I made a tactical map-based WWII submarine simulator (public beta)
I've seen quite a few simming discussions on HN, so thought some of you might like this - I've created a map-centered, tactical submarine simulator and it's been a blast to make. I grew up playing Silent Service II on Atari ST with my dad, then got into Silent Hunter IV in the 2000s, and most recently have been loving the more recent UBoat. In each case, the part I always enjoy the most is the plotting and charting aspect - essentially beating uncertain estimates with geometry. So I decided to see how far I could get making my own sim that focused nearly entirely on that aspect. You listen…
In plain words
Silent Shark is a map-based tactical submarine simulator set in World War II. Players use hydrophone data, periscope observations, and a stadimeter to estimate enemy vessel positions and speeds, then calculate firing solutions before being detected. The game emphasizes the plotting and charting aspects of submarine warfare, requiring players to work with uncertain information and geometry to outmaneuver escort vessels. It is currently in public beta.
written from the facts on this page · September 2026
From the sources
In the maker’s words, at launch
I've seen quite a few simming discussions on HN, so thought some of you might like this - I've created a map-centered, tactical submarine simulator and it's been a blast to make. I grew up playing Silent Service II on Atari ST with my dad, then got into Silent Hunter IV in the 2000s, and most recently have been loving the more recent UBoat. In each case, the part I always enjoy the most is the plotting and charting aspect - essentially beating uncertain estimates with geometry. So I decided to see how far I could get making my own sim that focused nearly entirely on that aspect. You listen on the hydrophone, estimate course and speed, identify ships through the periscope to get the mast height, use a working stadimeter for range estimates, and then try to build a good enough firing solution before getting discovered and hunted by any escorts. Things I'm particularly proud of are the working stadimeter, the dynamic music (Holst Mars stings when your torpedo is nearing a ship), and pretty intelligent destroyer logic. I've found great reference materials online and have modeled several of the gauges directly after actual submarine instruments. Tech-wise it’s a Vite/TypeScript app which enables me to offer the whole free version of the app as a browser version. The Steam page is here => https://store.steampowered.com/app/4705650 The landing page is here => https://silentshark.app I plan on releasing a full version soonish, including a WWII campaign with progression, patrol zones, and much more on Steam (PC, Mac, Linux/Steam Deck), App Store (iPhone, iPad, Mac), and Play Store (Android). Would highly appreciate any feedback anyone has!
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