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Engage in epic RTS warfare across 3 huge campaigns as well as other battle modes. Create your own fleet of ships, pick your side and enter into World War II naval combat on a global scale.
Release Date: Aug 8, 2014
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$24.99

Recent updates View all (10)

Patch 1.0.3 Live

September 11

Thanks to everyone for their feedback so far, here's another raft of bug fixes and features including smoke screens!

Full list of changes:

- Smoke screens added: ships may burn oil to create a trailing smokescreen. Lying between two ships, this will obstruct visibility, resulting in highly inaccurate attacks to the other side of the smokescreen - however, a ship possessing radar is unaffected and may fire as normal. An otherwise-obscured ship that is visible to radar will be indicated with an icon.
- Bomber behaviour and accuracy should now be unaffected by framerate.
- Fixed a bug where aircraft would get in an endless stalemate when trying to get into a dogfight.
- Fixed a bug where planes would dump their payload in the sea after a dogfight.
- Fixed a bug where planes would not circle correctly when defending their own home aircraft carrier.
- Fixed a bug that resulted in the player captain being killed, and NPC captains getting a bunch of clones. The player captain should also not be automatically reassigned to new ships.
- Stopped the retreat indicator from showing after a ship's retreat order is cancelled.
- Ships can now retreat in custom convoy/blockade scenarios.
- Fixed a bug where torpedo bombs do damage while still arming.
- AI on ships with defend orders now target enemy ships more sensibly.
- Custom key bindings are now saved between game sessions.
- Subs now surface and submerge at a slower rate, and now have a cooldown on surfacing/submerging. Submarine AI doesn't forget how to turn when it is firing in range.
- Mini-maps now have borders.
-Custom battle fleet selection no longer always clears itself when changing fleet settings/country. Now it will only clear the selected ships if the country filter is changed to be enabled.
- Gun reloading sound only plays when currently focused ship is under manual control.
- The Yamato-class model has been fixed to look more accurate.
- The Independence-class model no longer sails around backwards.
- War bond reward for taking a port is now proportional to the port's defence level.
- Torpedoes now take longer to reload.
- End game landing mission defence fleets no longer replenish their ships if the player fails to capture the port.
- Missions where you must search for a lost ship no longer have ships so lost they are in the middle of dry land. Lost allied ship missions now have a pulsing UI representing the wide search area, and son't tell you to search for the wrong ship
- Fixed a case where custom battles could start up half way between tactical mode and follow ship mode.
- All achievements should now be both working and possible to get.
- Ships should now unlock slower in the campaigns.
- Aircraft no longer respawn until you enter a friendly port to repair and resupply.
- Option added to restrict purchasable ships only to those originating from the player's navy.
- Shipyard can now be filtered by ship type.
- Game no longer gets you to defend an enemy port from an allied attack fleet!
- Fixed warbonds not being awarded at HQ if you saved in port then reloaded before getting the reward.
- Littorio-class battleship now has a torpedo belt.
- Increased warbonds earned for sinking enemies.
- Ship stat UIs now show whether ships have armoured decks, radar, and torpedo belts. System status icons now show the integrity of these systems.
- Uranium escort ship no longer spawns far ahead of the player's fleet in combat to get itself blown to bits.
- Player ships should only retreat if they are explicitly told to do so or if they are both under manual control and the ship is the currently focused on ship.
- Ships should now stay in the arena in the relevant scenarios.
- Ships now follow player's commands properly when in a blockade mission.
- Subs now explode like other ships when killed on the surface.
- Removed the less than entirely useful Chitose Mk I ships from the campaign.
- Convoy duty battles should no longer display "Victory" or "Defeat" incorrectly.
- AI is a lot more cautious about firing torpedoes, should prevent most friendly fire.
- Smoke and fire should not vanish so abruptly after being submerged. Smoke particles updated.
- Deployable fleet limit in both campaign and custom battles increased to 20.
- Optimisations on ships, planes, physics, and particles.
- Custom battles sort enemies by point value by default now (same as the player list)
- Fixed a bug where a sound could occasionally play much louder than intended.
- Submarine engine noises stop whilst submerged.


6 comments Read more

Patch 1.0.2 Live

August 20


Patch 1.0.2

Thanks again to everyone who’s taken the time to report bugs and provide their feedback on the forums - incoming air drop of bug fixes, gameplay tweaks and AI improvements. Special thanks to everyone who has been testing on the beta branch and providing feedack.

How the AI deals with submarines has been overhauled in this patch:

Subs are now considered “undetected” if submerged at distance from the enemy. AI captains won’t attempt to attack undetected submarines, however if they were targetting a previously detected sub they will sail towards its last known coordinates. Submarines become detected if they fire their weapons, surface or get too close to enemy shipping. Destroyers can detect submarines from a greater distance than any other class of ship.

Undetected friendly submarines have their UI faded out. Undetected enemy submarines show no UI (however the shadow of the submerged submarine is still visible).

Submarines will now submerge if approached by enemy aircraft as well as enemy surface vessels.

Changelog:

  • Submarine AA no longer defies physics, will no longer work whilst submerged.
  • AI ships are now ambi-turners
  • Surrendered ships will display a white flag. AI no longer shoots at surrendered ships.
  • Prelude to Matapan 1 - British ships will correctly “escape” when exiting the correct side of the arena.
  • Battles where no enemy ships are defeated no longer give XP (prevents an exploit with sub vs sub battles)
  • Fixed an issue which was slowing down AI ships on the campaign map in crowded areas.
  • Player’s Captain will no longer be auto-assigned to the largest ship unless their ship is destroyed. Captains can be manually reassigned via the menu on the world map.
  • Submarines will revert to manual control when clicking on the “Submerge” icon (fixes issue where submarines would refuse to submerge because the AI wanted to stay surfaced)
  • “Salvage ship” changed to “Recover ship” to be clearer in the shipyard that it’s paying to recover a previously destroyed vessel.
  • Reduced spread of ship spawns, Convoy attack placement limited to one side of arena.
    (this should prevent the “Leroy-class Carrier” going solo situation…)
  • Escort mission convoys move slightly slower (though they still have a speed boost over non-escort mission cargo ships)
  • Weapon fire which fails to penetrate armour now has different sound/particle effects to a solid hit.
  • Cannot create a purely sub vs sub custom battle (it’s pretty dull when noone can hit anyone…)
  • Battleships now turn to broadside when in range.
  • Battleships and Carriers prioritise high value targets.
  • Battleships Carriers and Cruisers will fire available weapons at targets of opportunity if main target not in range.
  • AI controlled ships will now avoid torpedoes and torpedo bombs (higher level captains in faster/more maneuvrable ships will do better at this)
  • Fixed an AI accuracy bug causing ships to fire ahead of target
  • Delivery missions will no longer have you collect the documents before the mission is assigned.
  • AI captains will no longer decide to target something else if you’ve instructed them to attack a particular vessel.
  • Fubuki class destroyer crews have finally found the torpedo launchers.
  • AI ships will try a little bit harder not to torpedo friendly units.
  • Depth Charges should work a bit more reliably at higher game speeds.
  • Submarine UI/AI changes - see above.
  • Planes are now also visible when zoomed out on the tactical map.
  • Custom battles will now always have two different colours of UI for the opposing teams
  • Torpedo bomber torpedoes slowed down.
  • Fixed bugs which were preventing Dive bombers from being effective.

  • Damaged friendly ships will properly engage the enemy when under AI control
  • pre-1.0.1 saves will now stay deleted
  • Fixed depth charges skipping across the water.
  • Projectile spread improved, Battleship guns will no longer be so
    "shotgun" (at least for higher level captains). Cruiser guns will
    correctly spread rather than all hitting the same point.
  • Ships now show their anti-air strength and range in the shipyard.
  • Ships show the flag of the historical country of origin in the shipyard.
  • Fixed a bug where the campaign couldn't finish with no enemies to
    fight, those of you who have conquered everything should have the game
    end correctly.
  • Crew can put out more than one fire in a turn, fires less likely
    to instakill the crew.
  • Enemy ships will require more damage before they think about fleeing.
  • Safe retreat is now based on the enemy weapon range, rather than a
    fixed radius.
  • Higher level AI should be more accurate with its fire.
  • ship HP increased - battles should last longer.
  • Torpedo bombs now spread on dropping.
  • Torpedo bomber squadrons will spread their aim a little rather
    than all aiming for the same point.
  • AA won't shoot at dive bombers until they're into their dive
  • long range fire arcs higher

7 comments Read more

About the Game

Engage in epic Real Time Strategy warfare across the Atlantic, Pacific and Mediterranean, this is naval warfare on a global scale.

It is World War II and the age of the dreadnoughts has passed and naval warfare is being dominated by Aircraft Carriers. Submarines hunt convoys like wolves and the numerous and nimble destroyers rule the oceans.

Destroy enemy battleships, torpedo enemy convoys and hunt the enemy wherever you may find them.

Advance through the naval ranks from a Captain of a Destroyer to an Admiral of a vast fleet. Win medals for your exploits, and help your chosen nation achieve victory in each campaign.

Plan your own strategy

In Victory At Sea your destiny is in your hands. Once in the campaign what you do next is up to you.


  • Harass enemy shipping to starve their ports of vital supplies.
  • Destroy the enemy patrols and weaken their defences.
  • Defend your friendly convoys and keep your supply lines open.
  • Lead an assault force with landing craft to capture enemy ports.
  • Go on covert operations.
  • Complete special missions.

With over 80 classes of ship and hundreds of ports there are a multitude of playing options. Will you build your fleet around the terrifying firepower of the battleships, sneak around with a submarine wolf pack or look to dominate the skies with carriers?

A combination of sandbox elements and the deadly combat of RTS naval warfare ensures a vast number of possibilities. Slow the action down or speed it up with the time slider, allowing you to command multiple ships quickly and effectively during huge battles. Weather conditions and time of day are also major factors in the game. Will it help or hamper you? Combat at night can be an intense experience.

Other combat Modes

Victory at Sea also offers the chance to experience some of World War II's most famous battles. The Historical Battle mode sets all the victory conditions for you. You just pick a side to fight on.

Create your own custom battles from small skirmishes to epic conflicts, choosing from Axis or Allied fleets with ships from 6 playable nations to choose from.

Facebook https://www.facebook.com/victoryatseagame
Twitter https://twitter.com/VAS_naval_war

PC System Requirements

    Minimum:
    • OS: Windows XP SP3
    • Processor: Core 2 duo 2.4Ghz
    • Memory: 2 GB RAM
    • Graphics: GeForce 9500 GT
    • Hard Drive: 4 GB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel i5 3.0Ghz or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 470
    • Hard Drive: 4 GB available space

Mac System Requirements

    Minimum:
    • OS: Mountain Lion
    • Processor: Core 2 duo 2.4Ghz
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 320M
    • Hard Drive: 4 GB available space
    Recommended:
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GT 750M
    • Hard Drive: 4 GB available space

Linux System Requirements

    Minimum:
    • OS: Ubuntu 12.04
    • Processor: Core 2 duo 2.4Ghz
    • Memory: 2 GB RAM
    • Graphics: GeForce 9500 GT
    • Hard Drive: 4 GB available space
    Recommended:
    • OS: Ubuntu 12.04
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 470
    • Hard Drive: 4 GB available space
Helpful customer reviews
97 of 116 people (84%) found this review helpful
3.1 hrs on record
I approach the Mili Atoll with my ragtag tin can sailors, weary from submarine hunting and convoy interceptions. This mission is different, however. See, on the Mili Atoll there's a supply port controlled by the Japanese and it's too close to home for comfort. Our admiral has requested that we wrest control in what has become a constant game of island hopping. Success means we'll have some much needed R&R and enough cash to scrape together another ship or two to join our fleet... failure means certain death. With no enemy patrols in sight we launch a night attack. My two destroyers and one submarine escort a dozen or so landing craft full of nervous, young men dead set on taking that beach head at any cost. As we approach an enemy destroyer and cruiser lurches out of port to meet us head on.

The thunder of war cracks around us and screams fill a previously quiet, still night. Landing crafts explode in plumes of water around us as the cruiser fires the first shots. Their destroyer turns port side and I spot the telltale wake of a torpedo headed my way. My lead destroyer comes into range and opens naval artillery, striking the antagonist destroyer's munitions, causing it to rupture and sink instantly. Alas, I turn too late to avoid the torpedoes and my lead is crippled, floundering in the open. The cruiser and my last destroyer battle it out for minutes, battering one another to near mutual destruction. Finally my submarine enters the fray just in time to strike a killing blow. The port is ours, at a heavy, noobish cost.

“Victory at Sea” is a naval RTS set in WWII. Assuming you start off in the campaign you'll name your captain and choose his appearance. Then there's a brief, informative series of video tutorials and levels and you're off to do what you'd like. Take ports and slow the spread of the enemy's sphere of influence, stalk supply convoys, or take out the big dreadnoughts that menacingly cruise the seas. You'll have three locations to play in: the Mediterranean, the Pacific, and the Atlantic. You can fight as either the UK or the USA.

The gameplay is simple enough. You direct your fleet towards, let's say, an enemy fleet on the main world map (which cycles from night to day). You can increases and decrease your ship's speed and the general speed of the game to get to the location as fast as you'd like. Once you hit your target you'll see a series of minuses or pluses that indicates their strength to yours. Choose to engage and you'll decide which ships you want to battle with and enter the tactical map. There you'll see your ships and the enemy fleet. You can switch between the tactical overhead map and a ship level map. You'll be able to manually control your ships or let them go on autopilot (I recommend micromanaging. You can pause the combat and switch quickly enough between your ships to give them orders, aim your shots, maneuver, etc.). You'll see your health displayed, the statuses of equipment and weapons, crew, and captain. When you see an enemy target you'll see a series of minuses or pluses that indicates their strength to yours.

Each ship type has different combat options. Subs for instance can submerge and fire torpedoes relatively quickly from aft or bow, but they move slowly. Destroyers move faster but can only fire torpedoes off port or starboard side with a slower reload time (though their main guns have great range and reload quickly). Aircraft carriers launch planes to harass enemies and move at a snail's pace. And battleships... battleships are just really cool, floating fortresses of doom.There are a lot of ships to choose from, and choosing the right ship loadout for combat scenarios can really make a difference. As you kill, capture and sail you'll accrue experience. That experience increases your captain's level, unlocks ships, and earns you war bonds to spend on new ships... or to salvage ones you've lost.

So that's the campaign for you, but there's two other modes. Historical mode lets you fight out actual naval battles, allowing you to maintain the current timeline or alter history and create ROBO-HITLER YOU JERK. There's also a point battle mode that allots you a set number of points to spend on vessels for two combatants; choose a side and fight it out.

“Victory at Sea” is very fun. Choosing your battles, taking out enemy ports, watching the map turn in your favor as flags are hoisted over friendly ports, and unlocking cooler, more powerful vessels to wage war is all very rewarding. But there are some flaws to note. Graphically it isn't going to raise any eyebrows – and I know, graphics really aren't all that important when you're playing an RTS. But ships will take direct hits and you'll see a little explosion, some smoke, and nothing else. There doesn't appear to be any gradual damage. Sometimes a little fire will break out but that's about it. And when a ship sinks it just sort of floats down. Don't expect any cool Titanic-esque sinking in “Victory at Sea.” There isn't any multiplayer currently (though the devs seem interested in possibly implementing it). At the moment there are only six historical battles (devs say they intend to add more). And the 25 dollar price tag is a bit steep, especially with similar titles like “Battlestations: Pacific” going for nine.

So does “Victory at Sea” sink or swim? I say it swims. Maybe not a strong enough swimmer to cross the English Channel, but a swimmer nonetheless. It isn't breaking the mold and it isn't flashy but it's fun to play – and that's what counts. If you have any doubts just wait and see what support the devs give it. Otherwise dive right in. And take out that frickin' OP Bismark.
Posted: August 8
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47 of 58 people (81%) found this review helpful
10.8 hrs on record
Think of the gameplay as like a Mount and Blade game but set in WWII and with ships instead of soliders. There's two sides to the gameplay, in campaign you manage your fleet, you build ships, attack ports, raid convoys, and such on the campaign map all in real time. Once two fleets clash you then pick out the ships you want to fight with and ones you want to keep in reserve and duke it out as an RTS.

In the tactical battles, you can issue orders with the tactical view, and command a ship personally aiming weapons and steering it about. The orders themselves are pretty simple, you can order a ship to move, attack, defend, or retreat. The main thing about your ships is the varitiy and the modling of the different weapons on board. The game features, destroyers, various crusiers, battleships, carriers, and submarines, in along with some minor patrol and convoy ships. All of these ships have different subsystems in place modling the damage to the weapons and other departments of the ship. In the images above, the green central buttons are the weapons and the little icons below them are all the different subsystems that can be hit.

I see Victory At Sea being a very ambitous game. I haven't had the chance to push through too much of the campaign so I'll just say that it looks highly promising. The game delivers not only one but three campaigns, one pacific, one atlantic, and a mediterranean one aswell. The game features seven different nations, though a couple such as free and vichy france aren't too fleshed out. I like the faster pacing to Victory At Sea though I can see it being a tad simplistic and too fast for someone looking for more of a simulator experience. Check out my gameplay video for more infomation on Victory At Sea
Posted: August 5
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42 of 59 people (71%) found this review helpful
0.8 hrs on record
It mixes gameplay from the standard world of RTS and throws in what feel like a bit of the Nexus The Jupiter Incident.

Starting off you have three ways to play the game. The Campaign, Historical Battles, and Custom.

In Campaign you pick a theatre of war, a nation, your own Captain and then you disembark to change the course of the war. You start off with but a single destroyer, but as you complete missions, harass enemy convoys and sink subs, you slowly gain experience points.
These are then used to unlock different classes of ships, and during missions you earn vital war bonds. These are then used to acquire more vessels and expand you fleet.
The game has a brilliant selection ranging from destroyers, cruisers, patrol boats, carriers, battleships, subs, and even convoy ships.

The campaign is fairly simple, and so are the missions, but things slowly become more difficult and your tactics become extremely important.
You have the ability to simply control your flagship and let the AI handle the rest of your fleet, but opening up tactical mode brings up a grid based top down view. Something rather essential for large fleet encounters. Issue orders, set waypoints, determine fire arcs. You do all this from there, while the game is paused.
Pressing spacebar resumes gameplay, but you can press it again to pause and issue orders, choose which ships are AI controlled or which you manually want to manoeuvre.

The gameplay is fantastic, it’s rare to get a naval strategy game and the developers are rather ambitious. Although so far I’ve been greatly impressed.

Moving towards Historical battles, it simply is what the name suggests. Although on a smaller scale sadly. Whether this is due to engine limitations or simply because the content has not been fully implemented at the time of covering the game; it wasn’t actually too much of an issue.
There’s something epic about taking part in sinking the Bismarck.

The visuals aren’t stellar, although the ship models are well done and have good detail. The only time you’ll say otherwise is if you happen to fully zoom in right against the side of the ship. Although if you’ll have the time to bother with that during full combat is up to you.
The fact that the majority of the game world is covered in water helps, as it cuts down on lots of extra rendering, meaning it should be easier for older systems to run.

The sound effects, now those are Loud, and powerful. Having the Hood and Bismarck go at it with headphones on might be a mistake as those guns and explosions can be deafening. It certainly sounds amazing!

Sadly I’m a terrible captain, easily failing at the campaign for forgetting that the more plusses/stars on an enemy fleet the more dangerous they are. I’ve often lost my ships against a measly german patrol for not paying attention, and forgetting you can pause the game with spacebar to issue commands. You can’t just play this like a normal RTS, you have to constantly pay attention.

Ship modules can be damaged, and although some can get repaired by you crew, severe damage means you need to return to a port for proper repairs and outfitting. A nice addition to the game, which keeps you on your toes.

I’ve not done well in the campaign, but I really enjoy Victory at Sea. It’s certainly a game I’ll go back to again, and again. It’s shaping up to be something fantastic.

First impression video
http://youtu.be/M3hWAxtCjyo
Posted: August 8
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20 of 27 people (74%) found this review helpful
13.7 hrs on record
Victory at Sea put you in command of your very own fleet of warships, from the puny Clemson all the way up to a mighty Iowa Battleship. In terms of represented navies the biggest ones are all there, Kriegsmarine(Germany), USN(US), RN(UK), IJN(Japan) RM(Italy) and both Free and Vichy French navies.

I agree with the previously stated that it is similar to Mount and Blade series. With an overall world map and moving from fight to fight. building a naval squadron, losing said naval squadron and doing things like repair and support other captains. Though however simplified in the sense you do not have to repair the ships yourself or replenish any aircrew or aircraft.

From personal experience, the tactical fight takes place in a setting similar to Navyfield and the naval action of Patrician IV.
Sporting a tactical map for bigger decisions and the ability to control a single or all ships, it's weaponry and targeting.
In terms of combat it's fairly straight forward, and comes supplied with some, dubious quality videos to show you how its done. It gets you the basics.
Other than that, a typical destroyer battle plays out like heading straight for the enemy, cross the T and then launch a salvo of torpedoes and hope to higher powers they won't miss.

So for a diehard naval combatant, this game is really easy until you come up against something way outside of your class of ship (destroyers vs. Heavy cruisers for instance) Or the game casually puts your carrier right next to the enemy battleship. Close enough for crew to actually board. (And how it got that close to begin with is one massive miracle) Then watch your carrier be blasted to bits. Goodbye ridiculous amount of saving money! A way to pre-deploy would be nice (And if the function is there, I have missed it and blame only myself).

25.08 edit: Most of the glaring errors previously mentioned were fixed.

Reason I recommend this game, is because it is isn't in itself Bad. Or otherwise so buggy it ends up unplayable. It can become a gem with quite a bit of polish to it. It is an interesting concept, and naval action has been sorely missed for my part.

I would personally argue its price does not justify what is contained within at the time of this review. Wait for a priceslash.
Posted: August 8
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15 of 19 people (79%) found this review helpful
18.2 hrs on record
Game is fun but far too arcady. There is less of a strategy feel as it is dodging shells in combat.
Enemy subs are deadly but won't submerge if attacked by planes making carrier attacks easily wins.
Overall carries seem to be end all weapon there is almost no point in having other ships.

Game tends to crash, and recently all my saves got lost in a middle of campagin. Wasted 15+ hours of gaming. hope this getting fixed.

DON'T go back in port immediately after leaving it game will crash in a bad way (your fleet tries to go back in port while moving away from it causing it to hang) possibly killing saves.

Overall, fun little arcade. But to be an excelent game need quite a bit of work. and bug fixes.
Posted: August 9
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