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Full Release Dev Log #7: Random events, night battles, dive schedules

Dear captains,

As the wait for a beta test continues, we've decided to release another dev log, to give you a heads up and also use this opportunity to present a few major features that are coming soon with the Full Release Update.

Without further introduction, let's proceed.

Random events

We've created various random events that may happen on your U-boat or around it.

These events mirror the real challenges faced by U-boat crews. Injured crewmates might need land-based recovery, overtaxed engines could demand extra grease, or tensions aboard might flare into a brawl. But with each challenge comes opportunity e.g. complete a daring mission, and you might find a personal gift from the admiral stashed in your storage.


We've prepared many such events to make your patrols feel more unique and immersive. They won't disrupt the core gameplay, but instead will remind you that life at sea is full of surprises. Most of them are inspired by the authentic struggles found in books and U-boat KTBs.


Using this opportunity, we've also improved missions with a war correspondent. We've greatly expanded his pool of questions and made interactions with him more user friendly.



Flares and searchlights

Another addition, is that warships and aircraft deploy flares to illuminate the surrounding area when they know that submarines are around. You will also be able to use flares yourself, if you want to. Being close to deployed flares, increases your sight range, but also makes you more visible.


All warships in the game now also carry functional searchlights that aid them in searching for U-boats lurking in the darkness. They keep them disabled when they travel in a convoy and use them only when they go into battle stations mode.



Vickers Wellington & Leigh Lights

There are now Vickers Wellington bombers in the game. These aircraft start to appear in the game in 1942 and will attack your U-boat without any warning at night using a combination of ASV radar and a Leigh Light. These attacks look quite spectacular and starting with 1943 sometimes include rockets.


We've also recreated effective counter-measures to employ against this danger, that may ensure the safety of your U-boat. We've added diving schedules, with which you can set your U-boat to travel underwater at a specific time of day (in the discussed case - at nights).



Another, even more effective counter-measure are radar waves detectors, which we improved to work more consistently and we made it easier to understand what their purpose is for new players.

Night attacks from the surface

We've ensured that attacks from the surface during moonless nights now work properly, especially if you sneak with electric engines. It was a very common tactic employed by many skippers and we felt that we had to make it effective in the game too.

By employing this tactic, you will be able to avoid the risk of detection by the sonars while sneaking into a convoy. Once the enemy illuminates the area, you can then quickly dive and escape, before being spotted.



Mediterranean sea

We've added several ports to the game that have Arabic architecture in the cities. It's a massive boost for immersion on the Mediterranean, which previously lacked ports in general. New ports include Tobruk, Haifa and Tunis. Existing ports of Alexandria and Malta were improved. There is also new port of Marseille and Salamis naval base, both of which can serve as your home base.



Improved mission selection

While we've maintained this state during Early Access for variety of reasons, we've always intended to change this for the Final Release. Starting with this update, you will face a much more curated selection of missions offered by the command, and there is also a mode, in which you don't get any selections at all, and simply carry out with the orders as they come from the command.

While setting up the campaign, you will also be able to determine the type of missions that will be offered - varied or more centred on routine patrols.



Beta testing

At this time, we expect the beta testing to commence in a few more weeks. It's taking a bit longer than we hoped, but not overly so and hope to reach the stable version soon.

We still have to work out several things that could otherwise make for a frustrating experience and hope for your patience and understanding.

Once everything is done, we will announce the start of the beta testing with a week in advance to give you time to prepare.

Yours,
DWS

Full Release Dev Log #6: Beta testing, U-boat progression, New missions

Dear captains,

We are back with the next dev log for the upcoming Full Release update. This time, we'll delve into details on how you'll progress through new U-boat types, discuss new mission content, and highlight other improvements.

U-boat progression

As we announced previously, the Full Release update will bring several new playable U-boat types to the game. We've heard your questions about the differences between individual U-boats, and now that we've worked out the details of the progression system and how to obtain these vessels, let's dive in!

If you choose to, you will be able to start with the Type IIA. It's a small and cozy U-boat with a limited range, sufficient to perform patrols around the British Isles in 1939 - 1940. The big upside of these U-boats is their smaller size that makes them harder to spot on the surface or detect with sonar under water. They also have more compact engines and less numerous crew, which emit less noise and make them harder to detect for enemy hydrophone operators.

Type IIA lacks a UZO and a deck gun capable of sinking ships, but once you upgrade to Type IID, it's going to be a quite decent variant, equipped with UZO and a range nearing that of the Type VII.



Type VIIB is going to be a familiar territory, if you played the game before. It's much more heavily armed than Type II, with one additional launcher on the bow, one on the stern, much larger torpedo capacity and a deadly deck gun. It can also dive much deeper than Type II.

Type VIIC is a similar experience to its predecessor, but it has a better conning tower and supports more upgrades. It's also equipped with a much improved T. Vh. Re. S3 torpedo calculator that will make your torpedo solutions more accurate. That new TDC, in contrast to C/37 present on the older models, adjusts torpedo solutions for your own course changes in real time, as well as allows you to launch torpedoes during a turn.



The last U-boat, Type VIIC/41 is the one you may be familiar with from real-life as U-995 in Laboe is of this type. The main upgrade of this U-boat is its much higher pressure resistance than its predecessors, but it also starts with heavily armed Turm IV conning tower by default.

All these U-boats can be unlocked with the newly introduced ship upgrade points that are granted for completing certain campaign objectives.

Alternative map mode

We also have a good news for all simulation lovers. We've added a new gameplay mode that doesn't have the integrated 3D view on the map, but instead, the map is always presented in a 2D paper-like style.

To make such mode practical, we've also ensured that ports are now drawn directly on the map. As you may have noticed, previously port wharfs weren't present on it and only after approaching the port it was possible to see them in 3D.



New missions

For the next update, we've added several new historically-based missions. For example, there is a new mission where you will land a demolition team to sabotage a railway near Alexandria. These new missions belong to two new multi-stage campaigns, one for the Atlantic and one for the Mediterranean.



We've also reworked most of the old missions present in the game to make them more historically accurate and interesting to play. For example, missions about landing a spy now take place at historical locations, while regular patrol assignments have been enhanced with a few new side missions and endings to add variety.

All missions in the game now include a list of historical sources on which they are based on.

Lookout crew

It's a small feature, although it's something that was often requested and is actually very aesthetically pleasing. The officer assigned to the lookout crew no longer sits all day near the UZO but uses binoculars like the rest of the watch crew. He goes to the UZO only when ordered to prepare a torpedo solution.



Beta testing

While we've finished the content that we planned, as things stand there is clearly still work left with bug fixes and prepping the final release.

For this reason, we've decided to organize beta testing before we leave the waters of Early Access. Doing this will let us work together to finalize this update and finish this last phase faster. It will also be a chance for the modding community to adjust the mods to the base game changes.

We plan to run this testing for about a month and everyone who already owns the game will be able to participate. We will provide you with more details in a separate announcement, as soon as we have all the details ready!

We can't wait to show you what we've been working on. While it's still the same UBOAT we all know, it now feels more fleshed out and different in many ways. We hope to see you soon back on the Atlantic.

Yours,
DWS

Update 2022.1: Patch 22

Dear captains,

There is a new small patch available for the latest stable release of the game. It's a Steam-only release, as it fixes just one issue that appeared after one of the updates to Steam. Changelog:

[h3]Launcher:[/h3]
- Fix: Launcher could crash or have display issues on some systems with enabled Steam Overlay.

Yours,
DWS

Full Release Dev Log #5: Contacts rework, Torpedo attack systems

Dear captains,

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.

Yours,
DWS

Full Release Dev Log #4: New Ports, Kiel Canal, Explosion physics

Dear captains,

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:

UBOAT: The Silent Wolf



Release date estimate

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.

Yours,
DWS