HI version is available. Content is displayed in original English for accuracy.
You all gave extremely valuable and helpful feedback back then - thank you so much for that. It led to a lot of improvements:
* I reworked the onboarding tutorials multiple times for clarity, adding protections to stop players from shooting themselves in the foot
* I dropped the Comic Sans-reminiscent font and replaced it with Barlow Condensed
* I improved the layout of the dials for all screen sizes to keep players on top of things
* I added an "Angle-on-Bow recognition trainer" for practicing estimates of ship angles
For the full version, I fleshed out a full campaign with radio intelligence, patrol zones, and lots of historical events impacting things like which naval bases still exist, which types of missions are given, and how reliable your torpedoes are. (And just for fun, I added a full cribbage mini-game as well!)
Now, just minutes ago - almost exactly six months after I started development - I fully released Silent Shark on Steam (Windows, macOS, and Linux) and can't wait to see where things go from here. I have lots of ideas that could work well with this more map-centered approach.
The Steam page is here => https://store.steampowered.com/app/4705650
The landing page is here => https://silentshark.app
I'd be really interested in whether you think the onboarding is clear enough now, and if you have related game ideas that might benefit from a more map-based UI.

Discussion (9 Comments)Read Original on HackerNews
So far, it's really fun and the tutorial is great! A few things that could be potentially added to the game:
- Crew management (nothing fancy, just a bit, like food management)
- Different kinds of torpedoes (if the US had that, I only know about German submarines)
- Countermeasures (like noise makers)
- Seeing resources (number of torpedoes) on the campaign map
- A better indication whether a ship is sunk or will stay afloat (I resolve and don't know if the ship has been sunk or not)
- And German submarines + campaign of course
The only AI graphics in the game (as described on Steam) are literally just clean-up jobs of existing historical maps. That is it.
This is very much a hand crafted game. The design is my own - what I heavily used AI for was the coding side of things as well as for creating my own tools for myself to design things like ships, instrument dials, shipping lanes, etc.
Correct, this is a sim game, a genre of game that typically puts data at the forefront and art on the burners.