Compare Cold Waters prices across 50+ stores and find the best deal. Developed by Killerfish Games. Published by Killerfish Games. Released on 6/5/2017. Available on PC, Mac. Genres: Indie, Simulation, Strategy.

Somewhere between a study sim and an arcade shooter lives Cold Waters, and that narrow band is exactly where submarine tension is sharpest. Read the manual or get depth-charged into oblivion.

I have a soft spot for games that respect the player enough to hand them a real manual and say, figure it out. Cold Waters is exactly that kind of game, and seven years after release it still holds up as one of the only submarine sims on PC that genuinely captures the dread of hunting without being seen. Killerfish Games positioned it as the spiritual heir to the 1988 Microprose classic Red Storm Rising, and that lineage shows in every design decision: Cold War setting, a hypothetical WWIII, lone-hunter fantasy, and a constant pressure to make every tactical choice feel consequential. The mechanical core is real-time naval combat, but calling it an action game would be misleading. Your primary tool is the passive sonar suite, which hands you fuzzy contact data that your crew gradually sharpens into a firing solution. Use radar or active sonar to speed that up and you paint yourself as a loud target for every escort in the zone. Thermal layers, depth management, cavitation thresholds, wire-guided torpedo control, anti-ship missiles, cruise missiles, even the occasional SEAL team insertion, all of it lives on a 2D tactical map and a clean 3D viewport. The UI is sparse by design. There are no tooltips on screen; the in-game manual has actual content worth reading, and the community tip guides exist because several mechanics around wire counts and cavitation depth calculations are never explained anywhere in-game. That is a real criticism, not a quirk. The tutorial gives you static text and the bare minimum of handholding, which has frustrated newcomers consistently since launch. That said, the entry bar is nowhere near as high as a title like Dangerous Waters. Killerfish deliberately stripped out dedicated TMA (Target Motion Analysis) stations and manual sonar classification. Your AI crew handles the pencil-work; you make the command decisions. The three campaigns span 1968, 1984, and a 2000 South China Sea scenario, each era locking you into historically appropriate submarine classes and Soviet or PLA tactics that shift to match the technology of the period. The 1968 campaign plays hardest purely because your weapons have less precision. Mission variety covers convoy interdiction, amphibious landing disruption, submarine-on-submarine cat-and-mouse, and ballistic missile submarine hunts where failure means the war ends badly regardless of how many surface ships you sank. Missions randomize ocean conditions, contact numbers, and enemy positions across replays, so the replayability is genuine rather than cosmetic. Where the game earns its 87 percent positive Steam rating is in the tension it generates moment to moment. Antisubmarine helicopters circle above ready to drop torpedoes the second you vent a blow tank near the surface. Enemy submarines lurk silently in your escape route. Fire too early and the counterattack is immediate; linger too long after a kill and aircraft will triangulate your position. That feedback loop, attack well and get out clean, or make one mistake and watch three torpedoes close on your hull while the crew reads off the range, is difficult to replicate. The AI at higher difficulty settings is genuinely ruthless. The modding community, particularly the Epic Mod with its expanded ship rosters and updated AI behaviors, has extended the game's lifespan well past what the base content alone would support. Mac buyers should note a hard compatibility wall: the game does not run on macOS 10.15 Catalina or above, which effectively means Mac support is dead in practice. PC players have no such issue. The lack of granular keyboard depth controls, the sparse tutorial, and occasional mission spawn positions that drop you in dangerously shallow water are recurring complaints that Killerfish never fully addressed post-launch. None of these are dealbreakers, but they are real friction points. If you have thirty minutes and a YouTube tutorial queued up before your first session, the game transforms from opaque to absorbing very quickly. Cold Waters occupies a gap in the PC library that almost nothing else fills, and the base game plus community mods still represents one of the strongest arguments for why the submarine sim genre deserves more attention. Diego, Scout Team

Cold Waters
IndieSimulationStrategy

Cold Waters

Jun 5, 2017Killerfish Games
GamerScout Says

Somewhere between a study sim and an arcade shooter lives Cold Waters, and that narrow band is exactly where submarine tension is sharpest. Read the manual or get depth-charged into oblivion.

PCMac
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About Cold Waters

I have a soft spot for games that respect the player enough to hand them a real manual and say, figure it out. Cold Waters is exactly that kind of game, and seven years after release it still holds up as one of the only submarine sims on PC that genuinely captures the dread of hunting without being seen. Killerfish Games positioned it as the spiritual heir to the 1988 Microprose classic Red Storm Rising, and that lineage shows in every design decision: Cold War setting, a hypothetical WWIII, lone-hunter fantasy, and a constant pressure to make every tactical choice feel consequential. The mechanical core is real-time naval combat, but calling it an action game would be misleading. Your primary tool is the passive sonar suite, which hands you fuzzy contact data that your crew gradually sharpens into a firing solution. Use radar or active sonar to speed that up and you paint yourself as a loud target for every escort in the zone. Thermal layers, depth management, cavitation thresholds, wire-guided torpedo control, anti-ship missiles, cruise missiles, even the occasional SEAL team insertion, all of it lives on a 2D tactical map and a clean 3D viewport. The UI is sparse by design. There are no tooltips on screen; the in-game manual has actual content worth reading, and the community tip guides exist because several mechanics around wire counts and cavitation depth calculations are never explained anywhere in-game. That is a real criticism, not a quirk. The tutorial gives you static text and the bare minimum of handholding, which has frustrated newcomers consistently since launch. That said, the entry bar is nowhere near as high as a title like Dangerous Waters. Killerfish deliberately stripped out dedicated TMA (Target Motion Analysis) stations and manual sonar classification. Your AI crew handles the pencil-work; you make the command decisions. The three campaigns span 1968, 1984, and a 2000 South China Sea scenario, each era locking you into historically appropriate submarine classes and Soviet or PLA tactics that shift to match the technology of the period. The 1968 campaign plays hardest purely because your weapons have less precision. Mission variety covers convoy interdiction, amphibious landing disruption, submarine-on-submarine cat-and-mouse, and ballistic missile submarine hunts where failure means the war ends badly regardless of how many surface ships you sank. Missions randomize ocean conditions, contact numbers, and enemy positions across replays, so the replayability is genuine rather than cosmetic. Where the game earns its 87 percent positive Steam rating is in the tension it generates moment to moment. Antisubmarine helicopters circle above ready to drop torpedoes the second you vent a blow tank near the surface. Enemy submarines lurk silently in your escape route. Fire too early and the counterattack is immediate; linger too long after a kill and aircraft will triangulate your position. That feedback loop, attack well and get out clean, or make one mistake and watch three torpedoes close on your hull while the crew reads off the range, is difficult to replicate. The AI at higher difficulty settings is genuinely ruthless. The modding community, particularly the Epic Mod with its expanded ship rosters and updated AI behaviors, has extended the game's lifespan well past what the base content alone would support. Mac buyers should note a hard compatibility wall: the game does not run on macOS 10.15 Catalina or above, which effectively means Mac support is dead in practice. PC players have no such issue. The lack of granular keyboard depth controls, the sparse tutorial, and occasional mission spawn positions that drop you in dangerously shallow water are recurring complaints that Killerfish never fully addressed post-launch. None of these are dealbreakers, but they are real friction points. If you have thirty minutes and a YouTube tutorial queued up before your first session, the game transforms from opaque to absorbing very quickly. Cold Waters occupies a gap in the PC library that almost nothing else fills, and the base game plus community mods still represents one of the strongest arguments for why the submarine sim genre deserves more attention. Diego, Scout Team

Tags

singleplayertrading-cardstier:aaaCold War SimDynamic CampaignSonar MechanicsWire-Guided TorpedoesMod-SupportedEra-Based ProgressionSingle Hunter FantasyAnti-Sub WarfareManual-Required Depth

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 52 ProtonDB community reports.

System Requirements

Minimum

OS
XP
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Processor
Intel Atom

Recommended

OS
7
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
4 GB available space
Processor
Core i5

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Game Info

Developer
Killerfish Games
Publisher
Killerfish Games
Release Date
Jun 5, 2017

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What platforms is Cold Waters available on?

Cold Waters is available on PC, Mac.

When was Cold Waters released?

Cold Waters was released on 5 June 2017.

Who developed Cold Waters?

Cold Waters was developed by Killerfish Games.