
FULL METAL COFFIN is a 3D co-op submarine simulator. Crew your vessel with up to 4 players. Load the torpedoes, dodge incoming fire, and eliminate the enemy.
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About

A 3D co-op submarine simulator with up to 4 players, where you fight for control below the Antarctic. Taking place in flooded caverns deep below, you and your CREW will be tasked with operating a submarine to eliminate outposts, and defend against waves of enemies. Your vessel is specialty built using the latest in material science, to withstand the unique conditions posed by this new environment

Unlock new interesting torpedo types, and deploy them in combat. Load them immediately, or store them for future use. Planning and forethought are essential to a decisive victory against all enemies in the frontier

Good coordination and communication are heavily rewarded. Work together with friends to operate your vessel smoothly. Form a command structure, or naturally fill in where needed. Ensure steady operation of your submarine, and dominate the enemy

Operate a 3D submarine interior with up to 4 players
In depth sonar & hydrophone mechanics. Listen for your enemies, and bounce sonar pings off walls to gain advanced vision of the caverns
Craft unique torpedo types, for different situations
Forethought and communication are heavily rewarded. Pick your engagements wisely
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 81 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
love the game, would love to see it expanded with more ammo types, and progression elements like bigger subs, one a double decker with the bottom floor for torps, and maybe some barotrauma level type gamemode. also, the last sub is also a pain to find, having them emit a faint ping to give away their direction would greatly improve the game. would love to see this expanded on more.
Море веселья! Угарная и не сложная игра про подлодку в 2D плоскости, где нужно топить другие подлодки - бои проходят без глубин, но с углами и упреждениями по градусам. Для игры достаточно двух игроков, комфортно трёх, четверо уже лафа. Один на штурвале, другой на сонаре и пуске, третий на крафте и заряжающий, четвёртый путается под ногами и вращает барабан с торпедами. Когда по вашей подлодке сделали пуск торпедой, нужно вырубить сонар и отвернуть в сторону, чтоб торпеды не навелись по шуму. После потопления вражеских подлодок их можно залутать собрав ресы для крафта новых типов торпед, но времени тупить и чиллить почти нет, бои достаточно динамичные, постоянно нужно шнырять и вычислять откуда появится новый враг. Если нравится командная работа - игра вам понравится. Миссии не длинные, скучать не приходится. Было бы прикольно, еслиб разработчики добавили опциональный функционал для ремонта лодки, чтоб при игре свыше двух человек, третьему и четвёртом игроку было чем заняться.
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Hours played at review time, across 81 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
While this review is a not recommend in my specific case, It may still be a good experience for you, read along. TL;DR: Game is very arcadey and not a "simulator" and there is quite a lot of bugs. Performance optimization is HORRIBLE, maxing out an RTX 4060 and giving barely 30 FPS on a 1060, purely due to negligence in optimizing lighting. The game has barely enough content to justify the price, but the core gameplay loop is okay and definitely enjoyable with friends. I was not expecting this submarine simulator to be so arcade-like, and I would not call it a simulator in the context of games like Iron Wolf, Wolfpack, and Silent Hunter - it was very confusing to see that there is no concept of "depth" or verticality, so assumedly everything in the game is happening at the same depth / Y level, which makes it more of an underwater rover game than a submarine one. The vehicle itself also moves very fast and has less than expected inertia, same for the torpedoes, which move at incredible speeds. Overall, this is not a "slow and calculated" style of game. Currently it is hard to tell what is a bug and what is a feature, like the hydrophone hearing sounds straight through walls, but maybe that's intentional for the arcade-like experience. The core gameplay loop is good, with the 3 player team I was in, the roles are nicely split between the torpedo bay, driving, and SONAR. In order to shoot torpedoes, you must first build them, which is a weird concept but is very welcome here as it gives torpedo bay operators a fun management task. Building of the torpedoes is incredibly loud and obnoxious though. The player vehicle features a sort of drum magazine for storing built torpedoes, which is almost meaningless - rotating the drum, lifting up torpedoes, moving the gantry and then placing them down isn't that much more faster than building a torpedo, which is free in the case of regular torpedoes, and the drum's large capacity is barely important, because enemy engagements are sparse enough that you often have time to just build torpedoes. In the overall game, there is not much content, only three missions so far, which are mostly the same "survive enemy waves" at the end of the day, which just maybe makes it worth the 5,19 euro price tag, but just barely, considering the game isn't marked as Early Access. The art direction and UX of the game is slightly all over the place: The crew wear early 1900s-era diving suits while inside of a supposedly pressurized modern vessel, for some reason there is a steam locomotive style furnace in the back of the vehicle (an oxygen consuming fire inside of a submarine seems ironic), and current audio effects are pretty obnoxious and goofy, as mentioned in other reviews. The explosion effects when taking damage or destroying a vessel are pretty overdone, as you can get completely flung across the vessel interior at supersonic speeds when hit. However, none of this makes the degrades the gameplay by much. Bugs & performance - The game has plenty of bugs - at some point I got desynced from the session and couldn't operate any of the controls anymore. The vehicle throttle/speed indicator gets stuck or doesn't update sometimes (saying Full Speed when actually set to Half Speed). Torpedoes sometimes go straight through enemies (even beyond arming distance), game sometimes crashes when accepting an invite (seems to not be a rare occurrence, reading other reviews), etc. The game itself runs absolutely Horrible, barely squeezing out 30FPS on my GTX 1060, in a game that takes place in a singular, dimly lit room. After running a frame-by-frame GPU draw call analysis, turns out that nearly every significant light in the game seems to be a point light and cast its own insanely sized shadow, with barely any lighting being baked, which results in UP TO 80% of the frame draw time being the rendering of a 8K by 8K shadow map, resulting in 99% GPU utilization on my friend's RTX 4060. Yikes. Will change to a recommend if the game gets the most simplest of simple graphics overhauls, a few bugfixes. Maybe a way to enjoy more content? a map editor or custom map loader would be great.
killed six enemies with one nuke im satisfied
Amazing game, insanely underated. The sonar system alone is incredible.
I only played solo so far, and completed the 3 missions. Its good solo, but intended to have a crew of 2-3. Tense combat with very little down time between waves of enemies. each successful mission took about an hour solo, a crew would cut down that time. The dev is planning more content. If the games sonar mechanic looks cool to you, get the game. Update: played with a stranger and the game is shines with team work
FULL METAL COFFIN is a compact cooperative submarine simulator that builds its identity around teamwork, tactical preparation, and the pressure of operating a complicated vessel in hostile underwater territory. Developed and published by Titanite, Mantle Array, and Xenith, it places up to four players inside a fully explorable 3D submarine and sends the crew into flooded caverns beneath Antarctica. Rather than presenting submarine warfare from a detached strategic perspective, the game puts players directly inside the vessel, where operating equipment and communicating with crewmates are fundamental parts of surviving each encounter. The Antarctic cavern setting works particularly well with the concept. Tight underwater passages create a sense of confinement that makes navigation and enemy detection important rather than incidental. Missions involve attacking hostile outposts while surviving waves of enemies, creating a cycle of exploration, preparation, combat, and recovery. The submarine is presented as a specialized machine constructed to withstand this unusual environment, giving the setting enough science-fiction flavor to distinguish it from traditional historical submarine simulations without abandoning the grounded appeal of operating naval machinery. Detection is one of the more interesting parts of the gameplay. Sonar and hydrophone mechanics require players to actively search for threats instead of depending entirely on obvious markers. Listening for enemies and bouncing sonar signals from cavern walls can reveal more of the surrounding environment, making information gathering part of the tactical process. There is an appealing tension in deciding when to expose more of the surroundings and how to interpret the information being gathered. This makes encounters feel like situations that need to be understood before they can be successfully fought. Weapon management adds another layer of decision-making. Different torpedo types can be unlocked and crafted for particular circumstances, after which the crew can either load them for immediate use or store them until they become necessary. This seemingly simple choice reinforces the game's emphasis on planning. Ammunition is not merely something to fire whenever a target appears. Players are encouraged to anticipate what they may encounter and prepare accordingly. Choosing the right weapon at the right moment can therefore be as important as successfully firing it. Cooperation ties all of these systems together. Players can establish something resembling a formal command structure or simply move between responsibilities according to what the submarine needs at any particular moment. This flexibility is one of the concept's strengths. Instead of forcing every player into a permanently isolated job, the design encourages crewmates to communicate and fill gaps when circumstances change. A player dealing with sonar information may need assistance elsewhere moments later, while another crewmate might switch from weapon preparation to handling a more immediate problem. This approach produces a satisfying contrast between organized efficiency and controlled chaos. A coordinated crew can make the submarine feel like a single functioning machine, with information being relayed quickly and responsibilities handled naturally. Poor communication can turn an otherwise manageable engagement into confusion. That possibility gives multiplayer sessions much of their personality because memorable moments can emerge from both successful coordination and spectacular mistakes. The game consequently rewards players who enjoy talking, planning, and solving problems together rather than simply pursuing individual combat performance. The combat itself benefits from the recommendation to choose engagements carefully. Instead of presenting every enemy contact as something that should immediately be attacked, the mechanics encourage players to gather information, evaluate their resources, prepare appropriate torpedoes, and decide how to approach the situation. This creates a more deliberate rhythm than a conventional naval action game. There is still satisfaction in destroying hostile forces, but the more interesting part is often everything that happens before the weapon is launched. Its visual direction and enclosed environments also complement the atmosphere. Dark underwater caverns, mechanical interiors, military equipment, and futuristic technology create a distinctive combination of submarine warfare and science fiction. The presentation does not need extravagant spectacle because much of the tension comes from being enclosed inside the vessel while trying to understand what exists beyond its hull. The restricted surroundings make every sonar contact feel more threatening and reinforce the idea that the crew is operating deep inside an environment where mistakes can quickly become dangerous. The relatively concentrated scope is simultaneously an advantage and a limitation. Players expecting an enormous naval sandbox or an exhaustive simulation of every submarine procedure may find the experience narrower than anticipated. Its strongest qualities instead come from the interaction between a handful of complementary systems: operating the submarine, detecting enemies, preparing specialized torpedoes, selecting engagements, and maintaining effective communication. Those mechanics continually reinforce the cooperative premise instead of existing as disconnected features. Steam Deck compatibility requires some qualification. The Steam store page currently does not provide an official Steam Deck compatibility rating for the game. It is listed as a Windows title, so Steam Deck users should not assume Verified or Playable status. Running it through SteamOS and Proton may be possible, but compatibility, controls, online functionality, performance, and interface behavior cannot be guaranteed from the official information presently available. Anyone purchasing specifically for Steam Deck should therefore regard support as unverified rather than confirmed. Overall, this is an appealing example of how a relatively focused simulator can create depth through interaction between its mechanics rather than sheer complexity. Sonar reconnaissance feeds into tactical decisions, tactical decisions determine weapon preparation, and executing those decisions depends upon communication between crewmates. Its strongest moments should emerge when everyone understands their role and the submarine begins operating like a coordinated machine. For groups interested in cooperative simulation, tactical submarine combat, and communication-heavy multiplayer, it offers a distinctive underwater experience with a clear sense of purpose. Rating: 8/10
Took us a few attempts, because the game is a bit opaque. While i was initially underwhelmed, I played with a friend and as things started to "click" and the game started to flow we got really caught up in the action and the stealth. Even if you just spend one evening playing with your buddies, I promise you it's worth it!
ГРУЗ 200: ЖЕНИХИ ПРИПЛЫЛИ
Very fun little game with a full crew of mates, definitely worth the cost.
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