
A tactical, map-based WWII submarine sim set in the Pacific Theater: Approach, intercept, strike unseen, withdraw into the deep. With realistic instruments, a Torpedo Data Computer (TDC), and including a full campaign with missions, patrol zones, radio intel, and more.
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About
Silent Shark is a tactical and realism-focused WWII submarine simulator built around plotting, estimation, and submarine command, set in the Pacific Theater.
Track contacts by hydrophone, work out their course and speed, identify ships through the periscope, estimate range with a stadimeter, and build your firing solution from imperfect information. The game is played on a tactical chart with period-inspired instruments and deliberate controls.
A good attack takes preparation. You need to approach from the right angle, manage depth and speed, account for visibility and sea state, set up the torpedoes, and leave yourself a way out before escorts respond.
If destroyers do locate you, be prepared for evasive maneuvers and paying attention when to go hard and fast, or slow and silent.
Map tools like compass, ruler, timestamped points, and angles help you to hunt for the perfect course to intercept.

Realistic replicas of historical instruments such as the engine telegraph, depth meter, and stopwatch.
Periscope with 1.5x and 6x zoom shows a stylized 3D view of contacts within visibility range.
Hydrophone for tracking ships and convoys by sound - tell the difference between freighters and escort by pitch.

Manual range estimation of ships with a fully functional stadimeter: identify the ship to get its mast height, then auto-calculate the distance by observing the angle to the top of the mast.
Torpedo Data Computer (TDC) with a Position Keeper: Enter angle-on-bow, target speed, target bearing, and target distance to fire torpedoes that will hit their targets.
Torpedo tube flooding, gyro angle, spread, and salvo control with a torpedo firing box modeled after the real thing.
Sea state, weather, time-of-day, all have a significant effect on visibility and stealth

Dynamic thermal layers based on time of day and region, measured by bathythermographic readings
Destroyer escorts, aircraft, merchant traffic, and convoy encounters. Destroyers act on their own predictions of your location based on a realistic sonar model and their own hydrophone readings.
Tutorials, standalone scenarios, and a scenario editor
Dynamic music based on Holst's Planets.
Pacific Theater patrol campaign with assigned patrol zones and long-range mission planning

Radio intelligence updates providing situational awareness and contact hints
Historical events affecting strategy, including early-war base losses in Manila and Sumatra

Reputation-based progression system featuring 6 submarines, from Porpoise-class to Balao-class
Resource management across extended war patrols, including fuel, torpedoes, and fresh air
Dynamic base operations with relocation as the war progresses
Aircraft threat management requiring careful dive timing and surface discipline
Evolving enemy presence with changing convoy routes, escort strength, and patrol density
Historically named enemy ships with persistence - sunk ships do not return later in the patrol
Long-term survival challenge: navigate the full duration of the Pacific war campaign
Cribbage mini-game for some variety on long patrols.
Silent Shark is designed for players who like naval history, tactical simulations, manual targeting, and games where the interesting part is keeping a clear head despite incomplete information.
Silent Shark was created with lots of love by John Goering - indie developer from Berlin. John is the creator of the head tracking app SmoothTrack and the thought organizing app Mindscope. He thinks it's a bit strange to talk about himself in the third person, but doesn't really know how else to write this section.
He grew up playing the sub sim Silent Service II on Atari, then later discovered Silent Hunter IV, and more recently, UBoat - he then decided to take the parts he loved most about these games - the map mode - and double down on that and turn it into the sub sim of his own dreams.
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Reviews
Themes across 128 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gameplay viciante a mecânica é fluida e faz o tempo passar sem você perceber.
Pretty great sub sim, it was pretty easy to learn and making all the measurements/calculations is fun, engaging, and feels authentic. I agree with what others are saying and just wanted to add a +1 positive review for a niche indie game
Only played an hour so far but this is fantastic, more detailed than I thought it was going to be. I love the simplicity of the interface and how in depth the instruments are.
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Languages: English*, French, Italian, German, Spanish - Spain, Korean, Portuguese - Brazil, Simplified Chinese, Ukrainian, Japanese*languages with full audio support
Hours played at review time, across 128 reviews with recorded playtime.
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Jeux de simulation sous-marine qui peux paraitre minimaliste et pourtant il est très bien pensé . Interface au top , le jeux demande très vite de la réflexion . On se prend vite au jeux pour résoudre les missions .
Really good, Highly recommend for those who are into WWII subsims.
Very good 2D submarine sim
Ich habe zwar erst einmal nur die Tutorials gespielt, kann aber jetzt schon sagen: feines Teil. Vielleicht gerade wegen seiner reduzierten Art und dem Fokus auf das Wesentliche finde ich es sehr immersiv und stimmungsvoll. Top.
Perfect game. It's amazing to discover that fancy graphics was not what was missing in this genre. It was actually A developer that loves the genre and love submarines. This game is amazing. I'm having a lot of fun.
Great submarine sim and learning tool. Purchased on day 1. Really enjoying it and learning tactics from developer videos and Discord comments. I'm keeping up with the development. Only neg is sometimes graphics are hard to determine ships and orientation from great distances. I know it should be but it seems more the basic graphics. Destroyer almost looks like the merchants and, initially, the mast counts not being represented exactly took a little getting used to. there is a recognition tool that helps though.
I have just had a short time to play but I love the demo. The best part is that it strikes the perfect balance between speed and complexity, with a very stylish look. Love it.
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