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
⚠ Degraded values cannot be repaired — extract & respawn to restore.
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
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EXTRACTION
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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
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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.
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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 bearingahead
180° portahead180° starboard
Ping range4000 m
Beam width25°
Battery cost: 1.1% | Max beam: 210° | Max range: 6000m
Showing top players by score (sum of all active submarines).
No data yet…
⛏ DEPLOY MINER
Select target material
⛵🎯
EXTRACTION COMPLETE
Lifter recovered. You're going home.
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SILENT CHAOS
Sign in to continue
⚙ Reactor mechanics
Three knobs: rods drive heat in, turbine extracts heat out as battery charge, temperature is the running balance.
Rods (%): heat input. heat_in = rod_actual °C/s.
Turbine (%): heat extraction. heat_out = turbine × (T / 1000) × 1.5 °C/s. Below 200 °C it produces no charge.
Temperature: safe to 700 °C (warn), damages at 850 °C, auto-SCRAM at 950 °C, instant-kill at 1000 °C.
Battleshort (overdrive mode): suspends auto-SCRAM and unlocks the rod slider above 100 % into the overdrive band (up to 150 %). Top speed scales: max_speed = 10 + (rod − 100) × 0.1, so rod=150 lets you sustain 15 m/s. The turbine stays capped at 100 — pushing rod beyond what the turbine can extract drives temperature into the damage zones (T > 700 °C). At T > 1000 °C the reactor loses 3 %/s health on top of the 1 %/s battleshort wear. 60 s cooldown after disengage.
Restart after SCRAM: 60 s warmup ramps rods 0 → 30 %, drains battery, emits a thermal pulse for 15 s, caps speed at 4 m/s.
Xenon poisoning: the longer you wait to restart, the harder it gets.
0–60 s post-SCRAM: normal 60 s restart.
60–300 s: penalty scales up to a 180 s restart.
>300 s: reactor is permanently dead. Plan your SCRAMs.
EMP hits on nuclear: damage = (20 + power × 0.40) %, SCRAM chance = (20 + power × 0.60) %. Full effect within 75 % of blast radius, linear falloff to 100 %.