
UBOAT
After five years in Early Access, this crew-management submarine sim finally ships fully formed, and the depth of decision-making is unlike anything else in the genre right now.
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About UBOAT
I track sim releases the way other people track football transfers, so UBOAT has been on my radar since its Kickstarter days. After five years grinding through Early Access, the full release landed in August 2024, and the question was always the same: did Deep Water Studio actually finish what they promised? The short answer is yes, mostly, and the long answer fills the rest of this review. At its core, UBOAT layers three distinct games on top of each other. There is a campaign-driven naval combat sim where historically grounded missions range from laying mines in English waters to hunting Atlantic convoys. Beneath that sits a survival sandbox where torpedo inventory, fuel cells, battery charge, and food stores all demand constant attention. And threaded through both is what makes UBOAT genuinely distinctive: a crew simulation where every sailor has a named personality, individual skill progression, and a morale track that degrades if you mismanage rest cycles and meal rotations. You are not steering the Type VII or Type II directly. You are commanding the men who steer it, and that distinction changes every decision you make. The side-view crew compartment layout borrows visual logic from Fallout Shelter, but the stakes are far higher: a sailor left at his post too long will pass out at a critical station, and the cascading failure that follows can sink the whole boat faster than a destroyer's depth charges. The sim fidelity is serious. Ballast distribution affects trim angle. The 88mm deck gun, periscope, and hydrophone station can all be operated manually if you want direct control, or delegated to officers if you prefer the commander role. The damage system is the game's survival backbone: hull leaks require immediate crew assignment, and the compressors and pumps visible in the cross-section view are working systems, not set dressing. Veteran sub-sim players coming from the Silent Hunter series will find the career mode the richest in the genre at this point. Newcomers can dial back the realism settings and learn the systems at a gentler pace. That scalability is real, not marketing text, and it earns the game considerable goodwill. But UBOAT is not without friction. The tutorial is functional but under-explained for the complexity level, and some players report having to redo it on a fresh campaign with no skip option. Crew autonomy is a recurring community complaint: sailors will abandon posts without explicit orders, which reads as either authentic naval chaos or artificial micro-management hell depending on your tolerance. Bugs at launch included stranded ships in port, torpedo loading stalls, and occasional HUD disappearances. Patches have addressed a number of these, and the developer has remained active post-launch, but the Xbox version in particular carries the additional penalty of a control scheme that was clearly designed around a mouse. The pacing is also genuinely slow outside of contact situations, which is historically accurate and also something you should know before you buy. The mod ecosystem through Steam Workshop is an active positive. Community mods add realistic torpedo fire-control computers, extended historical ship rosters, and deeper sinking physics for players who find the base game insufficiently hardcore. That the modding pipeline exists and is populated matters a great deal for long-term value, especially for a game in a niche genre where official content updates move slowly. If you have the patience for a simulation that demands you treat a U-boat patrol as a multi-session project rather than a combat hit, UBOAT delivers the most complete experience the sub-sim genre has produced in over a decade. Go in on PC, commit to the tutorial, and accept that the first patrol where Allied air cover sinks you after forty minutes of careful setup is just the game teaching you to respect the Atlantic. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Unsupported. Runs great on Linux after minor tweaks. Based on 120 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7 64 Bit / Windows 8 64 Bit / Windows 10 64 Bit / Windows 11 64 Bit
- Memory
- 6 GB RAM
- DirectX
- Version 11
- Storage
- 71 GB available space
- Graphics
- GeForce GTX 750 Ti 2GB (1080p Low) or AMD equivalents
- Processor
- Core i3 3.1 GHz or AMD Phenom II X3 2.8 GHz
- Sound Card
- DirectX compatible
Recommended
- OS
- Windows 7 64 Bit / Windows 8 64 Bit / Windows 10 64 Bit / Windows 11 64 Bit
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 71 GB available space
- Graphics
- GeForce GTX 1060 6 GB (1080p High), GeForce GTX 1070 8GB (1080p Extreme) or AMD equivalents
- Processor
- Intel Quad Core i7 3770K or AMD Ryzen 5 1600X
- Sound Card
- DirectX compatible
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Deep Water Studio
- Publisher
- PlayWay S.A.
- Release Date
- Aug 2, 2024