
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
Simple and fun
This is a great sub sim! It focuses on what matters in a sub sum and does those things extremely well. Within minutes you'll be using the tools provided to determine and enter target data into the Torpedo Data Computer (TDC) and start sinking JA Convoys. I was in the Playtest Beta and have easily spent over 60 hours playing this game., which is way more hours than 90% of the $60 AAA titles I've purchased recently.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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.
positive critical· bar length = how often the theme comes up
So glad to be on Board. My dream game. Designed around the fun aspects and pure tactical fun. 10/10
It is all the parts I love about a subsim - all the tension along with all the tactics wrapped in a deep but simple, slick interface. It's deeply replay-able and quite a challenge on the highest difficulty. Enjoying the campaign now after putting many hours into the demo. The music and atmosphere is very well done, really helpful for immersion and adds to the tension. Great job John!
Salut a tous et a toutes, ce jeux est immersif je le recommande grandement pour les pationnés du genre simulation sous marine. le calcul et le réglage des torpilles m'à énormément appris sur le sujet. Avec les tutoriels qui aide grandement. c'est sur, question qualité face aux épopées des silent hunter c'est en dessous, mais je dit un grand OUI pour l'immersion et les calcules TBC c'est au top. En gros j'adore
I've been playing the online and Steam demo for a few months now. The full campaign adds so much. You never know what you're going to run into: aggressively attack the 3 unescorted merchants in a squall or try to slink away from the convoy and 4 (!!) destroyers. Dev is active on Discord and takes input gladly. Buy if you want to focus on the strategy and tactics. Didn't buy if you want a pretty arcade shooter. Looking forward to deck guns, some additional enemy ship types, and playing cribbage in time compression. The ship models are basic, but distinct enough to be effective (also somewhat nostalgic to Silent Service in the 1980s).
A neat submarine simulator that strips things back to the core aspects of hunting and (ideally) sinking enemy ships. There's a range of difficulty settings so you can ensure that the game is continually satisfying without feeling overwhelming. This game is a great example of easy to learn but difficult to master. On top of this, the developer is very active and making improvements. I'll be playing this one for a long time.
A very fun and mechanically engaging game for kind of casual gamers. It does not have the same "depth" as some other sub simulators, but if you don't have a lot of time, this game is perfect to jump on after work for a quick gaming session. The AI feels great, and sometimes hunts get a little chaotic, so you don't get bored. The developer pushes out new features and bugfixes, and listens to community feedback.
Not that the game can't be fun but I struggle to think of a single person I can recommend this game to. There are 2 interesting things that you will do in the game over and over: Planning on how to shoot your torpedoes and running away after that. In this game, there is this thing called a "Torpedo data computer". I just have to give it the distance to the ship, how fast it's going, what direction it's travelling at and what angle is it from the ship then it will calculate exactly where to shoot the torpedoes at. So you only have to do simple geometry problems that middle school kids can do and start blasting. There is some skill or fun in getting those information which if you have wondered about things like how people can measure distance to objects like stars or whatever in space using telescopes. Although after a few hours, I imagine most people would feel like it's more of a chore and they are being tricked into collecting data for job using some cool explosion sfx. The second thing is running away from ships, this part is a bit more involved. You have to learn how to run away from a combination of sonar, sight and hydrophone. So this time *you* are on the receiving end of the exact same things you use to hunt ships down. How do you deal with it? You become quiet, slow down (turning off the engine) when they use passive sonar (hydrophone), You move erratically and use the different layers of water with different temperature as a barrier against active sonar, It gets harder because later on you have to track multiple ships being both your target and your hunter at once but you still just kinda do the same thing, draw a line for distance/speed, draw a line for angle, shoot. I would say that it is very picky about who can enjoy it and you should try the demo if you think the trailer looks cool. The version that I personally would enjoy is if there are some more difficult math that you have to do like maybe make it so that you have to manually input an equation for your torpedoes' path and then adding random unrealistically strong current, barrier, sea monsters that you have to curve your torpedoes around in. Idk, I don't think anyone would enjoy that either but you get what I mean, the game needs more stuffs in there. Also it will run on your potato so you can play the game in this trying time with high RAM and GPU price.
Hey someone copy pasted the tactical map from UBOAT and sold it for $15, good for them, I have $15 to throw away and don't have UBOAT installed right now.
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