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:
Mostly Positive (490) - 75% of the 490 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (3,258) - 74% of the 3,258 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 (29)

July 14

Update B122 coming to speakers in submarines near you!

Hello Sailors!

It's our pleasure to announce that update B122, the one we posted at the unstable branch couple of weeks ago, is finally going live for everyone! This is very exciting because we understand that there are only a handful of things more important on long voyages than atmospheric music. You now have the possibility to use your very own tracks while playing the game whether you wanted to listen to Das Boot soundtrack or you decided that Billie Eilish somehow fits the cold, steely insides of your underwater vehicle (we're not judging).

There are also plenty of other fixes and changes, all of which are listed below:

  • It's now possible to add custom music to the game. Please read README file in "(GAME_FOLDER)\UBOAT_Data\StreamingAssets\Packages\custom-music" to learn where to place your music files.
  • Various modding improvements for summer's modding SDK introduction. Added support for raw audio and texture files and support for datasheet overrides in mods.
  • U-boat fuel capacity is now set to a historical value and usage is expressed in UI as liters per km and per minute. Diesel compressor and engines have historical consumption rates.
  • Item's mass and stack limit are now displayed in the storage UI.

  • Pausing or disabling time compression on the map was causing random camera movement.
  • Sink ship objectives were sometimes duplicated.
  • Increased fuel usage to achieve historical range only with some bonuses from an engineer working at the engines and/or leader at the navigator's station. It was very hard to run out of fuel on B121.
  • A vacation could be bought without sufficient funds and cause the budget to dive below zero.
  • Faster completion bonus of HQ tasks from a vacation (like Eagle's Nest) wasn't applied to tasks that were started before a vacation.
  • Vacation notification had missing localizations.
  • Reputation points count label in reputation purchases screen was often displaying a wrong value.
  • Added sound effect for reputation purchases.
  • Fixes for the most common errors automatically reported to us. They could have an impact on performance and cause random issues in the gameplay.
  • Amount of water inside the compartment was always displayed as infinity during the transport.
  • If any problem occurs during time skipping, associated UI would remain indefinitely on the screen.
  • There was a random bug due to which saving of game states was failing.
  • It was possible to do two research tasks with the same officer. It was also possible to work on the same task two times.
  • Fixed bug that could prevent from loading certain game states.
  • Officers were sometimes not returning from a vacation.
  • NPC groups were moving faster than it would result from their actual velocity.
  • Batteries weren't recharging inside areas and fuel wasn't consumed.
  • Batteries are now recharging considerably longer for better balance and historical accuracy.
  • Canceling torpedo loading was often moving torpedo that was being loaded into a completely wrong place.
  • Time compression was intensifying hull creaking above the normal level.
  • Resource depletion estimations are now always estimated in real-time instead of in-game time as it's usually closer to what user wants to know.
  • Resource tooltips are now refreshed each second to make countdowns look more natural.
  • Getting out of upper bed in FPP was causing that all caps and other objects that shouldn't appear in FPP were visible.
  • It was possible to duplicate items by moving them onto a slot that was during transport.
  • Characters were taking more items into a backpack than ordered if certain steps were followed.
  • Fixed changelog margins in the main menu.
  • Fixed a few minor game state issues and one looping error that could affect performance.
  • It's now possible to skip dialogues by clicking.
  • Improved hitbox for some map markers.
  • Officer alone couldn't provide reliable operation for the engines.
  • Changed font style on activators to a sharper one.
  • Various fixes to vacations. Undocking before the whole crew returns from vacation no longer places all remaining characters at one spot on the deck.
  • Officers no longer think that long between automatic actions when time compression is enabled.
  • Torpedo being warmed up by an engineer was occasionally invisible.
  • Mission list was occasionally not appearing in Kiel.
  • If the player ordered carrying items to opened storage instead from it, it would lead to erroneous behavior of characters carrying out this order.
  • Carry progress label in the storage UI was often off.
  • Cancellation of torpedo loading or warming order wasn't properly handled if the compartment became flooded. That was causing some aesthetic problems later.
  • Fixed minor issues, if a player left to the menu during time skipping animation.
  • Leaving to the menu by clicking the exit button on the defeat screen was causing various serious issues later in the game.
  • German and polish localization fixes.
  • Leaving to the menu after launching torpedoes could cause performance problems for some time.
  • N-A1 freighters are now flammable.
  • Balanced a bit of damage applied to NPC ships. N-A1 freighters are much easier to sink.
  • Saving a game state immediately after vacation ended, would produce a game state in which some officers would be permanently gone.
  • Improved loading times from the main menu by a few seconds.
  • Fixed a few issues with certain actions staying on the order list despite that they were overridden by another order.
  • Pressing SHIFT key while moving the camera in the section, orbit or map view speeds up the camera movement.
  • Access to the items placed on the deck was hard in the section view.
  • Actions whose target was despawned were causing occasional issues.
  • Activator hover effect is now animated instantly.
  • Vacation discipline gain modifiers were far greater than declared in the description.
  • Russian localization fixes.
  • Probably all cases of the crew moving out of the moveable area are now fixed.
  • Fixed problem with torpedo mechanic instantly appearing on the upper deck during warming up of the torpedo, if the most intense time compression was used.
  • Character smoking on the conning tower could get stuck and stay there after submerging.
  • Aircraft are now usually spotted from a greater distance (up to 8 km for the default observators and up to 16 km for the officer with maxed out crew). Radar detectors are still considerably more reliable and less labor-intensive though.
  • The officer assigned to the targeting sight is able to spot groups from a bit greater distance than before.
  • Increased "Naxos" radar detector detection range.
  • The crew could occasionally get stuck behind the stern and bow torpedo room bulkheads.
  • Research progress bars weren't reliably updated in all cases.
  • Sink ship missions should now have their targets chosen more wisely.
  • It's no longer possible to order drinking a coffee without having any officer selected.
  • Torpedo warm up order now works correctly when ordered without having any officer selected.
  • Starting a vacation could instantly complete current HQ tasks.
  • Arrows that represent resource changes over time could be pointed in the wrong direction in case of electricity when the ship was on the open sea.
  • Various fixes to transport orders.
  • Line of sight for periscope was sometimes blocked without reason and units weren't detected by it.

We've also wanted to thank you all for an astonishing amount of support in translating the game! We're still looking for those who are willing to help us in this endeavor!

Sailors! Dismissed!

Deep Water Studio
59 comments Read more

June 30

Game translation help needed

To all International Sailors,

We need your help! We are adding new content to the game, and with that comes new text. Since you are experts in submarines, we thought you could help us out. Here's the list of languages we need assistance with.
  • French
  • Italian
  • German
  • Spanish - Spain
  • Russian
  • Korean
  • Simplified Chinese
  • Turkish
If you are interested in working with us on better translations, please send me a private message. You can also add me to friends. I'll provide some more details then.

Let's be in touch!

Take care,
224 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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