Submarines stay hidden, torpedoes flood their targets, and Sweden opens for business — check out what’s new!
Hello Commanders!
We’ve just rolled out a fresh update based on your feedback and reports — thank you as always for your continued support. This update brings a range of gameplay improvements, bug fixes, visual tweaks, and new quality-of-life options to make your time on the bridge even smoother.
Check out the full patch notes below:
Bug Fixes
Fixed a bug causing retreating enemies to cluster in the middle of the arena.
Ship positions should now remain consistent after loading a game saved during combat.
Prevented a case where non-spotted enemy fleets appeared on the campaign map.
Attack orders are now cleared once their target is destroyed.
Fixed minimap order lines not updating in some cases.
The enemy will no longer know the starting location of submerged player submarines.
Torpedo tubes will now reload when outside of combat.
Corrected an issue where the enemy speed and bearing label could get stuck.
Intelligence reports are now localised correctly.
Removed a misleading sound clip from the sabotage failure popup.
Fixed a rare save game issue affecting fleet loading.
Prevented the airfield autofill button from instantly constructing aircraft.
Stopped flights being shot down before the battle popup appears.
Ensured the squadron list displays correctly in the carrier operations tutorial.
Gameplay Improvements
Added neutral ports in Sweden, allowing Germany to collect supplies.
Submersible tankers can now resupply fleets with all ammunition types.
Cargo ships may also resupply fleets with ammunition.
Slowed build and repair times for bombers.
Enemy ships detected but not visually confirmed now appear as silhouettes.
Improved aircraft steering controls.
Retreating fleets won’t fire torpedoes in autoresolved combats.
Fleets cruise at half speed on the bridge level; enemy convoy ships maintain cruise speed in combat.
Fleet attack orders are no longer cleared when losing sight of a target fleet.
Improved coastal pathfinding on the campaign map.
Torpedo hits now deal flooding damage, slowing ships until repairs are made.
Formation movement is now less strict, favouring speed over rigid positioning.
Enemy surface ships now start combat in motion.
Ships won’t throttle to zero in combat unless specifically ordered.
Enemy spotters now scout the arena instead of landing immediately.
Reduced the accuracy of civilian ships’ gunnery.
Withdrawing from combat without losses after sinking an enemy now counts as a victory.
Silent running now limits a submersible’s throttle instead of its maximum speed.
The combat end cutscene will play if the player withdraws without damage.
UI & Quality of Life
Added a toggle option for click-to-move on the sea.
Key bindings can now be cleared in the options screen.
Added explanatory tooltips to campaign objectives.
Clicking a fleet counter highlights all squadrons in that fleet.
New togglable alerts for completed fleet repairs.
Added a tooltip showing time remaining for ship repairs.
Alert icons on the bridge can now be dismissed with a close button.
Ship stats now display torpedo tube placement and internal torpedo capacity for submersibles.
Oxygen and battery warnings no longer show for surfaced subs.
Renamed “Retreat” button to “Withdraw.”
Renamed "AMES" to "Radar Station."
Added speed and bearing labels to fleets on the campaign map.
Alert toggle panel is hidden during combat.
Visual Updates
Reduced the intensity of the sharpen post-processing effect and disabled hard light blending.
Added a fallback ocean shader for systems that can’t render volumetric materials.
We Want Your Feedback!
As always, your thoughts help shape future updates. If you run into any issues, or have ideas for improvements, drop us in the community page — we’re listening.
Changed files in this update