Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem



First of all, Uboat Commander is not going to be another super complicated simulator. In our game players won’t need to read a manual just to start diesel engines. We want our Commanders to learn how to perfectly control their wolfpacks and send as many merchants to the bottom as they can. That being said, we also want to assure everyone that all historical and technical aspects will be implemented in UC and it’s not going to be a casual game.
In Uboat Commander we want to focus on tactical aspects of attacking the convoys, which will be played in real time. We want our players to take visibility advantage of U-boats, according to a different time of day, weather conditions, chosen doctrine, chosen weapons, equipment (offensive and defensive), and... much more. Avoiding attacks from escorts won’t be an easy task as well - as we all know from history, they will be getting much stronger every year during the War.
After each mission, a player will become the Commander from a strategic point of view. From expanding a U-boat base, and ordering research (for example on different types of torpedoes, sonar decoys, or even a doctrine), to ordering production of equipment. There will be a lot on your plate and who knows, maybe even you will manage to change the course of history!
Stay tuned and follow our social medias to stay in the loop!


Loading
