UBOAT is a simulator of a submarine from WWII era. It is a survival sandbox with crew management mechanics while its primary theme is life of German sailors. The boat is their home, but it can become their grave at any time.
Recent Reviews:
Mixed (267) - 63% of the 267 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (2,764) - 73% of the 2,764 user reviews for this game are positive.
Release Date:
Apr 30, 2019

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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?

“UBOAT is an open world game with many emergent situations that make it very different from other war games. We count that continuing to develop the game with the community will help us expand those qualities further and make it a memorable gaming experience.

UBOAT has already majorly benefited from the feedback provided by our backers from Kickstarter as they had access to the game since October 2018. Now is the time, when we would like to invite wider community to join us on the road to finish this ambitious project.”

Approximately how long will this game be in Early Access?

“Decision to leave Early Access will depend on when both we and the players will be happy with the final result. Our goal is to leave Early Access in 2020.”

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

“During Early Access we plan to work on these areas of the game:

  • Full story campaign spanning through the whole period of World War II.
  • New types of ships and aircraft.
  • Modding support.
  • Overall polish.

What is the current state of the Early Access version?

“Game is currently in a fully playable state. It was already beta tested for 6 months by a few hundred of our supporters from Kickstarter and it was being worked on for 4 years in total. Campaign is currently not completed, but there are many sandbox missions present.

Please refer to the "About This" section for a detailed description of the current feature set.”

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

“Price probably won't change after leaving Early Access.”

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

“We have a dedicated sub forum in the Steam Community section where game's features can be freely discussed with us. We are always open for the feedback.”
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Buy CMS 2018 + UBOAT BUNDLE (?)

Includes 2 items: UBOAT, Car Mechanic Simulator 2018


Recent updates View all (25)

June 7

Patch B121 up and ready at "Unstable" branch

Hello Sailors!

After silent running with blue lights on for two weeks and working on the next update, we are finally ready to share this version publicly. We try to be as open as possible about the production, but during major work, there is often not that much point in sharing what we have even on the unstable branch as that would be just a pure frustration for you and us :)

Let's move on and talk about the update B121 which is now being released on the "Unstable" branch. If you like to test it, change to it in the game properties from the Steam Library, but keep in mind that this is still a work in progress.

Travel system overhaul
With this version, we overhauled the travel system in the game. The most visible change is that the fast travel mode is gone. We didn't like it, you didn't like it, nobody liked it seems, so we finally got rid of it.

Instead, there is a new time compression available that is 5x as strong as the base one. It allows you to leave areas in a decent time, similarly to the old "fast travel" mode, but it works in a much more cleaner fashion. It can be used at any point in the game without restrictions, while no cheating is involved and all laws of physics are respected. It was a major technical challenge, as physics tend to break easily on such fast time scales and we had to perform many optimizations, fixes and ensure proper handling of edge cases.

Another major change is that long distance travels on the map work differently than they used to. There were many technical changes which translate more or less to such end effects:
  • Movement on the map is much slower without time compression. There is much more time to plan an attack on the nearby groups, if you prefer to play real-time without using the active pause.
  • On the other hand, travel on the map is much faster than before, if the new time compression is used, so this change may satisfy both the patient and impatient players.
  • All small cheats here and there were removed that translate to more realistic navigation.
  • U-boat's range is set to real-life values.
Those changes address some of the suggestions we were getting from the community since the release. We hope you will like them.

Time progression
Before this update, there wasn't any decent mechanism that would make it possible to play through the whole war in a reasonable time. We had one solution during the Kickstarter backer beta, namely skipping calendar dates, but it was a confusing solution. We removed it and planned a new system. Finally, we had time to implement that new system. Let's talk about the details.
  • Resupplying your u-boat at the port is no longer instant and takes some time to be done. Your u-boat will be moved off-duty until all ordered equipment is loaded inside. You can skip the wait with a click of the button and continue normally. We didn't add any animations for the port workers so far, but we have such plans.
  • Crew gets fatigued over time and needs a vacation from time to time. We found historical sources about places where u-boat crews were resting and added them into the game. You can send your guys to simply rest in the port city you are currently in or spend some budget and let them relax in a French Chateau or Eagle's Nest.
  • New travel system ensures that patrols last much longer when it comes to passing in-game hours and days (it's also closer to real-life historical data).
These changes ensure that time will progress much faster and potentially allow the player to play through the whole World War II which was always our intention for UBOAT.

We balanced the game accordingly to match these changes. All HQ tasks take much more time to be researched and officers get fatigued much more slowly, which was also a commonly requested change.

Storages overhaul
To implement the delayed resupply of the ship at ports we had to improve the user interface for storages to make such information readable. It was an unexpected work that lead us to a major change how the storages are used and delayed this update by a week.

Starting with this version it's possible to open storages and plan all logistics without having any officer selected. All transport tasks are later completed by officers with certain roles and sailors under their command.

It's also possible to plan ahead the torpedo loadout and don't let your officer choose it automatically.

All ongoing transport tasks are clearly presented in the storage's user interface.

Another change, is that it's now possible to purchase ammunition directly into a gun's storage.

Technical improvements
With this version, we worked on some tougher technical matters that needed some time to be done. The game should generally run more smoothly, with better performance and lower RAM / VRAM usage.

Have you ever noticed lags appearing before and after each rain in the game or after adding new sailors to the crew? They were caused by rebuilding geometry for the characters. Considering that the u-boat is pretty densely packed with unique characters we are displaying them in a very optimized way which has this downside that some CPU work is needed to get it going after each change of the clothing like equipping a raincoat. Starting with this version, it's a fully asynchronous process and those lags won't bother you anymore.

Other changes
Starting with this version rewards for assignments are received only after talking with the leading officer in the port rather than clicking a button on the open sea. This change keeps the mission open until that point. It allows you to report all sunk ships and other events normally after completing the main objective of your assignment. It was a small oversight in the design that we didn't manage to fix for the initial Early Access version.

Thanks a lot for all your feedback
You're truly amazing. Thank you for all the conversations we have. We listen to each and every one of you. Your voice is heard and we take it all into consideration. Please play the new patch and let us know what you think.

Deep Water Studio
161 comments Read more

May 22

Patch B120 is live!

Fellow Kriegsmarine Crewmembers,

we're happy to announce that update B120 is already available for everyone after an intense testing period. Thanks to everyone who helped us tweak it and made some important fixes - your support is greatly appreciated!

Here's what you can expect after downloading our new patch:

  • Added bug reporting tool accessed by pressing F11.

  • Lowered memory usage when the game state is being saved.
  • Decreased lag when ships are spawned in the scene.
  • Starting a new game was partially keeping research from the previous session.
  • Blood pools from the previous session could stay in the scene after loading a game state.
  • Ships could stop after loading a game state if they were in the middle of certain AI behaviors.
  • A few sound effects were stopping to be handled correctly after loading a game state.
  • Carry item orders were often ended prematurely if more than one person was working on it.
  • U-boats operate on Atlantic in smaller numbers.
  • Save system fixes.
  • Hydrophone was working on the sea surface and had doubled range since B119 (this problem may persist in saved game state files).
  • Flames on a few types of NPC ship decks weren't properly restored after loading a game state.
  • Flag masts are now functioning correctly on Turm II and Turm IV.
  • Discipline level could become corrupted if the whole crew was moved off the board.
  • Improved performance in Axis ports.
  • Game could become permanently paused after loading some game states.
  • Hydrophone upgrades were working incorrectly.
  • Port characters could be moved to player's ship due to an error.
  • Right clicking on UI while the camera is in TPP view no longer releases the character from the station.
  • Periscope's lock target is automatically cleared when the target is no longer seen.
  • It's no longer possible to lock periscope on a port, aircraft, torpedo, mine or anti-submarine net.
  • Map shortcut ("M") no longer can be used in the headquarters screen.
  • Notifications no longer can be clicked when their effects would cause issues in the current state of the game (dialogues, HQ screen, etc.).
  • Button for accepting rewards at HQ could become not interactable after certain steps were taken.
  • Ammunition Production I rewards are no longer displayed with unreadable green color.
  • Warehouses now have 20 torpedo slots instead of 12.
  • Correct flags in Portsmouth.
  • Discipline penalty applied by hunger was incorrectly displayed with green font.
  • Food wasn't automatically replenished in the kitchen if food ran out in the storage and later was resupplied from the warehouse.
  • Hunger notification wasn't restored after loading a game state.
  • Turm IV gun projectiles weren't shot forward in the direction pointed by the crosshair in manual mode.
  • Audio system fixes.
  • Game states saved while time compression was enabled were loading in a partially incorrect state.
  • Work stations in Battery Room no. 2 had too strict flooding intolerance levels.
  • Character could become stuck and would no longer move in random cases.
  • Fixed problem with "Saving..." notification remaining indefinitely on the screen.
  • Game notifies player if saving game state was unsuccessful for some reason (running out of free space on HDD or game error).
  • U-boats docked in ports were too easily moved by the waves and often ended up beached.
  • Food consumption is no longer affected by time skipped by gameplay means or cheats.
  • Sink ship missions could target ships stationing in ports.
  • U-boat section view lighting fixes/improvements.
  • Torpedoes were sometimes fired at a different target than expected by the player.
  • Fixed few errors logged into reported logs.
  • In-game console could, in some cases, use all available memory and freeze the game.
  • Logger optimizations.
  • Discovery of port/ship components (like AA guns) is now triggered in a more user-friendly way.
  • It was possible to discover port/ship components with the opposite side of the periscope.
  • After following a few steps map would be no longer possible to open.
  • Fixes to a few errors that could loop and decrease performance.
  • Ships could be launched into the sky after loading a game state.
  • Cursor was missing on the defeat screen if the player was in FPP view.
  • Carry item orders were usually failing, if there were a few copies of the item in the source storage.
  • Fixed inappropriate behavior in the kitchen.
  • Fix for entering land areas in the middle of the Atlantic.
  • Improvements of contact precision could throw player back to travel mode.
  • Decreased alarm discipline penalty.
  • Sailors assigned to the officer could open storage instead of him if he drunk coffee before arriving at the storage.

As always, please leave any feedback you may have in the separate forum thread for patch B120: https://steamcommunity.com/app/494840/discussions/1/1652171126120146895/

We are reading through all your comments and reviews and we're happy that we are getting so much support. We're going back to work on further improvements so stay tuned for more!

Deep Water Studio
91 comments Read more
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About This Game


UBOAT is a simulator of a submarine from WWII era, yet different than all you have seen so far. It is a survival sandbox with crew management mechanics while its primary theme is life of German sailors. The boat is their home, but it can become their grave at any time.

In UBOAT you control the crew in order to control the boat. You look after their physical and mental health, because if the sailors are hungry, tired and their spirit is low, there’s no chance of winning even a skirmish.


The extensive damage system is a foundation of the game's survival elements. Unprecedented situations are bound to happen as the effect of received damage, testing player's creativity and ability to stay calm. You can try to save the whole crew or leave someone behind, to save the others.

While your ship travels through the open seas, you will often find yourself being on your own. Use your management skills to spend resources taken on the trip optimally and in special cases try to recover them on the sea, by asking your allies for the help... or by looting wreckages of enemy ships.

  • Disable unnecessary devices, to keep your accumulators running for longer.
  • Tell your crew to stay in their bunks to preserve oxygen.
  • If crew's morale is low - play with them a session of Skat or play music from nearby radio stations, to fortify their hearts.

Kriegsmarine career

During the playthrough you will receive assignments from the Kriegsmarine headquarters. They are never linear and you may receive additional orders during them or face unexpected problems.

Brave completion of assignments from the headquarters is rewarded with additional budget for the unit under your command and with acceptance of your growing reputation as an u-boat's skipper. You will need that, to upgrade your ship and keep up with enemy's technological advances.

  • Upgrade your boat for the rewarded funds.
  • Receive additional permissions for the reputation points.
  • Buy new equipment - new torpedo types, sonar decoys, CO2 absorbers and much more.
  • Send your officers on special tasks in the headquarters to, among other things, speed up a research of new technologies.

Accurate simulation

Game's simulation elements are very realistic, but that never comes at a cost of gameplay quality. Despite extensive simulation elements, UBOAT can be played like a regular game and complex matters can be learned later to become a better skipper for the commanded unit.

Even small things like the influence of ballast in each compartment on the ship's trim (tilt) or Earth's curvature are faithfully reproduced in the game.

Perfection can be achieved in many ways. Prove your management skills and swiftly assign work to your officers to speed things up. If, on the other hand, you think that if something needs to be done, it's better to do that on your own - sit behind the periscope, hydrophone or 88 mm deck gun and take matters in your own hands!

System Requirements

    • OS: Windows 7 64 Bit / Windows 8 64 Bit / Windows 10 64 Bit
    • Processor: Core i3 3.1 GHz or AMD Phenom II X3 2.8 GHz
    • Memory: 6 GB RAM
    • Graphics: GeForce GTX 560 1GB (720p Low), GeForce GTX 750 Ti 2GB (1080p Low) or AMD equivalents
    • DirectX: Version 11
    • Storage: 20 GB available space
    • Sound Card: DirectX compatible
    • OS: Windows 7 64 Bit / Windows 8 64 Bit / Windows 10 64 Bit
    • Processor: Intel Quad Core i7 3770K or AMD Ryzen 5 1600X
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 1060 6 GB (1080p High), GeForce GTX 1070 8GB (1080p Extreme) or AMD equivalents
    • DirectX: Version 11
    • Storage: 20 GB available space
    • Sound Card: DirectX compatible

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