
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
Surprisingly detailed tactical simulation. I also like the bonus features like the AOB recognition trainer and the cribbage gane.
Perfect...just perfect...playing subims since c64 silent service in the 90s, I was always wondering what we receive and what I still miss with newer graphics, crew management, etc...at end of they it is just tactic and decision making what matters for me...and this is now spot on. We need a gun however to spare torpedos for finishing up crippled ships. Dear Developers maybe add additional features and make the whole thing like good old Silent Hunter CE with your minimalist graphic and you make the best subsim ever existed.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
Very realistic feel, yet easy to get into. Easy to learn but many things to master and understand. I really enjoy finding the most efficient way to do the calculations under different conditions for a successful torpedo hit. You feel like every sinking counts. No boredom at all between actions. Everything is very efficient. It is apparent that this game was designed by an enthusiast of the genre and the history behind it. The campaign mode is really immersive and it makes you feel part of something bigger. Very rewarding game for sub-sim enthusiasts and it has low hardware requirements. I play this on a macbook air m1 and was missing a good subsim. That's it for me, the best.
Let's face it, 3D graphics are nothing but eye-candy in subsims - the map has always been where the real game is. This game takes the genre back to basics and focuses on what's actually fun: stalking your prey using sonar and figuring out their course and speed for that perfect firing solution. Don't be fooled by the 2D graphics, this one is a sim, not an arcade game - and a great one at that.
extremely stripped down subsim. no crew management, no fancy 3d visuals, most sub functions are automated, it's just you and your compass and straightedge against the japanese empire. this might sound bad but it's actually great. trying to jump from this to something like uboat feels like going from a clean linux setup to your grandma's computer with fifteen ask toolbars. everything is so smooth and responsive and intuitive to manage. yes sometimes it feels like a geometry puzzle game, but that's what all of these are when you boil it down, this one just leans closer to the bare metal. it also isn't buggy as ♥♥♥♥ and it doesn't crash constantly, which is a surprisingly rare feature in this genre for some reason. also you get to play as the good guys instead of the bad guys. my only complaint right now is that some aspects feel too stripped down. there's no deck gun so your limited torpedo supply is all you've got, and in the early war where your torpedoes are ♥♥♥♥♥♥♥ garbage this is a real problem. targets are very limited, all you've got is destroyers and merchant vessels. i assume a lot of this will eventually be addressed, deck gun is confirmed to be in development. as it is the game's really fun when you want to do the thing you do in these games without managing a bunch of complicated doohickeys. with a bit more fleshing out in high-value areas it could be a major banger.
Super light and easy to get into but extremely deep, they also have a mission generator!
really awesome little map based subsim! id love to see more features implemented but dont get me wrong, whats there is really good and can only get better. id say its worth the asking price for what it gives you.
I’m already addicted! The interface is so well thought out with the historical resource pages. Small things like being assigned a certain patrol zone and using the patrol map to determine where you need to be, referencing the thermocline charts to determine a safe depth when you’re inevitably being hunted, and keeping it purely map based really give it the vibe I was looking for. There’s a ton of attention to detail here, and it makes actually learning how to command your submarine feel rewarding. I can’t wait for warships to be added in the future and I am looking forward to spending hundreds of hours in this game. 1000% recommended!!!
This is a great game made by a solo dev. There's actually a surprising amount of content but I really enjoy the core mechanics. It's all so well thought out and modeled. Help this dev out!
All I ever wanted from a WW2-Subsim! It gives you all the nautical and tactical problems, all the tools to solve them, centered around an interactive sea map. More than enough to give me all the immersion possible!
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