OBJECTIVE
Command a submarine in a tactical underwater battle. Detect enemies with passive sonar, fire wire-guided torpedoes, and destroy all hostile submarines. When destroyed, you respawn after a 10-second delay.
DISPLAYS
Sonar (Left)
Top-down view centered on your submarine. Sonar pulses every 8 seconds, updating contact positions. Brighter, tighter blobs indicate louder (more precisely located) enemies.
- Clarity Zone (300m) - Contacts inside this range show actual positions (ACT)
- Range Rings - Distance markers from your position
- Uncertainty Clouds - Larger clouds = less accurate position data
Tactical View (Right)
3D perspective of the battlefield. Drag to rotate, scroll to zoom.
- Green wireframe - Ocean floor terrain
- Yellow markers - Your torpedoes and trails
- Orange markers - Enemy torpedoes (snapshot from last pulse)
- Contact spheres - Enemy submarines with uncertainty rings
HELM CONTROLS
Manual navigation controls are on the left and right of the sonar display.
- Heading - Adjust bearing with +/- buttons (1 or 10 degree increments)
- Depth - Adjust target depth with +/- buttons (1 or 10 meter increments)
- Throttle - Drag the telegraph handle or click a speed stop
Throttle Stops
| FULL | Maximum speed. Loudest. |
| STD | Standard cruising speed. |
| SLOW | Reduced speed, quieter. |
| STOP | All stop. Drift to halt. |
| BACK | Reverse. |
Boost
Press BOOST for a 30-second 50% speed increase. Reveals your position for the duration. 5-minute cooldown.
FIRING TORPEDOES
Step 1: Select Tube
Click a tube (1-4) or press keys 1-4. Ready tubes glow green.
Step 2: Set Target
- Click sonar - Sets X/Y coordinates at the clicked position
- Click a contact - Fills coordinates from that contact's position
- Type coordinates - Enter X, Y, Z directly in fire control
- Depth slider - Drag to set target depth (Z)
Step 3: Fire
Press Space or click the FIRE button.
Cancel
Press Esc to cancel targeting mode.
TORPEDO TYPES
Click the type label on each tube to cycle through available types:
| STD | Standard. 5% damage, 11m blast radius, 25s reload. Quiet and reliable. |
| HVY | Heavy. 10% damage, 16m blast radius, 25s reload. Large splash area for confirmed positions. Noisy. |
| NDL | Needle. 97% damage (near-instant kill), direct hit only, 2min reload. Fastest torpedo. Fire-and-forget: no wire guidance. Must arm after 200m. |
| HOM | Homing. 2% damage, auto-targets within 150m, 5min reload. Reveals your position for 45 seconds. Use for area denial or forcing evasion. |
WIRE GUIDANCE
All torpedoes except Needle stay connected by wire after launch, allowing mid-flight course corrections.
- GUIDE - Enter redirect mode: click sonar or enter coordinates, then press REDIRECT to steer the torpedo to a new target
- DET - Remote detonate the torpedo (damages anything in blast radius)
- ABN - Abandon the torpedo (cuts wire, torpedo drifts)
- 20-second cooldown between redirects per torpedo
- Wire breaks if the torpedo leaves the arena bounds
The TORPEDOES panel at bottom-right shows all active torpedoes with wire status, bearing, and action buttons.
STANCES
Stances control your submarine's noise profile. Set via buttons on the right sidebar.
| INTERCEPT | Aggressive pursuit. Increases noise output. Can lock onto a specific contact via the PROX dropdown. |
| PATROL | Standard operations. Baseline noise level. |
| EVADE | Silent running. Reduced noise, harder to detect. |
| GHOST | All stop. Nearly undetectable. Cannot fire torpedoes. Speed forced to zero over 8 seconds. Depth locked. You can still change heading (facing direction) but won't move. |
DETECTION & NOISE
Sonar pulses every 8 seconds. Detection accuracy depends on how much noise the target generates.
Noise Sources
- Speed - Faster movement = more noise
- Turning - Changing heading creates a 5-second noise spike
- Depth change - Changing depth creates a 2-second noise spike
- Firing - Launching torpedoes creates a 3-second noise spike (varies by type; Homing is loudest)
- Depth zone - Shallow water is noisier; deep water is quieter
- Stance - Intercept is loudest, Ghost is quietest
Contact Quality
| SOLID | 75%+ noise. Sub outline, accurate position. |
| GOOD | 50-74% noise. Medium circle + faint sub shape. |
| FAIR | 25-49% noise. Large blurry circle, flickering. |
| GHOST | 0-24% noise. No position data. |
Contacts within the clarity zone (300m) show actual positions labeled ACT. Outside the zone, positions are estimated (EST) with uncertainty. Contacts fade from sonar over 8 seconds after the target becomes undetectable or is destroyed.
DEPTH & TERRAIN
The ocean is 800m deep. Three depth zones affect speed and noise:
| Shallow (0-152m) | Full speed. Noisier (+15% noise). |
| Operational (153-448m) | 80% max speed. Baseline noise. |
| Deep (449-800m) | 50% max speed. Quieter (-10% noise). |
The ocean floor varies with terrain. Your depth display shows current depth and local floor depth. The status bar warns if you enter a high-pressure zone near the arena boundary, which deals 5% hull damage every 30 seconds.
DAMAGE & RESPAWN
Submarines have 100% hull integrity. Torpedo damage varies by type. The CONTACTS panel shows cumulative damage you've dealt to each contact. Damage tracking resets when a target respawns.
- On destruction - A "DESTROYED" overlay appears with a 10-second countdown before respawn is available
- Respawn - Click RESPAWN to deploy at a new location with 60 seconds of invulnerability (cyan sub). Torpedo tubes are locked during this period.
- Invulnerability fade - Your sub transitions from cyan to green over the last 5 seconds, warning you that protection is ending
- Your contact letter is preserved across respawns
- Collision - Two submarines colliding destroys both instantly
KEYBOARD SHORTCUTS
| 1-4 | Select torpedo tube |
| Space | Fire torpedo / Confirm redirect |
| Esc | Cancel targeting / Exit redirect mode |
PLOT SCRIPTING
The PLOT tab provides waypoint-based route planning. You can plot routes for your submarine or wire-guided torpedoes. Use the visual editors or the script console.
Basic Commands
goto X Y Z | Add waypoint at coordinates |
loop | Enable loop mode (route repeats) |
loop off | Disable loop mode |
run | Execute route immediately after loading |
clear | Clear all waypoints |
Pattern Commands
circle CX CY Z R N | Circle at center (CX,CY), depth Z, radius R, with N points (3-32) |
square CX CY Z SIZE | Square patrol centered at (CX,CY), depth Z |
line X1 Y1 Z1 X2 Y2 Z2 [N] | Line between two points with N waypoints |
Variables
set NAME VALUE | Define a variable |
$NAME | Use variable in commands |
Example
# Circular patrol set depth 150 circle 0 0 $depth 80 8 loop run
Notes: Comments start with #. Coordinates are clamped to arena bounds (-1320 to 1320 XY, 10 to 290 Z). Maximum 100 waypoints per script. Arithmetic supported: goto 100+50 0 150*2
TIPS
- Lead your targets - torpedoes travel at finite speed and enemies will move
- Use wire guidance to correct course as enemies maneuver between sonar pulses
- Heavy torpedoes have the largest blast radius - best for ACT contacts where position is confirmed
- Needle missiles do 97% damage but require direct hits - only fire at confirmed positions with good intel
- Ghost stance makes you nearly invisible, but you cannot fire or maneuver
- Firing a homing torpedo reveals your position for 45 seconds - use sparingly
- Deeper water is quieter but slower - use depth to control your noise profile
- The CONTACTS panel DMG column tracks cumulative damage you've dealt to each target
- Destroyed enemies fade from sonar - if a contact vanishes between pulses, you likely got a kill