The Physics
[placeholder] Most submarine games fake the hard part. SSN: Artemis simulates it. Sound, water and the boat itself are modelled from first principles — the ocean is the real opponent.
Sound That Behaves Like Sound
[placeholder] Acoustic energy refracts, spreads and fades through real water. Range, depth and frequency all change what you can hear — and what can hear you.
The Thermocline Is a Wall
[placeholder] Layers of warm and cold water bend sound. Duck beneath the layer and a hunter loses you; sit above it and you light up the whole basin.
Every Contact Is a Solution
[placeholder] No magic contact markers. You build a target's course, speed and range from bearing over time — the same target-motion analysis a real fire-control party runs.
Mass, Trim and Momentum
[placeholder] The boat has weight. Ballast, buoyancy and control surfaces are simulated, so depth changes take planning and a hard turn bleeds your speed.
Your Signature Is Physical
[placeholder] Cavitation, machinery noise and flow noise scale with what you do. Go fast and you get loud; rig for silent and you trade speed for stealth.
Weapons Obey the Same Rules
[placeholder] Torpedoes run, search and home under the same acoustics as everything else — fuel, seeker cones and countermeasures all matter.