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Life & fun · March 7, 2026

Naval Storm

Instant-play 3D WWII naval combat in your browser

What it does

Single-player 3D naval combat set in WWII’s Pacific theater. Jump straight into battle the moment the page loads—no signup, no ads.

Does a similar job

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  • AM
  • SA
    Sail a historical full-rigged ship in real global weather2023 · thapen.itch.io · ▲359

    This is a simulator of a frigate from about 1800. It has realistic physics, tuned to match historical performance. The UI is based around commands given in period naval language. Rather than use the current weather, it has a full year's weather data (for 1980 - taken from https://psl.noaa.gov/data/gridded/data.ncep.reanalysis2.html). This allows the weather to change realistically under time acceleration. To learn the basics of handling a square-rigged ship, start the "Harbour" scenario, click on the instructions button at the bottom left, and follow the instructions…

  • IM
    I made a tactical map-based WWII submarine simulator (public beta)May 2026 · silentshark.app · ▲125

    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…

  • AS
    A submarine combat game in the browser2025 · bearingsonly.net · ▲58
  • PB
    Play Battleships on PostgreSQL2020 · github.com · ▲96
  • IM
    I made a browser-based RTS game2022 · battle-of-flags.com · ▲212

    I've posted this game here before, hopefully a repost is fine as the game has changed quite a bit (improved AI, improved mapeditor, much quicker gameplay, etc). Game is based on JavaScript/Canvas and WebSockets. On the browser side the map is pre-rendered (as a background image), just the mobile units/buildings and animations are dynamically rendered. The lobby server is made in node.js, but the game server is C++ for performance reasons (mainly the pathfinding). I found the C++ WebSocket libraries out there to be too difficult to use so I made my own based on the rfc. Overall I…

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