
Victory at Sea Pacific is the exciting game of naval RTS combat set during World War II. Bringing an epic approach to real time strategy war gaming, search and destroy enemy fleets across an open world sandbox in a desperate attempt to change the course of history.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Russian, French, German, Spanish - Spain*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I'll be honest, If i could give a thumbs neutral I would. Gameplay is quite good, if you like a big picture Naval RTS, its right up your alley. Ships look good, there's a decent amount of strategy involved. That being said, good lord is it buggy, apparently dev-support is nonexistant anymore, so theres no hope of some of these bugs being fixed, and you'll have to learn to live with them. My adivce? get it on sale, and give it a try!
Another game that is just perplexing as to why they changed their formula. After spending _alot_ of hours in the original Victory At Sea, I was expecting a more interesting look at the Pacific theatre. Oh boy was I wrong. This game is nothing short of a hot mess. I only played it for a short time, but I wont be back. So disappointing. What happened? The UI is just plain bad. The controls and management are.. well.. what are they? Just poor. Have they played any mil strat games before? Its really odd. I cant recommend this game at all. Looks like I will just stick with playing the original.
I really, really want to love this game. For it's concept, there is almost nothing like it, simulating the pacific war on a grand scale, while also being able to go straight into the fight is amazing. But it just doesn't work. Minor bugs stack up on top of each other just to make the game unplayable. I started a Japanese campaign, and prepared for the strike on pearl harbor. First Bug: I can only reach the port a month late. So on Jan 20th 1942 i prepare my strike. It's a bit finicky, but launching all your planes and assembling an airgroup is fine. I send all my planes to pearl. The american fleet is outside the port, a bit odd, but i press on. Unfortunately, my different torpedo bomber and bomber airgroups are seperated, so on my first attack i fail to sink anything meaningful with just zeros and kates. I restart, i get all my airgroups together, then i suddenly look and half off my planes air flying back to the carrier when i assemble the attack. restart again, and manage to coordinate as best as i can, and even so, torpedoes regularly go through ships, and many dive bombers miss. Planes take off from the carrier fleets sitting just outside pearl, and they destroy most of my force. In the end it just became incredibly frustrating, and i realised that sitting through a whole campaign of this would be way too painful. I don't really know how to fix this game, as it requires bugfixing of a lot of minor bugs, and finicky tweaking.
Victory At Sea Pacific is a naval strategy game developed and published by Evil Twin Artworks that places players in command of military operations during the Pacific conflict of World War II. Rather than focusing on a single ship or a narrow battlefield experience, the game aims to capture the broader scale of wartime naval command, combining strategic planning, fleet management, and real-time combat into a large military sandbox where every decision can influence the direction of an entire campaign. Built around historical naval warfare and large operational control, the game delivers an experience that values planning, positioning, and long-term thinking over immediate action. Set across the enormous waters of the Pacific theater, Victory At Sea Pacific immediately establishes its sense of scale. Players oversee fleets made up of battleships, destroyers, aircraft carriers, submarines, support vessels, and military aircraft while navigating the logistical and tactical demands of large-scale naval warfare. The Pacific Ocean itself becomes part of the challenge. Distances matter. Fleet positioning matters. Supply considerations matter. The game consistently reminds players that naval warfare extends far beyond individual engagements. One of the strongest aspects of Victory At Sea Pacific comes from its campaign structure. Instead of presenting isolated battles disconnected from one another, progression unfolds through larger military operations where victories strengthen future opportunities while mistakes create lasting consequences. Fleet losses carry weight. Captured territory changes strategic possibilities. Expanding influence too aggressively may create vulnerabilities elsewhere across the map. This larger campaign design gives operations a satisfying sense of importance. Every deployment feels connected to broader objectives rather than existing purely for short-term rewards. Players are constantly balancing offensive ambitions against defensive stability while attempting to maintain enough flexibility to respond to changing battlefield conditions. The strategic layer creates considerable depth throughout progression. Strong fleet composition becomes critically important because different vessel classes serve entirely different battlefield purposes. Battleships provide heavy firepower. Aircraft carriers project power across enormous distances. Destroyers support larger fleets and provide defensive flexibility. Submarines introduce stealth and disruption into enemy operations. Understanding how these assets complement one another becomes essential for long-term success. Aircraft carriers in particular become some of the game’s most strategically valuable units. Their ability to influence combat beyond direct visual range reinforces the historical importance of naval aviation throughout the Pacific conflict. Managing aircraft deployment, protecting carriers from enemy threats, and controlling air superiority often determine the outcome of larger engagements. Submarines add another important layer to fleet management. Hidden threats beneath the ocean surface create uncertainty that forces players to think beyond visible combat scenarios. Escort responsibilities and defensive planning become increasingly important as campaigns progress and larger fleets move across contested waters. Combat unfolds in real time, blending larger strategic oversight with tactical execution. Fleet positioning often determines success before direct engagement even begins. Players must think carefully about movement, engagement ranges, aircraft support, and battlefield awareness rather than relying purely on numerical strength. One particularly satisfying aspect comes from how the game reinforces military coordination rather than individual heroics. Victory rarely belongs to a single powerful ship. Fleet composition, positioning, and timing matter far more than overwhelming force alone. This emphasis on operational planning creates battles that reward patience and discipline. The atmosphere also deserves recognition. Naval warfare naturally carries a different emotional tone compared to ground combat strategy games. Fleets crossing vast stretches of open ocean create a strong sense of isolation and military responsibility. Ocean environments help reinforce scale effectively while making larger fleet movements feel appropriately significant. Visual presentation focuses heavily on battlefield readability rather than cinematic spectacle. Ship models remain functional and recognizable while maintaining enough detail to preserve immersion. Larger fleet engagements communicate battlefield information effectively without overwhelming players visually. Audio presentation supports immersion well. Naval artillery impacts feel substantial while environmental audio reinforces the feeling of commanding large wartime operations. Combined with the scale of fleet movement and battlefield activity, the sound design contributes positively toward atmosphere. The game’s depth naturally creates a learning curve. New players unfamiliar with naval strategy titles may initially struggle with operational planning responsibilities and larger systems management. Fleet positioning, supply awareness, and battlefield coordination require patience before mastery develops fully. The pacing also leans toward deliberate military planning rather than nonstop action. Players expecting constant combat encounters may occasionally find operational preparation slower than anticipated. However, strategy enthusiasts will likely view that pacing as one of the game’s greatest strengths rather than a weakness. Victory At Sea Pacific succeeds because it understands that naval warfare depends on more than firepower alone. Intelligence gathering, positioning, fleet composition, logistics, and operational discipline shape outcomes just as heavily as combat effectiveness. Evil Twin Artworks successfully builds an experience that respects both the scale and complexity of Pacific naval warfare while remaining approachable enough for dedicated strategy players willing to invest time learning its systems. For players who enjoy military simulations, naval strategy games, World War II historical settings, and large-scale command experiences built around thoughtful planning rather than constant action, Victory At Sea Pacific delivers an ambitious and rewarding wartime strategy experience. Rating: 6/10
This is a perfect example of lets put some ♥♥♥♥ on sale then never fix it, then put some more ♥♥♥♥ on sale and never fix it either.
great game
Просто не зашла, да и багов в игре хватает, от непонятно откуда появившихся кораблей (ваших), до просто исчезнувших.
Had potential to be one of the biggest naval ww2 titles tbh. Sad
I have really enjoyed this game. It is a fun spin on the table top game and of course WW2 in the Pacific. As a history nerd I can appreciate this game for what it is. I've been slightly addicted to this game and play an hour or two when I can.
Very disappointing. The whole concept of the game is wrong. I was expecting a game to re-fight the War in the Pacific and have battles based on the Great naval battles of WW2: Coral Sea, midway, Santa Cruz, Eastern Solomons, Naval Battles of Guadalcana, Battle of the Phillipine Sea, Battle of Leyte Gulf, etc. I wanted the actual orders of battle and task groups that participated. I wanted My fleets to have Commanders based on the Historical ones, Halsey, Fletcher, Nagumo, Kondo, Spruance, Kincaid, Ozawa, and many others. This game has NONE OF THAT. the first battle of the campaign is a fictitious Hawaii scenario, with battleships Pennsylvania and maryland and supporting ships, patrolling around waiting for the Japanese, WHAT THE HECK IS THIS? Total immersion killer for me, I cant even get into the surface Ship combat and aircraft searches and carrier engagements, my verve for the game is already dead. Also you use "war bonds" to buy ships and planes and war material and you get these war bonds by capturing enemy ports and so on .. WTF??? Thats not how countries Industrial and economic power work. I dont want an alternate universe game I want a historical one. At least i got this game and a big discount, i will uninstall and for get it, theres other games they have what i am looking for like "War at Sea" , "Fleet commander Pacific" and "Carrier Battles 4 Guadalcanal. Also the coming Task Force Commander Game by Microprose looks like it will blow this out of the water.
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