A crew of players experience the tense atmosphere of a WW2 U-boat, manning the stations in this realistic co-op simulation game. Several crews may play together in a wolfpack, completing missions based on iconic events during the different stages of german U-boat warfare between 1939 and 1945.
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The contributions of the Subsim-community has played a major part in the development of Wolfpack from day one. Creating a genuine and realistic U-boat experience is not only a technical and visual challenge. It also requires a massive research effort, since the entire concept of the game is heavily dependant on actual historical facts and technology. This research acts as the foundation on which the design choices are made, and the collective knowledge possessed by the community is an invaluable asset.

In order to make Wolfpack reach its full potential, we believe that the involvement of the community is essential during the entire process. Not only by providing technical and historical facts, but also by actually playing the game, contributing with ideas regarding campaign scenarios and missions, enemy behaviour and additional features such as difficulty options. It is a lot more efficient for us as developers to take part of your actual experiences as players, rather than keeping you guessing how the game actually feels to play.

The Early Access release gives you as a player the possibility to be part of the process and affect the final product, and gives us as developers the privilege to hear your thoughts and ideas while finishing the final product.”

Approximately how long will this game be in Early Access?

“The final version of the game will be released in 2019.”

How is the full version planned to differ from the Early Access version?

“The full version of Wolfpack will feature a campaign with missions based on iconic events during the different stages of german U-boat warfare between 1939 and 1945 such as the infiltration of Scapa Flow. The level of difficulty will increase successively throughout the war, with additional and improved enemy ships, aircraft and anti-U-boat tactics. The missions will be set in various seasons and locations with suitable weather conditions.

The full version of the game will also introduce tech level updates for the player, such as radar and improved weaponry.”

What is the current state of the Early Access version?

“The current version of Wolfpack features a player-controlled type VII C U-boat and offers a unique, hands on take on U-boat simulation. The complex systems are operated manually in first person in order to create a genuine and immersive experience.

The players encounter large randomized convoys of merchants escorted by destroyers, sloops, and corvettes. Their objective is to intercept and sink enemy ships by launching torpedoes or by using the 88mm deck gun and escape undetected. Cooperative gameplay with several crews controlling different U-boats is already available.

All stations and instruments in the U-boat are modeled after original pictures and sources, and kept as realistic as possible without compromising usability. The players may control depth and speed using the dive planes. Use the hydrophone to examine and filter exterior sound in order to locate enemy ships. Send encrypted radio messages using the radio and enigma machine. Determine the distance, speed and angle of ships while configuring the TDC manually and pursue manual navigation using intricate map tools.”

Will the game be priced differently during and after Early Access?

“Wolfpack will be priced the same during and after the Early Access period.”

How are you planning on involving the Community in your development process?

“Since Wolfpack has been a community based project from the start, we intend to keep it that way and increase the community involvement even more during the Early Access period. We already have a small but dedicated group of people contributing with research and ideas, but we believe that the interest will grow even more when the game gets available on Early Access, and a bigger crowd gets to experience the game for themselves.

Our close ties with Subsim.com, where we have our own sub-forum have made us accustomed to discussing ideas and concepts with the community, and we have had great experiences with forum threads and Q&A sessions discussing all sorts of aspects of the game. We are of course planning on incorporating the Steam Community Hub in the process, communicating with the players through discussions, answering questions and posting news and updates regularly.

Wolfpack is not only a community based project, but also also a Co-Op game where the core feature is playing with other people. This pushes the need for an active community even further, and we strive to encourage people to form new U-boat crews, be part of the discussion and sharing their thoughts and opinions both with us and with fellow players.”
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Recent updates View all (2)

February 1


Hello everyone! I am sorry about the radio silence this last month, I have been trying my best to push the last build out the door before the end of january, but alas, I have not managed to do so in time. Some of my time has been taken up by legal stuff regarding the release that I just didn’t plan for, and some of my time has been taken up by me adding (unnecessary but cool) bells and whistles to the game. The final build will be out next week, and after a brief testing period we will start selling the game on Steam.

We also started a discord channel, so if you want to talk to me, Einar, or each other, you can do that here: https://discord.gg/zkcPVQm

18 comments Read more

January 12

Navigation tools

Hello everyone! Here is a quick summary of the navigation tools.

Everything you draw on the map can be seen by the other players. Each player has a map layer, with a corresponding color. You can only draw and erase on your own layer. The layers can be toggled on and off with the portrait buttons to the right in the image. In the image, two players are playing, the goose and stork are their Steam profile images. The dotted lines are sketch lines, that are not shared with the other players.

The u-boats position is visible on the map until you dive, at which point the symbol turns gray, and the position is no longer updated. Other ships, torpedoes, etc, are not visible on the map.

The toolbar to the left has all the draw tools. You can draw crosses, timestamps, lines, circles, write text, erase, and rotate the protractor.

The tools in the top toolbar are toggle buttons that affect the behaviour of each draw tool. They are, from left to right: Toggle sketch mode, toggle protractor follow, snap to point, show angle, show distance, reverse compass, show travel time, show protractor, reset protractor rotation, undo, redo.

In sketch mode, lines and circles are dotted, and are not seen by the other players. If protractor follow is on, the protractor always follows the mouse cursor. If it is off, the protractor stays when you start drawing the line. Snap mode snaps the cursor to nearby lines or points.

Show angle displays the angle of a drawn line. This does not affect lines that are already drawn, it only affects lines you draw after this is turned on. This information is shared with the other players. This is also true of the show distance, and travel time toggles. The point of this is that lines can mean different things in different contexts. For example the point of drawing a line might be to plot a course, in which case showing travel time and angles is a good idea. A line drawn by the sonar operator can mean the angle of a sonar observation. In this case, not showing the distance (because it is an unknown factor) is good practice. I decided to make these options toggles, instead of having 10 different line tools for different situations.

Reverse compass means that circles are drawn starting with the edge instead of the center (as if you started drawing the circle by placing the pen side of the compass first, instead of the needle side). This is useful if you want to draw a circle that is tangent to a line, for example if you want to draw the turn radius of the u-boat.

The show travel time tool shows the time it would take to travel the length of a line at a certain speed. The speed can be changed with a slider, or by pressing the + and - keys on the keypad. This is useful for planning intercepts, plotting courses etc.

Show protractor toggles showing the protractor when drawing lines. Sometimes the protractor might be in the way, and then it is a good option to have.

The reset protractor button resets the protractor rotation to compass north.
The undo and redo buttons work as you might expect them to. The game uses a dynamically growing undo stack, so you can undo/redo as many times as you want.

All buttons have hotkeys. If you disconnect and reconnect to a session, all lines are saved. Lines and circles can be drawn to an exact length and angle by inputting the desired value on the keypad while drawing.

This explains the basics. We will make tutorial videos about this, and how to do manual navigation/dead reckoning later.

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“"Immersion” means different things to different players. Turn-based and RTS players identify so much with their units that they feel they are members of the force. Simulation and FPS players have even more visceral connections: they are virtually on the spot, spewing bullets and doing Split-Ss. Submarine simulations tend to combine both styles. The main position is the captain’s positions in the command center where he can pick targets by the periscope. He can also click on dials to control speed, course and depth. Some simulations can send players to specific compartments like engineering, fire control, sonar/radar, radio, even crew quarters via clicks on icons. Still, the player is in control with no real change in perspective. Skvader Studios’ – aided by Subsim.com -- Wolfpack gives a whole new dimension to submarine sims.”

About This Game

Wolfpack is a realistic, first person, co-op U-boat game where one or multiple crews of players man the stations of a highly detailed German type VII U-boat during the Second World War. The crew will encounter large randomized convoys of merchants escorted by destroyers, sloops, and corvettes. Their objective is to intercept and sink enemy ships and escape undetected.

Each player mans a station in the U-boat, and the crew will need to cooperate in order to succeed in their mission. Unlike other submarine simulators, Wolfpack is designed for players to procedurally manage the submarine through direct, manual interaction with valves, levers, and instruments.

Each U-boat has up to five players: The captain, the helmsman, the dive officer, the radio man, and the navigator.

The radio man operates the hydrophone, radio, radio direction finder, and Enigma machine. The helmsman controls the U-boats heading and speed, and operates the torpedo data computer. The dive officer controls the depth using the dive planes, ballast and negative tanks and serves as a lookout and gunner for the deck gun and anti aircraft gun. The navigator calculates the position of the u-boat, and determines the best route to intercept enemy convoys. The captain is the commander of the U-boat, and gives orders to the rest of the crew.

All stations and instruments in the U-boat are carefully modeled after original pictures and sources, and kept as realistic as possible without compromising usability. The game contains a fully operational torpedo data computer, manual navigation tools, and ship recognition manual.

System Requirements

    • OS: Windows 7, 8, or 10
    • Processor: 64 bit
    • Memory: 8 GB RAM
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • OS: Windows 10
    • Processor: 64 bit
    • Memory: 8 GB RAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
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