We hope that you had pleasant holidays and a good start to 2024. In this diary we will dive back again into various simulation aspects on which we were working on for the Full Release update.
Our goal with these changes is to accommodate more playstyles, but without forcing them in any way. If such technical things are not your cup of tea, don't worry as everything discussed here is going to be fully optional as it was always the case in UBOAT.
Contacts rework
Imprecise contacts, such as those provided by the hydrophone operator, are now displayed as arcs or lines on the map that appear outside of the direct sight range. They are also merged or split, as necessary, when contacts start or stop being distinguishable from each other.
It's a change we are really excited about as it makes the encounters much more natural. They provide all the information they should, without spoiling anything they shouldn't.
If you look for an even more hardcore gameplay, and wish to plot everything on your own, we've also added an option to disable all contacts completely on the map.
Torpedo attack systems
Along with the addition of the torpedo calculator, we've decided to upgrade all other systems related to the torpedo attacks. While it's not our top priority, we hope to make most of the devices on the boat possible to use manually over time.
The torpedo launchers were completely overhauled and they can be now used manually, if you wish to do so. It's possible to open and close the breech doors, flood, drain and launch the torpedoes on your own. The gyro angle receiver panels are also useable. We've also improved the models on Type VIIC U-boats, to make them resemble better their historic counterparts.
If you would like to see how the entire process worked, the torpedo fire control boxes in the control room are now also simulated. It's not necessary to use them, but if you prefer to, you can setup everything manually there.
We've designed the system, to be flexible and allow for various ways of executing a successful torpedo attack.
If you wish to do so, you will be able to do everything from the periscope, by passing all measurements to the TDC operator with newly added buttons. They are passed verbally by your character and repeated back by the officer at the TDC. Once everything is set, you can order to launch the torpedoes.
We've also eliminated the "unlock" tip from the periscope views. It was a common suggestion on the forums to enhance the immersion.
Disabling mission markers
With the full release update, it's going to be possible to play without the green dots that point mission targets, in cases where you only have a partial information about your target, to let you find them for yourself. Headquarters may give an update from time to time, that will ensure that the mission is still possible to complete, when the target for example changes its course a lot.
Atmospheric scattering
We've also implemented a better atmospheric scattering effect into the game. It's visible as a blue tint on distant objects with some effect on ambient light of the overall scene.
Release date estimate
Currently, everything remains on track, and our estimated completion date for this work is still March - April 2024. If there are no unforeseen surprises, we should have a specific date to report relatively soon. The main thing that extends the development time, are interior models for the new playable U-boats, that will be introduced in the Full Release Update. You can read more about them in this dev diary.
While our artist is busy finishing the new U-boats, the rest of the team, among other things, gathers feedback on the forum, so if you have something you always wanted added or changed, feel free to post. It's important to us, to make you satisfied with the upcoming release.
Also, we still have a few exciting things to share about the upcoming update and will soon in the upcoming dev logs.
We are back with another dev diary. This time, we will dive into polishing, quality of life improvements, as well as several world upgrades we were working on.
Kiel & Kiel Canal
Kiel was completely reworked to look more like the historic port. There is also Kiel Canal present next to it that extends to Brunsbüttel and after entering the canal, it's possible to quickly travel to the North Sea.
This addition makes it much more comfortable to operate from Kiel, since it's no longer necessary to travel all around the Jutland Peninsula to participate in The Battle of Atlantic.
Brest
We've added two new French ports to the game, in which it's possible to dock. First one is Brest. In this port, U-boats dock at barges that move vertically with the tides. There is an old castle present near the docking area, as well as the historic tower.
It's possible to build a submarine pen in here, like in the other French ports. It's a convenient port to operate from, as it's the closest French port to busy traffic areas on the North Atlantic.
Marseille
Another French port is Marseille on the Mediterranean Sea. The large structure seen on the screenshot is the Marseille Transporter Bridge. It was built above the entrance to the port and was one of the engineering marvels of the turn of XIX and XX centuries that sadly no longer exists due to war.
The addition of this port was a part of our larger efforts in this update, to add more content to the Mediterranean Sea to make it a more interesting area of operations.
Explosion physics
Sailors on the enemy ships now fall or sometimes even are thrown away off the deck when your torpedoes explode. It makes the torpedo hits much more convincing.
It was something we always wanted to implement, as it was an immersion killer when there was no proper reaction modelled on the enemy crew. It required extra care to do it right. It's something that could easily affect the performance and stability of the game, if not carefully optimized, considering the number of sailors present on large convoys.
Upgrades to interface tools
There are major quality of life improvements coming to the tools in the user interface. It's now possible to drag the tools, as well as keep several of them open at once. It's a long standing request from the community that we are happy declare as done.
We've also added a completely new chronometer tool, which no doubt will prove to be useful on many occasions.
Underwater upgrades
On popular request, underwater environment is now much brighter than it used to be, which coincides with a more realistic look. It's now also possible to use periscopes deeper under the water and use it to look at the enemy ships passing above, depth charges or mines on the seabed.
UBOAT: The Silent Wolf VR
We also have an exciting news about a second UBOAT game in the family, developed by a friendly studio, Titan GameZ. The game has multiplayer capabilities and is designed for VR platforms. It was currently published for Oculus Quest, but there are plans to bring it also to PC VR headsets.
The studio has put their hearts into this title and it's our utmost pleasure to recommend it to you! You can read more about the game and if you decide so, also buy it, by following this link:
Our current estimate to finish this work is March - April 2024. The main thing that extends the development time right now, are interior models for the new playable U-boats, that will be introduced in the Full Release Update. You can read more about them in this dev diary.
While our artist is busy finishing the new U-boats, the rest of the team, among other things, gathers feedback on the forum, so if you have something you always wanted added or changed, feel free to post. It's important to us, to make you satisfied with the upcoming release.
Also, we still have much more to share about the upcoming update and will soon in the upcoming dev logs.
Using this opportunity, we also send you our best wishes of great holidays and a Happy New Year! ✨ Have a good time in the upcoming weeks and see you in the next diary.
In between our development diaries, we are back with an exciting news about a second UBOAT game in the family, developed by a friendly studio Titan GameZ. The game has multiplayer capabilities and is designed for VR platforms. It was currently published for Oculus Quest, but there are plans to bring it also to PC VR headsets.
The studio has put their hearts into this title and it's our utmost pleasure to recommend it to you! You can read more about the game and if you decide so, also buy it, by following this link:
UBOAT: The Silent Wolf is both a tactical role-playing game and a submarine simulator set in virtual reality. In the game, you’ll experience the highs and lows of life during World War II. Take part in an exciting STORY CAMPAIGN for a single player. Alternatively, you can invite your friends to play in CO-OP MODE to face challenges as a crew of 4 and hunt down hostile vessels together. Use your commanding, tactical and strategic skills to survive and complete the game with a victory!
Open world in free roam mode
Take a step towards a sea adventure! Explore the seas and oceans in FREE ROAM MODE, which is full of challenges and surprises. Navigate through treacherous waters where danger lurks at every turn. In the world of UBOAT: The Silent Wolf, you must stay vigilant! Beware of enemy vessels and patrols conducted by hostile aircraft. Don't let fear take over you while you command a brave crew! Face the challenges of the submarine world and feel the thrill. Be prepared for every eventuality - every decision can lead to danger and triumph!
Advanced control system for the submarine
As the commander of the submarine, you’re responsible not only for steering it but also for overseeing its systems and functionality. Travel from one port to another, receive orders, and above all, look after the condition of your vessel. Make sure you have all equipment you need for safe navigation - a stock of torpedoes, oxygen tanks and fuel. Ensure the engine runs like a well-oiled machine, and your compass accurately points in the right direction. Pay attention to any malfunctions - water leaks, damages, or lack of pressure - and take immediate action. Remember that every decision, no matter how minor, can be crucial for your crew and the success of the mission!
Extensive combat system
It's up to you to detect and combat hostile vessels! Equipped with a precise periscope, meticulously scan the horizon and search for enemy convoys and ships. Only with your manoeuvring and dexterous skills will you be able to surprise your enemy, set traps and launch accurate torpedo attacks. Watch out for aircraft, too. Avoid aerial attacks from the enemy planes circling above you and, if they do detect you, respond with fire from the anti-aircraft gun!
Faithfully recreated ship and aircraft models
UBOAT: The Silent Wolf is a true gem for history enthusiasts and military aficionados! In this game, you'll have a unique opportunity to face the difficulties and challenges of historical sea battles. Encounter legendary foes, such as the mighty USS Bogue, the fearless Dido, or the lightning-fast Bristol Beaufighter. With the meticulous representation of these vessels, you'll be transferred directly to the forefront of the greatest armed conflict in history!
Authentic submarine atmosphere
Feel the hardships, dangers and challenges that brave crews faced in their missions. Just stepping on board this metal beast will awaken a mixed sense of excitement and anxiety in you! The limited space, narrow corridors and dark rooms will become your home for weeks. Be prepared for silence, isolation and no sunlight.
Follow the game on Facebook and Twitter for the latest news:
We are back with another dev log. This time, we will dive into several upgrades that are meant to expand selected simulation aspects of the game.
Our goal with these changes is to accommodate more playstyles, but without forcing them in any way. If such technical things are not your cup of tea, don't worry as everything discussed here is going to be fully optional as it was always the case in UBOAT.
Torpedo calculators
We know that this is a #1 wish of a vital part of the community and thus we are very happy to announce that the next update will bring a very realistic simulation of TDC to the game!
What is TDC? The abbreviation stands for Torpedo Data Computer and in a context of German U-boats it was an electromechanical calculator that was responsible for computing gyro angle for the torpedoes, as well as several other attack parameters. The device was working entirely with the means of mechanical moving parts and electric motors.
Considering that it's going to be optional to use in UBOAT, we could take the liberty of pursuing absolute realism in this case, which means that our goal was to make it work just like the real life device, without introducing major simplifications.
Depth information rework
With the next update, the depth information will no longer be exactly known from the map to add some exciting uncertainty about it. The provided information will remain quite reliable near ports, since Kriegsmarine equipped U-boats with detailed maps for areas around them, but somewhat unprecise away from them.
Echosounder
Due to the rework explained above, the echosounder has become an essential device to use in the game, since it measures the seabed depth below the keel. For this reason, we've decided to give it more attention.
There are various quality of life improvements coming that make it more comfortable to use. It's going to be possible to quickly request single measurements from the crew using a TAB menu. Also, after the measurement is done, the sailor that performed it, reports the measured depth verbally, meaning that it's no longer necessary to look at the device to read the measurement.
We've also reworked how the echosounder works based on the authentic instruction manual. It's now possible to operate it fully manually in FPP and use all of its features, which may come handy in certain situations. The model was also reworked and is now much more accurate. Our previous version was based on a wooden replica from U-995, which has several differences with the original.
Crew reports log
The next update will add an optional crew reports log, which will no doubt be very useful on many occasions. Among other things, it will contain all contact reports with bearing.
Diesels upgrade
Diesel engines have also received some love. They now have an exhaust temperature simulated that can be read on the dials in the engine room.
Aside from that, when engines are too cold for the current speed and don't burn fuel completely, the smoke coming out of the U-boat will become much more black and visible to the enemy.
Engines now also consume additional fuel to load batteries and batteries cannot be loaded at all at the maximum speed as all available power is then used to run the propellers.
First person perspective improvements
We've also worked on making the first person perspective gameplay more enjoyable by implementing various technical improvements that contribute to feeling that the movement in this mode is smoother and more pleasant.
There are also various quality of life improvements, for example, we ensured that the camera doesn't switch to TPP from FPP when it's not necessary.
Special thanks
We couldn't do all of this without a website created by Maciek Florek, http://www.tvre.org/. We had an honour to work with Maciek during the early years of UBOAT until he passed away after a long illness. It's currently the most accessible compendium online about TDC and he put a lot of love into making it. If you are interested in learning more about this subject, we encourage you to visit and read!
TDC mod team for support and inspiration to bring TDC into the base game. We have to pass very special thanks to Ruby for making countless sounds of various gears and switches for TDC and to Freekoly for helping with research about this device and providing valuable feedback.
Stosstrupp for sharing his extensive knowledge on TDC, being supportive along the entire way, helping us to figure out the echosounder and sharing historical photos from his many books.
DECAFBAD for providing very accurate and detailed information about diesel engines and for helping to figure out the echosounder.
Melonir, for providing a rare book explaining echosounder inner workings.
But wait, there is more!
We still have much more to share and will soon in the upcoming dev logs.
We still don't know how much time it will take us to complete this update. For example, we are still finishing models for the interiors of new u-boat types. We also gather feedback on the forum, so if you have something you always wanted added or changed, feel free to post. It's important to us, to make you satisfied with the upcoming release.
Have you found the contents of this dev log interesting? Please let us know in the comments section. This helps us make decisions on further development directions. Thank you!
We are back with another dev log. Without further ado, let's dive right in!
More U-boat Types
We are proud to announce that the final release update will bring one of the most anticipated features to UBOAT - taking command of other U-boat types, in addition to Type VIIC. At the release day, we plan to include the following U-boats in the game:
Type IIA
Type IID
Type VIIB
Type VIIC
Type VIIC/41
If you start the game in 1939, you will get a satisfying opportunity to progress through all these U-boats in a single playthrough, unlocking them one by one. Each next type is usually slightly larger and brings various improvements over a predecessor.
We worked the entire summer on this feature. We tell you about it just now, because we wanted to be sure first that we can pull it off. It was a great challenge, since we had to backtrack on a lot of earlier work. Most of the game code had to be adjusted, which also means, that most scripting mods will probably require considerable updates after this release. Sadly that's the cost of progress here.
After the full release, aside from the U-boat types mentioned above, we hope to work on Type IX and possibly also fully electric Type XXI. Type IX is large, while Type XXI is complex, so we plan to release them as separate DLCs. Aside from that, there will be of course free updates to the game, as always.
AMD FSR 2
We are happy to announce that AMD FSR 2 is also going to be an option in addition to NVIDIA DLSS, as you requested in the comments section to our previous dev log. For various reasons, it took more work to integrate it. We develop our own render pipeline for the game, while AMD FSR 2 is not natively built into Unity and we had to work this out by ourselves. It was well worth it though, in our testing it works very well in the case of UBOAT, on par with NVIDIA DLSS.
If you are not familiar with the term, AMD FSR means a AMD FidelityFX Super Resolution. It's a technology that serves two purposes:
It's an AI upscaling technology that dramatically improves the performance. It's especially the case in UBOAT, since it improves rendering performance. UBOAT was always optimized to avoid CPU bottlenecks and performance usually depends on rendering the effects that you choose to enable, like the water effects.
At the same time, it also fixes sharp edges and replaces classic anti-aliasing effects, making them no longer necessary.
Next update will also bring Steam achievements to UBOAT. Your efforts, most impressive accomplishments will be rewarded in a pleasant way. Some of these achievements are going to be a great challenge to obtain, achievable only for the best skippers out there.
Polishing
There are also various minor improvements in the pipeline, and sometimes it's the minor things that matter the most. Many of these things are done upon direct requests posted on the game forum.
Helmsman now works in the control room for most of the time, rather than in the conning tower.
We overhauled the bow waves effect for the player's U-boat to make it more realistic.
There is now a dedicated silent running mode, separately from blue lighting. When it's toggled, officers won't maintain torpedoes and all devices that make noise will be automatically disabled by your crew.
Sailors no longer clean the boat during alarms or silent runs.
It's now possible to destroy propellers and rudders of enemy ships.
But wait, there is more!
We have much more to share and will soon. For example, there are simulation upgrades, mission changes, world enhancements and more, which we will share with you in the upcoming dev logs soon as these features get into their final shape.
We still don't know how much time it will take us to complete this update. For example, we are still finishing models for the interiors of new u-boats. We also gather feedback on the forum, so if you have something you always wanted added or changed, feel free to post. It's important to us, to make you satisfied with the upcoming release.
We are back to share with you what we are working on now and what is happening in the world of UBOAT.
New voiceover
We're excited to announce that UBOAT is receiving a major audio update that will take your submarine simulation experience to the next level! The new voices will add more to the realism and depth to the game, bringing the characters and their stories to life.
We've hired additional actors for each language (English and German). We've incorporated a wealth of new dialogue, reactions to situations, private conversations, sailors' reflections, and commands into the script. Generally, the crew will be much more talkative. We have improved the areas that received the most player complaints, bugs, and simplifications. For instance, the famous "Schneller! Schneller!" will no longer exist ;) We've added specific speed change commands for each gear. The conversation with the officer in the port will also undergo changes, offering more variants depending on the specific situation and the stage of the campaign the player is on. Cutscenes from Headquarters have also received a voiceover - an officer commenting on the situation at the front.
We hope that you'll like the new voices and that they will enhance your engagement and immersion in the game. For us, the game has gained a richer and more enjoyable atmosphere.
You can listen to the new voiceover in the attached video, although please note that this is still a work in progress. For instance, in the final version, there will be even more actors and the sailors will lower their voice to a whisper during a silent run.
Other content
The game is continuously evolving on the technical front. We regularly update the engine to the latest versions and incorporate advanced technologies, such as NVIDIA DLSS, to make UBOAT a modern game at the time of release.
We have made a significant number of improvements to the gameplay and interface. We have added references to historical material in the mission descriptions for those who are particularly interested in a specific event, or who want to verify whether it actually took place in history.
Furthermore, we have included an easily accessible manual for certain devices on the boat. We have refined the campaign and side missions to enhance their technical quality and interest level, with the additional dialogues mentioned earlier playing a significant role in this process.
We are constantly adding new ports to ensure you never again encounter the 'Coming Soon' sign or an isolated bunker instead of a port. You'll be surprised at how much these locations have transformed.
Full release
We are highly motivated to leave Early Access this year. Since the last patch, we have been working tirelessly on UBOAT. We actively listen to suggestions from players, read forums, and gather tips from people around us. We are constantly adding new content. Although we still have some ideas that we want to implement and a few areas for improvement, we can already see the finish line. We are looking forward to meet you there with the finished game.
Now, we invite you to watch a new video which may make the wait more enjoyable.
Daily Deal
Today, there is also going to be a Daily Deal for UBOAT on Steam. If you are new to our community, it's going to be a good moment to join in for a good price. Don't miss out!
Exciting Times! Get UBOAT and World War II Rebuilder in a Special Bundle Offer!
If you don't have either game, grab both in our bundle offer for a great deal! Sounds amazing, right?
For those who may not be familiar: World War II Rebuilder is a simulator where you rebuild European cities after the devastation caused during World War II. Experience an immersive building simulator that blends storytelling with real-life history.
There is a new patch available for 2022.1. Changelog:
Localisation:
- Japanese localisation update by Surumeika1987, Largo, [JP]AWPsan, 泥遊戯, Mononok Kori. - Chinese localisation update by Alex Zheng, JM-LeiDao, 36 D, Xenon_Tennessee. - Ukrainian localisation update by vovanvoks. - Spanish localisation update by Miguel Haakon. - French localisation update by FvJ and Placebo. - Italian localisation update by BeeTLe BeTHLeHeM. - Turkish localisation update by Narberal Gamma. - Portuguese localisation update by AlexShuma. - German localisation update by Ruby. - Polish localisation update. - Fix: Sonar decoy label on the map wasn't translated into the local language and was always written in English. - Fix: Quotation characters are now correctly localised in the sunk ships summary.
User interface:
- Fix: Chronometer pointers weren't aligned completely with the scale and there was a small error of up to 2-3 minutes in the pointed time. - Fix: Lighting icons in TAB menu were always visible in an enabled state. - Fix: Enabled and disabled snorkel icons in TAB menu were displayed the other way around in TAB menu. - Fix: Egyptian flag was missing after selecting Alexandria. - Fix: Equipment upgrade prices are now displayed as the actual amount to pay in relation to the currently installed version after selling it. - Fix: Changed warning font color from red to orange in dialogues to make it more readable on black background.
Audio:
- Fix: Time compression was affecting the ping sound from asdic/sonar. - Fix: Sonar pings could continue to play for up to a few minutes after enemy warship was evacuated or even sunk.
Crew:
- Fix: Officers weren't stopping a started order despite toggled evacuation of a compartment, if they haven't yet arrived at the destination when the evacuation order was started. - Fix: It's no longer possible to send crew on a vacation before releasing survivors from the sunk ships.
AI:
- Fix: Milk cow submarines could sometimes follow passing convoys or single merchant ships and don't stay at the appointed coordinates.
Missions:
- Fix: Player was still receiving assignments associated with the Southern Routes campaign after completing all of its stages.
Ports:
- Fix: Citizens walking on the streets of Vigo and La Spezia were missing. There were also some errors written into the log right after entering one of those ports.
Ships:
- Fix: Improved bow wake effects on Town-class destroyers.
Modding:
- Fix: Resolved remaining issues with using Neural Network Physics component in mods. - Fix: Using classes from the "com.unity.standardassets.Runtime" assembly was causing compilation errors.
General:
- Various other fixes, based on player logs sent to us. - Fix: Equipment upgrade prices that were paid after buying were ignoring economic difficulty setting.
There is a new patch available for 2022.1. Changelog:
Locales:
- Chinese localisation update by Alex Zheng, JM-LeiDao, 36 D, Xenon_Tennessee. - Portuguese localisation update by AlexShuma. - Japanese localisation update by Surumeika1987, Largo, [JP]AWPsan, 泥遊戯, Mononok Kori. - French localisation update by FvJ and Placebo. - Russian localisation update by Hard. - Italian localisation update by BeeTLe BeTHLeHeM. - Czech localisation update by Spid3rCZ.
Missions:
- Increased frequency of missions with changing flotilla from Kiel to Wilhelmshaven. - Fix: The optional objective about staying undetected in Gibraltar passage assignment was always marked as a success, even when player was detected. - Fix: Wolfpacks are no longer commonly organized before May 1941. - Fix: It wasn't possible to perform Norwegian Campaign missions from Kiel. This fix requires a fresh start to function. If your game is affected, we suggest moving to Wilhelmshaven to finish this campaign.
User interface:
- Fix: Clicking with a right mouse button on a green dot that points mission target in Gibraltar passage assignment wasn't plotting a route towards it. - Fix: Dialogue subtitles no longer appear in HQ view. - Fix: After receiving a reply from the command about resupply request, the notification about unread messages was appearing, even though the message was appearing on the screen right away. - Fix: The notification about unread messages wasn't appearing after loading a game state with unread messages.
Graphics:
- Fix: Small lighting artifacts on Turm II. - Fix (regression of 2022.1 Patch 18): NPC ships could spawn without texture having a white hull. - Fix (regression of 2022.1 Patch 18): It was possible for two characters working near Enigmas in HQ to sit in the same place and overlap with each other.
Modding:
- Fix: Neural Network Physics component should be now useable from the mod projects.
General:
- Fix: The newly added setting about disabling torpedo salvo previews wasn't correctly saved into the game states. This meant that this setting was possible to change mid-campaign and the current state was shared by all campaigns.