
Battleship Command
Silent Hunter but on the surface: a first-person WWII battleship sim that asks you to actually work the fire-control computer rather than just point and shoot. Early Access, strong start, rough edges - know what you're signing up for.
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About Battleship Command
My first session with Battleship Command lasted longer than I planned, and the reason is the fire-control loop. You are not pressing a button to auto-aim the Scharnhorst's 28cm triple turrets. You are feeding bearing, estimated target speed, and optical range data into a fire-control computer, watching your shells walk toward a merchant convoy across a fog-darkened Norwegian Sea, and correcting with each splash. That cadence - observe, calculate, correct, fire - is what the sim-obsessed MicroProse catalog has always been about, and it lands here in a way that arcade naval titles like War Thunder simply cannot replicate. The systems on offer in Early Access are genuinely layered. The Scharnhorst carries three independent main turrets (A, B, and C), 15cm secondary batteries, and heavy AA guns, and you can split fire-control directors across multiple targets simultaneously if you are willing to manage the cognitive load. Radar and optical rangefinders feed different data with different reliability, and dynamic weather - sudden fog banks, day-to-night transitions, Atlantic storms - actively degrades or improves your situational picture. Fleet command adds another dimension: you are not locked to your flagship. Destroyers screen for torpedo threats, cruisers chase damaged merchants, and your Scharnhorst anchors the battle line. When it clicks, the feeling of coordinating a battle group through a squall is genuinely hard to find elsewhere in PC gaming. Now for the honest accounting. This is a solo-developer Early Access title published by MicroProse, and the seams show. Community feedback already flags a visibility-related friction point in early missions where manual rangefinding is nearly impossible without clearer tutorial guidance on low-visibility conditions. GPU load runs hot relative to what the visuals justify - worth knowing before you commit a high-end rig to a long session. The current build offers roughly six to eight hours of distinct mission content, and the planned full campaign, torpedo launcher, and additional hulls (Bismarck, Admiral Graf Spee are on the roadmap) are not here yet. The developer has been responsive with small patches in the first week, which is encouraging, but twelve months of Early Access is a genuine commitment on both sides. For the right player, none of that is disqualifying. If your gaming history runs through Silent Hunter, Destroyer Command, Cold Waters, or the recent Task Force Admiral, this sits squarely in that lineage. The tutorial does a functional job of explaining the fire-control workflow, and the built-in scenario editor means the community can generate content while the campaign materialises. The low price of entry relative to the systems depth is the real argument for jumping in now rather than waiting for 1.0. If you need a complete, polished package on day one, wait. If you like watching an Early Access sim build toward something serious and want to help shape the fire-control feedback loop, the foundation here is solid enough to reward patience. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10 or Later
- Memory
- 8 GB RAM
- Storage
- 15 GB available space
- Graphics
- NVIDIA® GeForce RTX 2070 or AMD equivalent
- Processor
- Intel® Core™ i5
Recommended
- OS
- Windows 10 or Later
- Memory
- 16 GB RAM
- Storage
- 15 GB available space
- Graphics
- NVIDIA® GeForce RTX 4070 or AMD equivalent
- Processor
- Intel® Core™ i7
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Game Info
- Developer
- Bracer
- Publisher
- MicroProse Software
- Release Date
- Jun 2, 2026