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Old 02-18-13, 07:15 AM   #1
Join Date: Jul 2008
Location: 37°47'S 144°58'E (Melbourne, Australia)
Posts: 197
Downloads: 27
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Working on a new submarine sim: Sub Commander - advice needed!

EDIT: Latest Version: 0.28
Download Latest Version Here:
(Download, then unzip the entire folder and run subcommander_0_28.exe)

VirusTotal link (to prove the file is safe):
(An obscure Russian antivirus program returns a false positive but the more mainstream, trustworthy programs show it is safe)


A (slightly outdated) guide/manual is now included in the .zip file, titled 'guide.txt'

Submarine Development Tools:
Made a custom submarine? Share it here!

Sub Commander is a free, independently developed roguelike submarine simulator with an emphasis on realism and freedom of choice. Originally, the game was envisioned to be a kind of cross between Dwarf Fortress and the film K-19 The Widowmaker but it is rapidly growing to a full featured submarine warfare simulator. Eventually I plan to simulate all aspects of cold war era naval and aerial combat, so the player's submarine will be in the midst of a dynamic, procedurally generated global war.

One of the main focuses of the game is dealing with accidents and emergencies aboard the submarine. Nuclear submarines are hugely complicated pieces of equipment and there's a lot which can go wrong - fires, flooding, radiation leaks, lack of oxygen etc are all accurately simulated. Careful management of the crew and the submarine's automated systems is essential to conquer these threats and complete your mission successfully. In some ways, it's like a much more complex version of Faster Than Light aboard a submarine (without the fancy graphics unfortunately!)

While the simulation of the onboard systems is highly detailed, I have tried to ensure the game is accessible to almost anyone and the learning curve is not too steep. The graphics are very basic but I try to keep them clean and functional - but I admit great graphics were never a priority for this game.

Key features:
- 38 nations represented in game, 36 of which are playable
- AI controlled forces consisting of 23 classes of ships and 10 types of aircraft, all with historically accurate armaments
- Huge in game map covering the entire globe, with more than 80 cities (uses high-res NOAA sea depth data)
- Realistic physics-based modelling of fire, fluid dynamics and radiation aboard the sub
- Extremely detailed submarine with accurate models of all important systems

Full Mac and Linux compatibility is planned eventually. In the meantime, players have reported it is possible to run the game through Wine on Linux and Wineskin Winery on OSX. The following instructions were posted in the Reddit thread for the game by user arcsey:
"Use Wineskin Winery. Create a wrapper with Wineskin 2.6.0 (current version) and use WS9WineCX13.1.0 as your engine. Just move the subcommander_0_21 folder into Program Files and set subcommander_0_21.exe as the executable. It should run fine without having to change any other settings."

Sub Commander is under active development, with new updates released anywhere from once a week to once every couple of months. Any feedback, suggestions or bug reports are greatly appreciated!

A lot of people have recently asked about where to send donations / if I will make a Kickstarter etc. I'm amazed and honoured that people think this is a project worth donating to!

I want to make it clear that Submarine Commander will always be completely free, and that I do not in any way expect donations. But if you love the game and really want to make a donation to the project, you can send a donation via paypal to
Thank you!

Screenshots (v0.20):
Nuclear reactor management


Activating fire supression system

Download links for previous versions:
Version 0.27 (Alternate link:
Version 0.25
Version 0.24
Version 0.23
Version 0.22
Version 0.21
Version 0.20
Version 0.19
Version 0.18
Version 0.17
Version 0.16
Version 0.15
Version 0.14
Version 0.12
Version 0.10
Version 0.09
Version 0.08
Version 0.07
Version 0.06
Version 0.04

Last edited by TheGeoff; 06-26-16 at 06:42 AM.
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