
A tactical immersive sim. You are underground with nothing but missiles. Design ballistic weapons, hunt billion-dollar radars with 20,000-dollar drones, flood the enemy with cruise missiles, or reach hypersonic technology. Welcome to asymmetric war.
Modeled estimate, not a reported figure. How we estimate →
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About
Salvo is a tactical immersive sim with thousands of ways leading to one objective: breaking the enemy's war machine.
Central command has been destroyed. The last strategic force still capable of continuing the war is your underground missile program. There is no one left to give you orders. Which technology to research, which missile to design, what to produce, and when to fire — all of it is your decision.
They have billion-dollar radars; you have $20,000 drones. They have layered air defenses; you have saturation salvos, decoy warheads, and launchers emerging from underground.
You cannot win in open war. So you will not fight one. The objective is clear. The path is yours.
You are not striking a city, a base, or a single radar; you are fighting an interconnected war machine.
Radars scan the sky. Interceptor batteries select targets. Factories replenish depleted stocks. Convoys carry new missiles to the front. Fighter aircraft hunt for your launchers. Allied reconnaissance networks try to understand every movement in the region.
You do not need to destroy everything to defeat them. Sometimes silencing a single factory, blinding a single radar, or delaying a single convoy can disrupt the entire defensive order.
The enemy has superiority in the sky, at sea, and in the open terrain. Your advantage begins where you cannot be seen.
Your underground tunnel network is not merely a shelter. It is the main battlefield where you produce missiles, store them, prepare your launchers, and plan your attacks.
You expand your tunnel network across different depth levels, build launchers, and increase your production and storage capacity. Opening and closing launchers, reducing your surface signature, and avoiding reconnaissance are all part of the war.
The order you build underground determines the outcome of the war in the air. You cannot create a major salvo with too few launchers. You cannot saturate the defense without stockpiles. If you spend your budget poorly, even the best technology may remain beyond your ability to field.
The enemy defense is not a single shield. It is a layered network of interconnected radars, interceptor batteries, point defenses, ammunition stocks, factories, and decision cycles.
Archer-3, Archer-2, Stone Sling, Steel Dome, Patriotic, Yurt Korur, and close-in defense guns operate across different layers against different threats.
Each system has its own range, reaction time, radar coverage, ammunition capacity, reload behavior, and target priority.
When a radar detects a target, which interceptor is assigned, whether ammunition remains in stock, and the target's route, altitude, speed, and maneuvering all determine the outcome. In Salvo, air defense is not decoration — it is a real-time defensive architecture.
In Salvo, missiles are not selected from a ready-made catalog. Every weapon is a modular design built from the technologies you have unlocked.
You determine the engine, fuel, guidance system, maneuver package, and payload. You name the resulting design, save it as a blueprint, and send it into production.
Every saved design becomes a separate production plan. Which one you mass-produce, which one you stockpile, and which one you reserve for a critical operation is entirely up to you.
In Salvo, an attack is not about pressing a single button and sending missiles at random. Every operation is a pre-planned strike package.
In the KGP planning panel, you can prepare up to ten attack orders at once. For each strike, you choose the target, the munition, and the launcher separately. You can direct every launcher at a single target, or build a mixed operation split across multiple targets at the same time.
When you execute the plan, the selected strikes are launched within the same operational wave. Then you can plan again, sending a second wave or follow-up attack based on how the defense reacts.
A well-planned salvo confronts the defense with too many threats, too many targets, and too little reaction time all at once.
In Salvo, missiles are not animations sliding across the screen. Every launch is calculated by the physics engine from motor ignition to impact or interception.
The Tsiolkovsky rocket equation determines the velocity a missile can reach with the fuel it carries. Warhead weight changes range. Body shape affects aerodynamic drag. Fuel type, burn behavior, and altitude profile shape the flight characteristics. Atmospheric density, speed, altitude, radar cross-section, and wind can produce different results in every flight.
There is no pre-drawn path where "missile A goes to target B."
Tsiolkovsky, aerodynamic drag, RK4 altitude integration, atmospheric modeling, radar cross-section, INS drift, CEP, and interception geometry are all parts of the same chain.
The game does not show you a "62% hit chance" and roll dice behind the curtain. Physics runs. Radars look. Defenses calculate. The missile either gets through or falls.
This is not a trick. This is physics.
In Salvo, the information you need is not hidden outside the game.
ARPHA-NET is the knowledge archive of the underground command network. From missile classes to air defense layers, radar logic to munition types, research topics to operational concepts, you can study the systems you encounter in the game from within it.
What is CEP, why does the radar horizon matter, what changes between a cruise missile and a ballistic missile, and why does a saturation attack work — the answers to these questions exist inside the game world.
Kol Şahar is a dynamic war radio system designed from the ground up for Salvo. It is not a simple music playlist or background ambience. It is a live broadcast layer that follows, interprets, and retells the war you wage through its own language of propaganda.
Thousands of original fully voiced audio pieces in Turkish are dynamically combined throughout the game for news bulletins, regular programs, debates, field reports, technical briefings, crisis announcements, and propaganda transitions.
When you fire a salvo, the studio broadcast may be interrupted. When a radar is struck, a field reporter may cut in. If the defense stops every threat, the broadcast may shift into a tone of victory. If a hypersonic missile breaks through the defenses, a few seconds of silence may fall over the transmission. During major losses, the presenter's professional voice may begin to crack.
The radio does not only answer the question "what happened"; it also shows how what happened is explained to the public.
Salvo is presented like a military command terminal from 1991. Phosphor screens, dense tactical panels, NATO-style symbology, monospace typography, procedural combat audio, and radio broadcasts all belong to the same interface language. This is not a retro filter added on top of the game. It is the way the war is seen.
Real physics-based missile simulation: Tsiolkovsky, RK4, aerodynamic drag, and atmospheric modeling
Advanced guidance systems based on MPPI and ProNav
8-branch nonlinear technology tree
5-stage evasion system and 3-zone radar degradation
Layered enemy SAM network: Archer-2, Archer-3, Stone Sling, Steel Dome, Patriotic, and close-in defense guns
24 story missions, procedural Normal mode, and unlimited Sandbox
12 languages: Turkish, English, Arabic, Persian, Russian, Spanish, German, Italian, Portuguese, French, Japanese, and Simplified Chinese
Kol Şahar radio system: 1,900+ audio files and 6,720+ dynamic broadcast segments, with full Turkish and English voiceover
Underground missile complex: 10 tunnels, 5 launchers, 5 depth levels, and mountain tunnel option
Rank progression: from Lieutenant to Marshal
Dynamic morale, threat level, satellite intelligence, and enemy counterattack systems
Modular weapon production and salvo planning for up to 10 attacks
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Arabic, Turkish*, Persian, French, German, Russian, Italian, Simplified Chinese, Portuguese - Brazil, Traditional Chinese +1 more
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Teknoloji füze geliştirmeleri v.s eğlenceli oyun olmuş. Türkçe düblaj olmasıda çok güzel.Füzelerle Tel Aviv'i enkaza çevirmek çok eğlenceli olmuş. geliştirici ekibe teşekkürlerimi sunarım. oynanması gereken bu oyunu herkese tavsiye ederim...
Incredible atmosphere, ballsy setting, and a fully voiced supporting cast that gets your heart beating to the rhythm of: "Tie me to a missile and fire me at T*l Av*v! I am ready!"
A very very interesting idea for a game, but I cannot recommend it. It is simply FAR too buggy and needed a serious bugfix patch before going live. Hotkeys stop working after 1 or 2 uses, many systems are entirely unexplained, you cannot even take out enemy airfields as they can bug out and remain locked to 80/80 health at all times, the settings don't work (There's no adjustable framerate, and all volume sliders do nothing and don't get remembered), when you construct your only AA defence (MANPADS) they bug out after one shot and remain permanently on the map but unusable and also taking up that space on the map forever so you can't build there. Right now? It's a hard avoid due to its buggy state. I would love to be proven wrong and see it get better, but it's entirely unplayable in its current form.
No thanks, I don't want to play as the terrorist state of Iran. The graphics are terrible. This game is not fun at all. I have multiple Iranian friends in various places who have been oppressed by the current terrorist regime. Hopefully, one day, Persians will once again be able to live in their country with freedom and prosperity.
Ufak tefek hatalara rağmen bayağı etkileyici olmuş. Gerçekçi füze fiziği ve taktik derinliğiyle saatlerce oynatıyor. Basit gibi duruyor ama içine girdikçe bağımlılık yapıyor. Türk yapımı olarak gurur duydum, tebrikler! 🔥Yıldırımhan'ı da istiyoruz :))
Oyunu birkaç saattir oynuyorum, oyunu yapan kişilerin göreceğini düşünüp yorum yazayım dedim. - Bir tünele yüklediğiniz füze vs sistemleri, ana depoya geri alamıyoruz. O tünele eklendi mi geri çıkartamıyoruz ki bu bence çok saçma. - Teknoloji ağaçlarını tamamını 1 saatte açıyoruz ve bir daha teknoloji ile işimiz kalmıyor. Her şey paraya bakıyor. En fazla para bitince paranın gelmesini bekliyoruz. - Tüneller de belli bir derinliğe ulaşınca daha fazla ilerletilmiyor. - Oyunda bazı yerleri patlatırsanız, bir süre sonra geri tamir oluyorlar. Anladığım kadarıyla gemiler ve şehirler tekrar tamir olmuyor ama onun dışında ki tüm askeri tesisler tamir oluyor. Buda bizi aşağıda ki probleme sürüklüyor. - Oyunda ki üretim kapasitemizi ve hızımızı asla arttıramıyoruz. Düşmanlarda ki gibi bizde fabrika üretsek ve hızımızı arttırsak mesela güzel olurdu. Üretim hızımızın artmaması ve yok ettiğimiz düşman sistemlerin zamanla yenilenmesi bizi bir paradoxa sürüklüyor. - Oyunda hipersonik füze yapmanın mantığını anlamadım. Hipersonik olmayan ama en üst düzey teknoji füzeyi yaptım ve hipersonikten çok daha iyi oldu. Özellikle isabet ve hasar anlamında hipersonikten çok daha iyi. Hız olarak dikkat etmedim ama çok bir fark yoktu. - Arphanet'e giriş çıkış animasyonu (bazı yazılar çıkıyor ya) ilk başta güzel de zamanla can sıkıyor. Bide haritada ilerlemek için içgüdüsel olarak W tuşuna basınca açılıyor, kapatmak için 2 3 saniye arayüz animasyonunu bekliyorum. Biraz sıkıntı. Oyunu oynadıkça güncelleyeceğim ama bizi soktuğu paradoxu saymazsak ilk 1 saatlik oynanışın ardından gelişim hissi sıfıra iniyor. Üretim hızı elinizi ayağınızı bağlıyor. Bir zafere ulaşamıyoruz. Yine de bu tarz bir oyun yok, gelişirse güzel eğlenceli bir oyuna dönüşebilir. Düzenleme 1: Füzeleri seri üretime alıp, hızı 4'e alıp oyunu alt tab yaptım. 1 Saat sonra füze dolu depolarla savaşa devam :) Düzenleme 2: Load göremedim, sadece yeni oyun var. Kayıt edilen oyunlara nasıl döneceğiz.
Откровенно навайбкоженное баганное говно, начиная от фонов и иконок, до просто геймплейной части. софтлоки, кривые кнопки, непонятные вещи. Ни в коем случае не приобретайте данный НЕЙРОСЛОП
İlk başta aşırı karmaşık geldiği için tam çözemedim ama birkaç saat oynayınca oturmaya başladı özellikle füze tasarlama kısmı çok detaylıymış rastgele spam atınca hiçbir şey olmuyor radar menzili ve zamanlamayı düzgün ayarlamazsan direkt interception yiyorsun grafikler çok uçuk değil ama atmosfer iyi o savaş hissini veriyor bu arada seslendirmeler baya iyi radyo fln gerçekçi olmuş şimdilik bir kaç eksikleri var ama konsepti güzel bu tarz oyun sevenler için güzel bir oyun hem Türk yapımı hemde fiyatıda baya uygun bence alınır hocam emeği geçen herkesin eline koluna sağlık
Oyun çok hızlı bir şekilde bitiyor, sanki aceleyle çıkarılmış bir oyun gibi. Gelişim sürdürülebilir hale gelirse oyun keyifli hale gelebilir.
Oyunu Instagram'da görüp aldım. Açıkçası çok bir beklentim yoktu ama oynadıkça sardı. Son zamanlarda uzun süre başında oturduğum nadir oyunlardan biri oldu. Eksikleri tabii ki var ama geliştiriciler sürekli ilgileniyor ve geri bildirimleri dikkate alıyor gibi duruyor. bir kaç saat oynadım, büyük ihtimalle daha da oynayacağım. Bu fiyata kesinlikle değer. Strateji ve askeri temalı oyunları seviyorsanız bir şans vermenizi öneririm.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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