
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 126 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Loving it! Silent shark boils submarine operation down to just the parts that I find rewarding.
Silent Shark propose une approche particulièrement intéressante de la simulation sous-marine. La gestion des contacts à l’hydrophone, le calcul des trajectoires, l'utilisation du périscope et surtout le Torpedo Data Computer donnent une véritable dimension technique aux engagements. On ne se contente pas de pointer et de tirer, il faut observer, calculer, anticiper et prendre en compte toutes ces informations. Le choix d'une interface épurée basée sur la carte tactique et les instruments historiques permettent une meilleur immersion et une meilleur concentration tout en améliorant l'ergonomie. La météo, l'état de la mer, la visibilité, les couches thermiques et le comportement des escorteurs ajoutent également une réelle profondeur aux mécaniques de discrétion et de détection. Doté d'un éditeur de scénario et d'un générateur de scénario le jeu dispose aussi d'une très grande rejouabilité. Une simulation exigeante, intelligente et prometteuse qui demande de la réflexion et de la méthodologie et qui devrait particulièrement plaire aux amateurs de simulation navales pour un prix vraiment honnête. 10/10
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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 126 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wanted to add one more review to the list before the sale is done. I read a lot of books about American submarines in the pacific. Some by the actual commanders and captains and admirals (Lockwood). This game does an excellent job of allowing me to put that knowledge to use. He even has the cribbage board that I read about in O'Kane's two books. And he made a video showing how the O'Kane method works in the game. O'Kane racked up a lot of tonnage with that method. Anyway, I love the game. Play the demo and see if you like it, too. Also, I decided to try a split shot where I would fire my forward and aft tubes at two different targets, and not let either react to the hits and start dodging, and I did it, and THERE IS AN ACHIEVEMENT FOR IT.
Un simulador de submarinos con un concepto muy diferente. Ambientado en la SGM, del bando norteamericano y en el teatro del Pacífico, Silent Shark explota primordialmente el aspecto táctico del ataque de un sumergible. Todo se desarrolla en su mapa, en el cual contamos con herramientas y otros recursos para intentar acechar a la marina japonesa. Por ahora, sin tanta variedad de unidades, pero con una buena propuesta compuesta por una campaña dinámica y un editor de misiones. No contiene imágenes 3D, salvo por el periscopio y el TBT que son muy básicas y sólo para la tarea de identificar y medir los barcos. Una muy buena programación, una muy prolija, con un aspecto muy agradable, versátil e ideal para correr en cualquier equipo con poco hardware, la notebook esa que sólo usamos para navegar en internet, la tablet, y hasta en el celular.
TLDR: I'd highly recommend this game for anyone looking for a naval warfare game that is more than just a point and click game, it is very fun at its current stage, and clearly has a lot of potential for further development with a very active dev. The game is exclusively a map based game; however, I personally feel like that adds to the feeling of being a submarine commander, only able to observe the outside world from the periscope and hydrophone. The game also doesn't do a whole lot for you. You have to input all the necessary information to get torpedo firing solutions, as well as manually track ships on the map. With that being said the learning curve is relatively short, and makes getting a kill many times more rewarding than it is in games like Uboat. From a stylistic point of view the game also does a great job with its maps. I like that there are two different levels to the map, a large scale patrol map that makes traversing the Pacific easy, and a more small scale tactical map that allows for incredible accuracy while in the final moments of a hunt. On top of the two maps you play on there are two static maps, one of which provides the sectors that the Navy has divided the pacific into, and the other provides the known trade routes Japanese ships use. The latter of these two adds a whole other dimension to the game allowing you to strategically wait along these routes for unsuspecting ships to pass by.
If you are familiar with Silent Hunter, you know what a subsim simulation looks like when it is both immersive (seeing the submarine in detail, the interior, the crew) and tactical (calculating interceptions, planning). Silent Shark, on the other hand, is a 100% tactical simulation. However, it is of high quality, featuring a suite of tools that appear simple at first glance but offer multiple uses—without the complexity of having to perform the underlying calculations yourself. To take a simple example: time management. Every simulation offers time acceleration, which is not very realistic. Commanders manage their time by requesting to be recalled at specific intervals in order to adapt their plan. In Silent Shark, that's exactly what you get: a simple click on the timer, and you can program a wait of 25, 30 minutes, 1 hour or more. The simulation speeds up until the set interval is reached or an unforeseen event occurs. In short, I was blown away by this affordable and unpretentious game, which nevertheless manages to surprise me in more ways than one. Well done.
The amount of care and passion the developer puts into this game is something you think would only be possible in a fantasy novel. Always friendly and open to feedback on the Discord, and regularly communicates with everyone about development, ideas, and goals. Following the development process of this game over the last several months as it approached release on steam was the best masterclass of game development, community engagement, and passion I think I may have ever witnessed. Aside from the developer being an incredible and pleasant person, the game is just fun and cool. If you like the Silent Hunter series, you will enjoy this game. Even if you're new or unfamiliar with the submarine sim genre, if you have a vested interest in submarines, odds are you'll have a great time. The UI and controls make sense, there are a lot of great resources in-game to help with learning, and if you have further questions there is always someone in the Discord happy to help. Features and fixes are added extremely regularly, and while most are great improvement to core game mechanics, the addition of the Cribbage and AOB minigame just show that this game is something made to be enjoyed rather than just played. It's been super fun to see all the changes and additions over the last several months through the demo, and I am extremely excited to see where this game goes from here. If you're on the fence, try the demo. For being a "demo," it's practically the majority of the game and gives you a great part of the experience. This game was easily some of the best money I've spent on a game in ages, and I cannot recommend this game enough to anyone interested in the submarine sim genre or naval combat in general. This game is a phenomenal representation of a very unique and interesting part of history.
Not big on naval sims, but this one is great. It's pretty bare bones but it leaves out all the crap about crew management or other fiddly bits that have absolutely nothing to do with submarines. Very fun to play casually, I spent over a dozen hours on the playtest on the Steam Deck and it was lots of fun and ran well. Dev is comitted to adding new stuff constantly, just dropped a massive QOL update. I believe it got published a little before it was fully cooked but it is still fun and playable. Buy it based on what it is though, not on promises. I think for what it is, its pretty good.
simple to grasp but difficult to master. great so far
good game
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