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⚓ NO ACTIVE SUB

Deploy a submarine to enter the world.

Submarine Controls

PITCH
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
THROTTLE
0%
0m/s
0%
AIR
0%
BATT
Generator: 100%
Fuel: | burn 0.00/s
Bat: 0.0%/s |
DEPTH
0m
HEADING

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.

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