist but everything is there. Perfect to play on a laptop when you travel or when you don't want to engage in the frills of games like U-Boat. A plus is the tutorial system, very well done, it will teach you a lot of things that will also come in handy when playing more involved games.
Really cool so far. But I will say the current ingame tutorials are not great. If you have already played a Uboat/sub simulator before, you will get along just fine. But the tutorials definitely need to be improved. Especially since some of them have grammatical errors, which I feel like is bare minimum lol. Also, the patrol zones need to be labeled on the campaign map. Or at least allow there to be an option. Some of these zones are literally in the middle of the ocean. I can't use landmarks to figure that out bro. Those are my two main complaints and really they are my only complaints. Game rocks. It can be both a great introduction to the genre for new players and a fun game to play for experienced players. Genuinely refreshing to get a submarine game set in the Pacific from the US side. Feels like every other sub sim defaults to a uboat campaign
Between this and Iron Nest, it's been a really good month for trigonometry.
Haven't played this game a huge amount as of writing this, but I just wanted to drop a positive review for support as this is an awesome little sub sim. The game obviously wont impress you with it's graphics but that's not the point. The gameplay is incredibly satisfying and you can pretty much make it as complex or simple as you want with the difficulty settings. The roadmap for Q4 looks great, very excited to see what becomes of this game.
I highly recommended this game to anyone who like subsim games, because this game is a pure distillation of what makes subsim fun to play. And what does that means? It means this game is centered around using various sensors to detect and triangulate your targets. You then use the information to plan an approach that will let you best attack your targets, while also planning for an escape from the target's escorts. This is the unique gameplay mechanic only found in (good) subsim games, and this game has one of the best implementation of this mechanic that I've seen, better than many subsim games with higher budget. The periscope, sonar, radio, and all essential stations are here. The game require you to use information from these stations to manually solve for the target solution on a map, which is pack full of WW2-era tools to help you do so (ruler, angle, etc.). Oh, and don't let the simplistic graphic fool you! This game offers the same level of simulation as those offer by more "mainstreamed" or high-budget games, especially sounds. The sounds & music really are the highlight here, creating the perfect mood, while also remain functional. Dive too deep, and your hull will creak, sometime with sounds of water leaking. The torpedo detonation sound is appropriately satisfying. Also, all sound effects have directional and loudness that's tie to the direction and distance of what emit the sound. So, for example, in sonar, close ship sounds appropriately louder than the one that's far away, etc. Heck, I actually like how this game's sonar simulates ship sounds more than many other higher budget subsim games. Also, the campaign mode is surprisingly full featured. With select-able home ports, patrol areas, radio calls that will inform you of sighted ships, multiple subs, etc. In short, if you enjoy subsim, just buy it. The game is obviously made by a fellow subsim gamer who know what make the genre fun. If you haven't play subsim before and wonder what set it apart from other kind of simulation, then this game offers a great introduction.
Yeah that is a really well thought out game. I like it when a game focuses on one thing to do it right, and to make it fun. It might need a little teak here and there but it has just been released and the developer is available to receive feedback. So i can recommend it to any simulation geek. Runs flawlessly on Fedora Plasma 6
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