This project is in development. The introduction below reflects the current implementation; specifications may change before release.

Judgment over reflexes.

In SUB WAR, you move your submarine while searching for an opponent you cannot constantly see. Connect sonar readings with records of the sounds they make, then work out where they are most likely to be.

Each turn offers four actions: Move, Wait, Sonar, and Torpedo. Instead of attacking repeatedly, balance turns spent gathering information with turns spent repositioning. A torpedo hit wins the match for the player who fired it.

Read the map. Read the record.

The map contains sea and islands. You cannot move onto an island or beyond the map. Torpedoes cannot pass through islands either, so check both the likely direction of the enemy and whether you have a clear line of fire. Sonar, however, is not blocked by islands. Terrain affects movement, attacks, and detection in different ways.

Match modes in development

  • CPU matches: Choose from five difficulty levels, from Beginner to Expert.
  • Friend matches: Invite an opponent using a shared invitation link.
  • Random matchmaking: Search for an opponent, with an option to play against the CPU if no match is found.

Start with the fundamentals.

Understanding the four actions is enough to get started. Our play guide explains the basics, while our strategy note explores how to interpret information.