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⚓ NO ACTIVE SUB

Deploy a submarine to enter the world.

Submarine Controls

PITCH
0°
0°
THROTTLE
0 m/s commanded
0 – 10 m/s
0 m/s actual
DEPTH
0m
HEADING: 0°
Emergency Controls
Air: 0%
Generator
0%
DIESEL PWR
%
Generator: 100%
Battery: 0%
Fuel: —
Fuel burn: 0.00/s
Battery: 0.0%/s | ∞

Camera Controls

Grid & Labels
Pan
Zoom
Zoom: 1.00×
Markers & Measurements
PITCH
0°
0°
THROTTLE
0%
0m/s
0%
AIR
0%
BATT
Generator: 100%
Fuel: — | burn 0.00/s
Bat: 0.0%/s | ∞
DEPTH
0m
HEADING
0°

Craft

Resources
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Refinery
At-base only — extract your sub first. Drag the slider to choose how much to refine (capped at what your materials allow).
Modules
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Deploy

Pick a Module for Each Slot
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A free starter is auto-issued if you have nothing crafted in that slot. Modules consumed on death (lifter salvage in a later phase).

Alerts

Settings
Volume
Alert Log

📖 How to Play

The Core Loop
Deploy → hunt or mine → extract → research.
  • Deploy a sub (free starter modules are auto-issued).
  • Hunt enemy subs and/or mine materials.
  • Extract to bank everything: cargo → warehouse, score/kills + cargo → RP, modules → back to inventory.
  • Die and your sub drops a wreck holding its modules and cargo — recoverable by lifter for a few minutes, then gone.
RP and materials only bank when you successfully extract. Extraction is the whole game.
Driving the Boat
Steering (heading):
  • Tap/click anywhere on the map (with your sub selected) — the boat turns to face that point and holds the new heading.
  • For fine control, use the rudder in Submarine Controls — set a rudder angle or nudge it a few degrees at a time.
  • The boat turns at its tuned turn rate, and speed costs turn rate — at full speed you turn about half as fast. Slow down to come about quickly.
  • The HEADING readout shows current → target while the turn completes.
Depth:
  • Type a target depth and Set — the boat planes to it and holds. Pitch buttons give manual control.
  • SNORKEL takes you to 10 m; BLOW is the emergency surface (limited charge).
Power:
  • Throttle drains battery; the generator recharges it.
  • Classic diesel only charges at snorkel depth (≤15 m). The self-circulating diesel charges at any depth. The nuclear reactor needs enriched uranium and careful rod/turbine management.
  • Running the diesel above 60% power damages the engine.
  • Watch the 🔋 battery alarm: at 0 battery the prop stops. Cut throttle and let the generator catch up.
Sonar & Stealth
  • Passive sonar is silent and free — bearing-only contacts ("bearing 140°, range medium").
  • Active ping gives range + position but reveals you to everyone who hears it.
  • Thermal mode spots hot reactors and running diesels — counters acoustic stealth.
  • You are louder when fast, shallow, or snorkeling. Deep + slow = quiet.
New contacts trigger the 📡 alert with a spoken bearing. Check the Alert Log if you missed one.
Weapons & Drones
  • Torpedo range is battery-limited. A straight (non-homing) run goes ~4× farther than a homing one — fire on a bearing, then flip homing on when it's close.
  • Explosive: proximity fuze + blast radius; damage falls off with distance.
  • EMP (up to 25 m/s): drains target battery and can SCRAM nuclear reactors. Restarting takes 60+ s, and a reactor left down too long dies permanently. Reactors tuned for fast charging couple harder with the pulse — a 1.5× charger loses 1.5× the battery per hit.
  • Detection drone: a remote sonar picket you can steer.
  • Decoy: fakes your noise signature for ~3 minutes.
  • Reloading tubes costs battery and takes time.
Mining & Refining
  • Call a Miner (Materials panel) targeting iron, copper, or uranium nodes. It mines, returns, and docks cargo into your sub.
  • Cargo in your sub is not yours yet — extract to bank it.
  • Refine at base (Craft panel, only while not deployed): 3 iron → 1 steel · 5 copper → 1 electronics · 4 uranium → 1 enriched uranium (reactor fuel).
  • Refinery sliders cap at what your stock can produce.
Extraction
  • Call Extraction — a waypoint appears 2–4 km away.
  • The lifter takes several minutes to arrive (you'll get the 🚁 alert when called and when it's exposed).
  • Hold inside the 500 m zone at snorkel depth (~2 min boarding) to complete it.
  • Payout: RP from kills (50 each) + score + cargo — iron/copper 1 RP, steel/electronics 2 RP, uranium 4 RP per unit. Modules return to inventory.
Enemy contact aborts a pending extraction — clear the area first or fight it out.
Death, Wrecks & Salvage
  • Death drops a wreck at your position holding your modules + cargo.
  • Send a lifter to salvage it — a wreck a lifter is heading for won't decay; unclaimed wrecks vanish (modules lost) after ~5 min.
  • Salvaged modules return to their original owner's inventory; minerals go to the salvager.
Research, Crafting & Tuning
  • RP unlocks recipes in the 🔬 Research Store; crafting consumes warehouse materials (qty slider caps at what you can afford).
  • Each crafted module is a distinct instance with its tuning frozen in — spawning binds one; losing the sub without salvage loses it.
  • Tuning is point-buy: pushing a stat above stock costs points; tuning below stock refunds points to spend elsewhere.
Alerts & Settings
  • 🔔 Alerts & Sound (menu): sound effects, spoken voice callouts (pick your voice), volume, and OS notifications.
  • Notifications reach you even when the tab is backgrounded or closed (allow them when prompted; on phones, add the site to your home screen on iOS).
  • The Alert Log keeps a timestamped history of everything that fired this session.
API Access

Every action in the UI is backed by a REST API — you can drive your subs entirely from scripts or bots.

  • Docs: open /docs in your browser for interactive Swagger UI. Click Authorize and paste your API key to unlock the full spec.
  • Key: your API key is shown after login/signup. Add it to every request as Authorization: Bearer <key>.
  • Example:
    curl -H "Authorization: Bearer <key>" /world/snapshot
  • The spec groups routes by tag: sub (movement, depth, throttle), torpedo (launch, steer, speed), reactor, sonar, loadout, extraction, logistics, and realtime (SSE snapshot stream).
The game loop runs at 10 Hz physics / 5 Hz snapshot — polling faster than 5 Hz wastes bandwidth with no extra fidelity. Subscribe to the SSE stream at /sse/events for push updates instead.

Ship Stats

Live Subsystem Status
No sub selected
Compares each subsystem's current live value to your configured loadout baseline. Torpedo hits randomly degrade subsystems — bigger warheads do more damage, and Hull Reinforcement reduces the severity.

Logistics

—
Operations
Miners and lifters each have a 1-active-at-a-time cap per sub. Extraction places a waypoint 2–4 km from your sub. Refine raw materials at base via the 🔧 Craft panel after you extract.
Hazard Scanner
—
Shows approximate bearings, ranges, and depths of hazardous fields outside the ring. Plotted as cyan arcs on the map. When ON, the scanner makes your sub noisier on passive sonar.
—
Cargo & Warehouse
cargo: — / —
warehouse: —
no active miner

Sonar

Sub sensor
Passive sonar listens for acoustic noise across ~8 km. Thermal scans for reactor heat across ~5 km. Mutually exclusive.
Contacts
Ping bearing ahead
180° portahead180° starboard
Ping range 4000 m
Beam width 25°
Battery cost: 1.1% | Max beam: 210° | Max range: 6000m

Recent Echoes
—

Recent Bearings
—
🚢 submarine • 🚀 torpedo • 📡 ping • 🌡 thermal
■ sub • ■ torp • ■ ping

Drone Control

Drone Control
Launch speed — m/s
range —
Proximity fuze 30 m
0 (direct hit)30 default60 max
Drones: — / 4
Magazines: 10 / 10
HEADING
—
DEPTH
—
Target speed — m/s
tuned range —
—
Quick Turns:

Drone Sonar
Drone Passive Contacts
—
🎯 torpedo detected contact

Active Ping Contacts
—
📡 active ping contacts (range/bearing/depth)

Login & Spawn

Account
Submarine
Generator
Weapons
Sensors
RP: — | unlocked: —
Sub Tuning —
cost: 0 / 12
Sensor Tuning —
cost: 0 / 6
Drone
cost: 0 / 8
—
Other