
Command the silent service. Modern Naval Warfare is the definitive tactical simulation that puts you inside the pressure hull of a Virginia-Class nuclear submarine. This uncompromising tactical simulation offers unparalleled depth in graphics, physics, and authentic combat systems.
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About
Command the most advanced nuclear-powered submarines in the world. Modern Naval Warfare is the ultimate tactical simulation, offering unparalleled depth in graphics, physics, and authentic combat systems. From the pressure-crushed depths of the ocean to the high-stakes politics of the South China Sea, every bolt, frequency, and sonar ping is simulated with uncompromising detail.

Unrivaled Visual & Atmospheric Fidelity Experience a world built on real-world GIS data. The simulation's physically-based rendering (PBR) and world lighting create a breathtaking environment, from the curvature of the Earth at high altitudes to the shimmering caustics and reflections on the ocean surface.
Volumetric Clouds & Dynamic Weather: Navigate through GIS-assisted weather conditions and a multi-layered spectral wave system.
Authentic Interiors: Explore accurate 3D representations of the Virginia class (Blocks I-IV) CIC with fully clickable, feature-complete control stations.
Living World: Engage with digital twins of modern military and civilian platforms, including dynamic civilian traffic assisted by GIS-AIS data.
Advanced Acoustic & Physics Simulation In the silent service, sound is your only sight. Our 3D sound propagation model calculates transients, flow noise, and individual component sounds (engines, pumps, propellers) in real-time.
Real-time Signal Analysis: Utilize FFT analysis for Narrowband, LOFAR, and DEMON applications, modulated by specific sonar array characteristics.
Physical Realism: Every object follows real-time hydrodynamic and hydrostatic calculations. Weapons movement, explosions, and even material reactions to underwater pressure are physics-based.
Damage Control: Face hi-fidelity damage modeling and volumetric flooding based on true shipbuilding concepts like permeability.
Sophisticated Systems & Weaponry Take control of a wide spectrum of military-standard sensors, including RADAR, SONAR, and EO/IR.
Electronic Warfare: Experience RF signal propagation affected by wavelength, line-of-sight, and antenna configuration.
Lethal Arsenal: Deploy torpedoes, multi-stage missiles (with individual stage envelopes), and mines.
Countermeasures: Defend your boat with noisemakers, sonar decoys, chaff, and flares.
Navigation: Use INS, GPS/GNSS, Tercom, and DSMAC for precision strikes.

Step into the role of various crew members with native-language station interfaces:
Pilot Station: Control depth, speed, course, trimming, and masts.
SONAR Station: Manage Broadband, Narrowband, Active Intercept, and Tactical Decision Aid.
Fire Control: Utilize advanced TMA (Target Motion Analysis) with interactive rulers and mission planners for Harpoon and TLAM missiles.
ESM & RADAR: Intercept threats and monitor AIS signals to maintain situational awareness.

Whether you are a lone wolf or part of a strike group, the world is your battlespace.
The Technothriller Campaign: A massive 18-mission campaign set in the South China Sea.
Diverse Operations: Engage in Anti-Submarine Warfare (ASW), convoy hunts, special forces insertion, and espionage.
Training & Editor: Learn the ropes with a 3-mission training sequence or create your own challenges with the built-in quick mission editor.
Engagement
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really want this sim to make it out of Early Access and have it fully function. A lot of it does indeed work. But the moment you start moving things or dumping a lot of calculations with sonar it becomes obvious how fragile the sim engine is. It breaks under any real heavy data crunching. There is no enemy AI, mostly just training missions where you play around with the subs sensors to understand bearing and range. It needs way more time. Leaving EA in 2026 looks unrealistic. I really feel like a fool for spending the money.
Because the DEVS work with the US navy, they apparently are not allowed to put any "realistic" functionality in the game at all. I'm very sad that this Sim will probably never be the "DCS" of naval warfare that we hoped. It most likely will be an unplayable mess until it is eventually abandoned.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Simplified Chinese, Polish, Russian, Spanish - Spain, Greek, Romanian*languages with full audio support
Hours played at review time, across 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Runs like a turd, but if they can fix the bugs and optimize it, it could be a great experience. I'll update my review when it's in a better state.
Version 0.115.2 (517) This product is "Early Access", but I would say it's more like it's still very much in Beta. The Single Missions are created by Wave Ops and have issues. Some missions are impossible to complete ("Richest Man In The Sea", for example), while another one tasks your sub with committing mass murder. These appear to be placeholder missions that haven't been fully fleshed-out and most certainly are not in their final form when the sim gets to version 1.0.0. Opposition AI does not respond to the launching of torpedoes other than dropping torpedo countermeasures. On many missions, Opposition targets are given random courses and speed that, by the time you transit to the search area, have long left the area. Acoustic modeling needs work. As the sim currently stands, you hear nothing until the sim determines you are close enough to detect the target, then it comes booming in. This is regardless of whether a shadow zone is calculated. In summary, the sim has promise, but I would not recommend paying $60.00 for a beta version. Wait for the many problems to be ironed out, then consider it.
Been playing for many hours and have yet to be able to get the torpedoes to function properly without any success. I have had better luck with the HARMS. This game needs some in game tutorials or else have some sort of easy mode. Will go back to UBOAT at least it works. This game needs about another year of development. I would not recommend this game in the stage it is in. It is worth about $20 at this stage.
have not even played a single min. of this game, but this is the reason for my review. As always, this developer puts out a game early and wants you to play, but refuses to include a more detailed, "hands on" tutorial. Yes, I can watch a video, but a real tutorial is watching and listening to the instructor, while selecting all the buttons/areas you need to me to select for the the correct steps to be successful. Instead it is; watch video, write down steps and try to remember. Terrible tutorial which makes the game harder to understand for the pleb.
POS
Overall, I would recommend it. However, it has its flaws. the biggest one being; Sonar is just crap! From how the automation works, the screen and reporting, the DEMON sensor, active sonar, ship[ classification and so on. Really bad at this point in its development. As an ex Sonar operator, i can tell you right now, Sonar is why you want the game, but here its just rubbish. Cold Waters is better at it than this is.
Im derzeitigen Zustand ist die Simulation leider nicht zu empfehlen. Speziell das Sonar, welches wiederholt als "realistisch" bezeichnet wird, trotz diverser Beschwerden der Community über zu harte Layer, unglaubwürdige Reichweitenprobleme und instabiler Darstellung beharrt der Entwickler darauf, dass das System so korrekt dargestellt werden. Die Schlussfolgerung lautet: Eine Los Angeles 688 Flt2 ist auf 3000 Yards mit 15 Knoten für ein Virginia auf allen Sensoren absolut unhörbar, wenn das Spiel recht behält. Besonders frustrierend ist für mich, dass die Entwickler im Livestream trotz zahlreicher Rückmeldungen aus der Community und nachvollziehbarer Gegenargumente darauf beharrten, das Sonarmodell sei korrekt. Dadurch hatte ich den Eindruck, dass berechtigte Kritik nicht ernst genommen wird. Auf dem Papier ist das ein toller Simulator. Aber wenn man Stunden damit verbringt, Frequenzenbereiche abzusuchen, um eine verräterische 50Hz Linie zu finden die wegen eines Bugs niemals dargestellt wird ist das nicht nur frustrierend, es macht das komplette Konzept des Simulators kaputt. Seit Relaise wartet man auf einen Patch, das die Funkmasten auf der vorgeschriebenen Tiefe funktionieren und man das Boot nicht partiell auftauchen muss um etwas zu empfangen. Plötzlich vom Sonar verschwundene Kontakte, wenn man in den Optionen eine Workaraound für das Hellen Keller-Sonar anwendet (OPFOR Sensoren Realistisch auf Aus-Alles wird viel zu laut, aber man kann wenigstens Spielen) die nicht etwa schwächer werden, in Transienten verblassen sondern einfach: Zack- Aufhören und im Replay sieht man dann, das dieser Kontakt direkt vor einem war und unbehelligt weiter fuhr.. Es ist eine U-Boot Simulation mit vielen Early Access Bugs. Das ist irgendwo noch Okay. Aber wenn das SONAR nicht funktioniert macht ein Simulator, der ausschließlich auf Unterseekriegsführung aufbaut keinen Sinn. Der Entwickler kann noch so sehr behaupten, dass das Sonar in seiner aktuellen Form realistisch ist oder nicht. Ist es nicht. Ein Nuklear getriebenes U-Boot der 80er Jahre KANN nicht mit 15 Knoten auf 3000 Yards an einem Boot vorbei fahren ohne die kleinste akustische Signatur. Ein Layer wie im Spiel dargestellt lässt Transienten passieren. Eine 50 Hz Schicht penetriert aufgrund ihrer Wellenlänge die meisten Schichten unter Wasser ohne Probleme. Die Darstellung des Raytraceings im Spiel zeigt, das Bottom Bounce eine Rolle spielt und es wird von der Simulation völlig ignoriert. Ein Schiff, das sich durch Transienten verraten müsste ist einfach Unsichtbar. Solange das nicht gepatched wurde ist diese Software ihr Geld nicht wert. Wenn sich das mal ändert...Potenzial ist vorhanden. Aber nur, wenn die Entwickler einsehen, das sie einen Fehler in ihrem Modell übersehen.
This promises to be one of the greatest naval simulators of all time. Currently it's early access, so here are the reasons you shouldn't buy it now up front: - bugs, plenty of them, but most aren't game breaking - lack of documentation, which is real difficult in a sim - very limited campaign missions - very VERY hard If you can tolerate that stuff, pick it up. If you're excited to learn how sonar, target motion analysis, and submarine tactics work, get it! By the time you've learned how these systems work and build an intuition for them, they'll have fleshed out the game much further. From the target motion analysis side, you're going to have to get really good at understanding how the movement of your ship and your contacts ship relates. When you only have bearings on another sub, possibly only for a few seconds, you have to make a fast judgement to defend yourself. When warships are rolling above, you have to fix their position and keep them in the shadow zone until you can get into a good firing position. Learn the deeper aspects of TMA, and you'll be able to watch a sonar screen and have a solid guess at where your target is. On sonar, you'll be doing the most realistic sonar work you possibly could. This is the real deal. The audio modeling is so accurate that you can record the audio in external programs and analyze it separately for deep analysis, allowing you to identify the machinery running on the ship and the ship itself. The discord community is fantastic and many are willing to teach sonar concepts from basic to advanced. So yeah, it's early, but if you're still reading you're probably a huge nerd who just wants to learn how this stuff works. It's challenging, but ultimately fair. If you take the time now to learn how these systems work before the enemy AI is working, you probably stand a much better chance of effectively prosecuting targets once it does.
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