Command the Boat
Set course and speed. Manage depth. Control your acoustic signature. Decide when to run silent, when to sprint, and when to risk exposing yourself.
Command a nuclear attack submarine in a modern submarine warfare sim built around stealth, sonar, incomplete information, and lethal decisions beneath the North Atlantic.
Hunt enemy ships. Evade hostile aircraft. Strike from the shadows.
You command HMS Artemis, the Royal Navy's most advanced nuclear attack submarine.
Outnumbered and outgunned, you must track enemy fleets by sonar, interpret uncertain contacts, evade hostile aircraft, and decide when to stay hidden — and when to fire.
There are no perfect sensors beneath the ocean. No complete tactical picture. No safe choices.
Every contact is uncertain. Every transmission is a risk. Every weapon fired may reveal your position.
Watch sonar contacts emerge, tracks form, weapons launch, and the tactical picture change in real time.
October 2026. Europe is weak. NATO is fracturing. Britain is isolated. Moscow has laid claim to the resources of the Arctic and North Atlantic. When a confrontation between the Russian Shadow Fleet and a Royal Navy frigate escalates, Britain is pulled into open conflict.
Moscow lays claim to key resources and sea routes across the Arctic and North Atlantic, citing strategic necessity and the protection of Russian shipping.
A Royal Navy frigate intercepts vessels linked to the Russian Shadow Fleet. What begins as a confrontation at sea escalates into open conflict.
Missiles strike across Britain as the Russian fleet advances. The weakness of the Royal Navy is exposed.
US support is absent. European allies hesitate, unwilling to risk nuclear escalation. Britain faces a brutal choice: accept defeat, or fight alone.
With Russian forces pushing into the North Atlantic, HMS Artemis is ordered beneath the waves. One submarine must stalk, survive, and strike back before control of the theatre is lost.
SSN: Artemis is about command under uncertainty. You are not given a perfect picture of the battlefield. You build one from sound, movement, risk, and judgement.
Set course and speed. Manage depth. Control your acoustic signature. Decide when to run silent, when to sprint, and when to risk exposing yourself.
Your enemies are rarely seen. They are heard, inferred, classified, and tracked. Build a picture from incomplete information and decide what is real before it is too late.
Weapons are powerful, but firing is never free. A torpedo can destroy a ship — or reveal your position to every hunter in the battlespace.
Enemy submarines, surface ships, helicopters, maritime patrol aircraft, and torpedoes are searching for you. Stay hidden, break contact, use the ocean, and survive.
SSN: Artemis is built around simulated underwater acoustics, movement, and detection.
Sound travels through the ocean. It fades, bends, reflects, and hides. Speed creates noise. Depth changes what you can hear. Active sonar can reveal an enemy — and betray you in the same moment.
To survive, you must understand the battlespace, not simply react to it.
Speed, depth, cavitation, machinery noise, and tactical choices affect how detectable you are.
Contacts are uncertain. Bearings drift. Classifications improve over time. The tactical picture is something you build, not something you are given.
Listen silently, classify contacts, or risk active sonar to force the truth into the open.
Torpedoes, decoys, evasive manoeuvres, and timing decide whether you survive the exchange.
The war has already begun.
Russian forces are moving through the North Atlantic. British surface forces are under pressure. Air cover is limited. Intelligence is incomplete.
HMS Artemis is ordered to deploy, locate the advancing fleet, and restore contact before Britain loses control of the theatre.
SSN: Artemis is in development for PC.
Wishlist now and follow development as HMS Artemis prepares to deploy beneath the North Atlantic.