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Destroyer: The U-Boat Hunter
« on: September 29, 2020, 02:14:00 PM »


Destroyer: the U-Boat Hunter is an interactive war thriller which seamlessly blends tactical WW2 anti-submarine warfare simulation with a gripping storyline. Take command of a meticulously reconstructed Fletcher-class destroyer and lead your crew against nazi U-boats in the Battle of the...


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DESTROYER: the U-Boat Hunter - cinematic trailer





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Destroyer: The U-Boat Hunter is an interactive war thriller which seamlessly blends tactical WW2 anti-submarine warfare simulation with a gripping storyline, presented through Hollywoodesque, interactive cutscenes. Take command of a meticulously reconstructed Fletcher-class destroyer and lead your crew against nazi U-Boats in the Battle of the Atlantic!

The story unfolds through a choice and consequence mechanic, allowing the player to shape the fate of the crew plunged into a deadly struggle against a devious and stealth enemy. They will have to overcome both the underwater threat and their own shortcomings in order to make sure that the convoy they are protecting makes it safely across the pond.



Lead a whole destroyer squadron and make tactical decisions to protect your sheep from the steel wolves. Track contacts and plot anti-submarine attacks using authentic equipment. Experience war at sea from the perspective of a tin can sailor, and shape the story as it develops, making key decisions both in and outside the heat of battle.

It is all in your hands, captain! Will you lead your men to victory by making sure that your convoy reaches its destination, or will it fall prey to enemy torpedoes, depriving the allied war effort of the precious supplies you were trusted to protect? Only you can answer the question!


















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Offline Asid

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Re: Destroyer: The U-Boat Hunter
« Reply #1 on: September 29, 2020, 02:15:01 PM »
DESTORYER: The U-Boat Hunter - gameplay trailer
29 Sept 2020





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Re: Destroyer: The U-Boat Hunter
« Reply #2 on: October 23, 2020, 03:27:37 AM »
Dev Diary: Locations and gameplay
Thu, 22 October 2020



The recently released gameplay trailer has allowed us to gather a healthy dose of long-awaited feedback. Truth be told, being the lead designer of the game and the director of the trailer as such, I was both overjoyed and anxious about the release. On the one hand, I wished that everybody could finally see it so we could gauge the reaction, but, on the other hand, one can never be 100% sure of their creations until the judgement is passed.

Thankfully, the feedback that we have received has been overwhelmingly positive and it is great to know that the vast majority of viewers enjoyed it and they are happy with the direction that we have chosen for the game. I would like to express my thanks to everybody who shared their opinions, both positive and negative, as that constitutes great help in refining and clarifying the vision for the game.


The sonar room - Real photo / In-game footage

The trailer, however, shows but a small dose of the whole experience and there is still a lot more to come, e.g. the sonar room. The stations located therein will be absolutely essential to hunting submerged U-boats, and trust me - they will submerge once they detect your presence (we are not planning Greyhound-style suicide runs, that’s for sure). Therefore, you will need to dedicate some time and effort to pinpoint their exact position, and it is sonar that will allow you to do so. However, the most crucial complement to sonar was the Tactical Range Recorder (TRR for short), which served to measure the so called ‘range rate’, i.e. the speed at which you are closing in on the target. As you can imagine, the TRR will give you a heads up regarding when to drop your depth charges, so it is a piece of equipment that you may want to know how to use well.


The sonar room - Real photo / In-game footage

The engine room, conversely, is still a little bit vague in the sense that we are not even 100% sure if we can squeeze that part of the game in without making the whole experience too complicated, but this is something that only extensive testing can prove. For now, we are up to our eyes in work regarding the CIC (which has a lot of different stations that need to work perfectly together) and once we are done with it, we will be following it up with the sonar room so that we can actually start hunting :) That being said, let me finish with a quick account of how things are going and where we are with the project, because that’s something that you would probably like to know.


The engine room - Real photo

OK, so the convoy, the escorts, and the first U-boats have already been set up. Basic pilothouse functionalities are in place, so you can steer the ship around. Next, we’ve got observer posts and their binoculars working, along with a 360 degree scale that allows you to make sure which direction you are looking. As regards the observers, they will simply act as your eyes on deck. This will facilitate maneuvering, but will also enable you to use searchlights whenever necessary, and it might so happen that you will need to rely on those searchlights to spot periscopes of those sneaky U-boats that have already managed to slip past your escort screen.

As for the CIC, we’ve got the radar up and running, so there is already a good view of what’s happening on the surface. Now, however, we are working on one of the more complicated devices and gameplay functionalities, i.e. the DRT (the plotting table). We’ve already got the light bug moving around in accordance with our destroyer’s maneuvers, and you can also reset it, if need be. At present, we are focusing on the Parallel Motion Protractor (the arm with the disc and ruler) that will enable you to do exactly what you saw in the trailer, which is to determine what sort of maneuver will allow you to cross the enemy’s path and how much time you would need to get there in order to unleash your depth charge attacks.

Apart from that, the DRT will also encompass a lot of different functionalities that you did not see in the trailer. Those, however, I will gladly discuss with you in the next devlog lest I have nothing new and interesting to report.

...which is very unlikely, but I shouldn’t be spending so much time writing these anyway, right? :P

Destroyer: The U-Boat Hunter
Destroyer: The U-Boat Hunter
Q3 2021
Simulation
Immersive Sim
Naval Combat
Real Time Tactics
World War II
Destroyer: the U-Boat Hunter is an interactive war thriller which seamlessly blends tactical WW2 anti-submarine warfare simulation with a gripping storyline. Take command of a meticulously reconstructed Fletcher-class destroyer and lead your crew against nazi U-boats in the Battle of the Atlantic!

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Re: Destroyer: The U-Boat Hunter
« Reply #3 on: December 12, 2020, 01:40:02 AM »
Destroyer made it to the top!
Fri, 11 December 2020

Our game is in the Top 100 Indie Games of 2020 on Indie DB



Hi guys!

We have something special to announce!

Destroyer: The U-Boat Hunter has made it to the Top 100 Indie Games of 2020 in the annual Indie of the Year Awards by Indie DB 🙌

You guys are awesome, thank you!

But now we have another battle to win, and we need to ask you for your votes once again. If you want to show your support for our game, please follow the link below and vote for Destroyer: The U-Boat Hunter in the Upcoming Games -> Realistic Sim category 🙏 Voting ends on December 21st.

https://www.indiedb.com/games/destroyer-the-u-boat-hunter

Cheers!
Iron Wolf Studio


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Re: Destroyer: The U-Boat Hunter
« Reply #4 on: December 19, 2020, 11:40:43 PM »
Dev Diary: News from the frontline
Fri, 18 December 2020



Hello everyone,

I would like to apologize for the recent drop in activity as far as devlogs are concerned, but, as you might expect, we are working around the clock to make Destroyer a reality. However, I have recently managed to find a few minutes in my busy schedule to let you know how things are and what we are working on. And that is, at present, the question of depth charge attacks carried out by our escort vessels in the game.

Before the invention of the so-called ‘ahead-thrown weapons’ (such as the Hedgehog, the Mousetrap, or the Squid), escort vessels primarily attacked submerged U-boats by firing a barrage of depth charges. To carry out a successful attack, the escort had to detect a submerged U-boat using sonar, the crew had to calculate the optimal dropping point and time, and finally carry out the attack.

Because of how the sonar operated in the forties, escort vessels would always lose contact with the attacked U-boat during the last stage of the attack approach. In 1942, a surface vessel would lose sonar contact with the U-boat at a distance of approximately 175 yards, which would force it to execute the last stage of the approach blindly, relying solely on the previously obtained data. I’m sure you can remember the quick intercept calculation from our gameplay trailer, and a depth charge attack requires a similar, yet even more detailed plot in order to maximize the chance for a hit due to the aforementioned technological shortcomings.

What is more, the final phase of approach was crucial, because it gave the U-boat a brief window during which it could attempt to change course unbeknownst to the escort crew and sneak out from the kill zone. If the U-boat evaded too early, the change of course would be (hopefully) noticed by the sonar operator. If, on the other hand, the U-boat executed the maneuver too late, there wouldn’t be enough time for it to escape from the area of attack before the depth charges went off. Therefore, the best moment for the U-boat’s evasive maneuver was as soon as the sonar lost contact as a result of the escort approaching. Anything too early or too late after that would severely limit the chances of the U-boat sneaking out unscathed.

Below you can see two diagrams showing how the sonar beam was shaped and how the DRT plotter would calculate the right place and time for firing the barrage, based on the previously obtained U-boat’s movement parameters:





As you can see, the escort vessel had the highest chance of hitting the target when crossing the U-boat’s course ahead of its bow, and firing the barrage between 60 and 90 seconds before the U-boat would reach the dropping point (as we have to take into consideration the time required for the depth charges to drop to the assumed depth).



However, the hardest part came after the attack itself, because having lost contact, and without an immediate confirmation of the attack’s success or failure, there were numerous considerations for the Captain and the rest of the escort crew to make.

Those, however, will be discussed in our next devlog.

Stay tuned!

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Re: Destroyer: The U-Boat Hunter
« Reply #5 on: January 15, 2021, 01:43:09 AM »
The Tactical Range Recorder
Thu, 14 January 2021



Hello everybody,

We are beginning our work on the Sonar Room, which means that I can once again share a few (hopefully interesting) facts about the equipment contained therein. I guess it doesn’t come as a surprise that there is a sonar, but perhaps a little less obvious is the other station you will find there, namely the Tactical Range Recorder. This hugely important device was introduced in 1942 and was of great help to destroyer crews in making accurate attacks against submerged U-boats. And, since I shared a few different sonar details in the previous devlog, then, for a change, I guess I could say a word or two about this long-forgotten piece of technology. If you ask me, this is some real WW2 archaeology right here 😉



The Tactical Range Recorder measured the so-called ‘range rate’, i.e. the speed at which the distance between an anti-submarine ship and its submerged target would close during an attack approach. It had a mechanism that could translate the sonar’s echo into electric impulses that energized a stylus which, in turn, marked the current distance on a special kind of paper that was rolling through the device. The result was a line graph which, when interpreted using different settings of the device, would indicate the best moment to fire a depth charge barrage.

The paper was rolling downwards, while the stylus was moving from its starting left-side position to the right, marking distance to target on a horizontal scale and then returning to its initial position. As the destroyer was approaching the target, the diagram would eventually shape into a straight diagonal line - the heavier it was leaning left, the faster the distance was closing. A key element of the operator’s job was to properly rotate the transparent plexiglass piece (called the ‘plotter bar extension’) with parallel lines marked on it, so that the angle of those lines (including the all-important ‘firing line’) would match the angle of the line graph. If this alignment was correct, the perfect time to launch the barrage would be signalled by the graph crossing the firing line.



There were, of course, tons of other adjustments to make on the TRR, but we are not going to burden you with all of those (simply because there’s quite a lot of them!). What you will need to do, however, is to set the depth of the depth charge explosion and adjust the angle of the plotter bar extension, so that the lines marked on it align parallelly with the range-rate graph. It may sound simple, but with the rest of the operation on your mind, it will be more than enough to wrap your head around.

In short, all those minute settings influenced the arrangement of the plexi’s hinge against the “window” through which the paper was moving. The “zero-zero” point was in the top left corner of the window, while different scales allowed the operator to adjust the position of hinge, thus correcting time (vertically) or distance (horizontally). This was done based on variables such as the expected depth of the U-boat, own ship’s speed, or even the distance between the sonar transceiver and the ramps which the depth charges were dropping from. Especially for a new player, that would be immensely challenging, so the game won’t require you to do it all by hand (although, at some point, we may opt for a ‘hardcore’ mode... Who knows, right?).



Therefore, as always, we will be focusing on the very essence of the operator’s work. Keeping track of the graph for a while will allow you to align the plotter bar extension correctly, and once the graph goes beyond the firing line, it is time to fire! If you execute the above instructions correctly, then together with proper planning, plotting, and captaining, your chances of scoring a hit will rise exponentially! And, above all, with its fluorescent markings on the paper, the scales around the ‘window’, and all the moving elements, the TRR is simply a cool piece of gear! Perhaps our version doesn’t look like much yet, but once we manage to get all the textures and lighting into place, it will look like a proper sci-fi targeting device straight out of the forties.




And, come to think of it, each time I try to explain how it works to a new person, I always use the analogy of the X-wing targeting computer that Luke Skywalker used in the famous Death Star trench run.

Funny as it may seem, this explanation always works like a charm 😉

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Re: Destroyer: The U-Boat Hunter
« Reply #6 on: February 04, 2021, 02:24:02 PM »
Dev Diary: Sonar Room Update
Thu, 4 February 2021



Hello!

While you could read my thoughts on the TRR in the last devlog (above post), at that point we still didn’t have too much to offer in terms of eye candy.

Since then, however, our work on the sonar room as a whole has progressed considerably, and we can finally show you an almost ready QGB sonar stack, as well as the TRR itself.



Some of you will probably notice that the sonar console has changed considerably since the release of the cinematic trailer, and that would be 100% correct. Truth be told, we were under immense pressure to release that trailer ASAP, but thankfully we were able to complete our research and find the most appropriate sonar model for 1942, which would be the QGB searchlight sonar that you can see in the pictures.





It had a number of interesting features that I will most probably discuss in the next devlog, but I think you have had enough of my rambling by now, so I am going to let the screenshots speak for themselves.

Hope you like them!

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Re: Destroyer: The U-Boat Hunter
« Reply #7 on: July 16, 2021, 11:22:57 PM »
First tutorial video!
Fri, 25 June 2021

Learn the basics

Hello, Destroyer fans!

Destroyer: The U-Boat Hunter is not a simple game to play, but we have no doubts you will handle it! However, we don’t want to leave you without any help. If you read our last dev log, then you know that we will be releasing tutorial videos for you to see what we have achieved thus far and evaluate the game’s complexity level yourselves.

We are starting just now!

The first tutorial video explains how to control our destroyer’s maneuvers from the bridge.

Enjoy!




If you have any questions - feel free to ask in the comments or join our Discord server to talk with the devs!

Please stay tuned for more updates!
Iron Wolf Studio
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Re: Destroyer: The U-Boat Hunter
« Reply #8 on: July 30, 2021, 11:36:29 PM »
A few words about the Gun Director and Lookouts
Fri, 30 July 2021

The more you know the better you destroy u-boats



Hi, Destroyer fans!

TGIF for two reasons. First, the weekend is close! Second, we have the fifth episode of our game tutorial for you! This time we will focus on Gun Director and Lookouts:




The Gun Director houses the optics of the main gun battery and is used to make some damage to surfaced u-boats, but that's not all. Let's focus on the many options at your disposal.

Feedback!

We are still collecting feedback! Please post it under the demo announcement and on our Discord, where we answer your questions.

Please stay tuned for more updates!
Iron Wolf Studio

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Re: Destroyer: The U-Boat Hunter
« Reply #9 on: August 12, 2021, 11:35:47 PM »
Demo feedback update!
Thu, 12 August 2021

Feedback received and what's next? Read below!
 
Hello, Destroyer enthusiasts!

First, many thanks to everyone who has participated in the playtest so far. The response has been great, you've given us a lot of valuable feedback, we've thoroughly checked everything (even if we didn't manage to write back every time, rest assured that your posts have been noticed) and we take it all into account!

We have just finished processing demo feedback and have completed the task list for the team!

Here's what we are working on right now:

•   free camera look for all stations

•   switching between stations via hotkeys

•   improved 'Crest' water effects

•   new messages from sonar, e.g. 'sounds of torpedo tube outer doors opening'

•   new messages from lookouts, e.g. 'torpedo in the water'

•   all inconsistencies between text and audio to be fixed

•   relative bearing for sonar, lookouts and gun director

•   improved destroyer and U-boat physics

•   text localization in multiple languages

•   auto-plot for DRT & OSC

•   pencil functionaity for DRT (drawing a constant line from the center of the light bug)

•   selective eraser for DRT / OSC

•   automatic TRR settings

•   'game settings' menu in the pause menu, allowing to pick and choose which of the extra cameras and automations you wish to use

•   collision warning (ship siren and message from the lookouts)

•   various DRT user experience improvements (bigger clicking box for drawing Xs and more)

•   pattern selection for depth charge drops

•   external camera

•   hot keys for steering and speed control

•   improved audio report queueing and selective muting

•   text window improvements (bigger, improved scrolling, various colors for different stations, etc.)

•   destroyer camouflage selection (still to be confirmed)

•   sailor models in all stations (still to be confirmed)


Important!

This list is not complete due to some things we have yet to keep secret. Also, bear in mind that not everything will be implemented before the next version of the demo. However, we feel that these are the things that were mentioned most often, and we plan to improve them in the nearest future.

Join our Discord to be the first to get updates and information on the game development. Thank you again for your involvement!
Stay tuned!
Iron Wolf Studio


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Re: Destroyer: The U-Boat Hunter
« Reply #10 on: October 01, 2021, 01:15:10 AM »
New Destroyer demo at October Steam Next Fest!
Wed, 29 September 2021

We are happy to announce first improvements!
 


Hello Destroyer fans!

October is upon us and Steam Next Fest is just around the corner, so we are getting ready to release a new version of our demo! As you know, we have already released the first playable version earlier this year through Steam Playtest. It met with a lot of praise and we received a lot of quality feedback from the naval warfare and subsim community. Now, we are getting ready to release a new version at Steam Next Fest in October.

And here’s what the new demo brings to the table:

•   7 new language versions

We believe that Steam Next Fest could help us reach a lot of new players, and so we have translated the game into
7 new languages (text only), including Spanish, French, German, Italian, Chinese, Russian, and Polish
. We hope that this will facilitate onboarding for non-English speakers and introduce many new fans of the genre to the game.

•   Easier onboarding for new players: automatic plotting and targeting

We believe this can be a game-changer for anyone who is totally new to navigation and target motion analysis.
Those functions can now be automated, so you can feel more like a captain, with the CIC doing all the dirty work for you.
This can, of course, be switched on and off in the pause menu, so everyone can determine their preferred level of automation.



The same applies to depth charge targeting
: the speed and depth can be set by your recorder officer, so the only thing you will need to do is to adjust the transparent plotter bar angle and press ‘fire’ at the right time. The TRR is one of the more tricky parts of the game, but can help you A LOT with your accuracy, provided you set it right - this feature does exactly that for you!



•   Relative bearings

The feature that was most requested by naval warfare veterans is here!
You can now switch between true and relative bearings not only on the sonar console, but also with the gun director and lookouts.
Again, you have full control over how you wish to play, so feel free to configure everything to your liking.


 
•   New audio reports

Your lookouts can now spot torpedo wakes, sonar will report on torpedoes in the water, the gunner will confirm hits on target, and more. While not game-changing,
we hope these new lines will make the audio part more complete.

•   Destroyer and U-boat physics

While there wasn’t enough time to address this issue in full, we have nevertheless managed to slightly improve such characteristics as
acceleration and deceleration, turning, inertia, and so on.
There is still a lot of work ahead of us in this regard, and even more in terms of the visual presentation of water effects, but we didn’t want to leave this issue unaddressed, and so we hope you will find the small fixes satisfactory.

•   New camera options and hotkeys

A lot of players requested a free look mode for all stations
, as well as an external view. You can find both of the above in the new version. We have also started introducing
hotkeys
, so you can change between stations by pressing keys from 1 to 6.
More features like this will be added as the game matures and we can focus more on improving overall user experience.
There are a few other features that we hoped we could deliver (such as various depth charge patterns, improved audio report queueing, and U-boat AI), but there wasn’t enough time to test them fully. Rest assured, however, that we are working on them and that they will make their way into the game.
See you at Steam Next Fest!

With all that said, please make sure to
try our new demo at the October edition of Steam Next Fest
. Tell your friends, give it a try, and, most importantly,
let us know what you think about it!

Thank you!
Iron Wolf Studio


Support us and follow:
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Re: Destroyer: The U-Boat Hunter
« Reply #11 on: December 09, 2021, 12:32:46 AM »
The next step
Wed, 8 December 2021

We are now taking the project to a whole new level




Dear Destroyer fans!

Following the Steam Next Fest release of our demo, we have once again gathered a lot of feedback, taken a deep breath, and we are now taking the project to a whole new level. Destroyer is growing, and to give you the first glimpse of what is to follow, we would like to show you one of the new stations that has already been prepared for your upcoming fights against enemy wolfpacks.

That’s right!

In its final form, Destroyer will be just as much about your own ship’s maneuvers, as it will be about commanding your whole escort screen against an entire wolfpack. Because of that, we need to empower the player with new systems and ways of tracking and gathering data on the steel wolves attempting to ensnare the convoy. Perhaps you can remember the two stations from our gameplay trailer that did not make their way into the demo. Well, the reason for their absence was simply because they weren’t necessary back then. In the full game, however, they will help you deal with multiple enemies and evaluate the overall tactical situation.

One of those stations is a board for keeping track of multiple contacts. It was very early in the project when I decided to use it in the game in order to let the player keep track of all the essential information on multiple foes. And well, whaddya know - it actually serves the exact same purpose as it did on an actual warship, so it’s not like we are reinventing the wheel here. Regardless, I really like how it blends with the rest of the design and how it allows the player to immediately see all the most recent information about every contact encountered.



As you can also see on the board, we are currently fighting against two U-boats and, from our initial testing, we can already tell you that the board is of great help
, especially if you lose contact with one of them. The reason is that once the contact has been lost, the board still holds all the last known information about it, allowing you to plot its position from the point in time where you lost it. So, you can simply backtrack to your own destroyer’s position on the given time on the DRT, and that will allow you to roughly plot the estimated contact position based on that data.

What is also important, selecting a contact on the board switches all the reporting to that particular contact, with only the most crucial information on other contacts being given (lost, regained, etc.). This way, the player can filter among the reports to hear only reports about the selected contact. After all, the chosen contact is the one that the player will track and attack first.

With the ‘contacts’ board up and running, we are currently working on getting the tactical display working as well
. This will be the last station added to the game, so once it is ready, we will no longer need to work on new stations and will be finally able to focus on perfecting and polishing everything we have done so far. At least from the destroyer side, that is, because there is still TONS of work to be done on the U-boat AI, escort vessel AI, and how they interact with one another.



That, however, will be discussed in the next devlog

We hope that the new, tactical level of gameplay introduced by commanding your AI escorts against multiple U-boats will add a new and exciting layer of decision-making to the game.

We would also like to thank everyone who has played our demo and shared their feedback - it is much appreciated, and we will do everything we can to make the game cater to your anti-submarine cravings. We also hope that you will stay excited about Destroyer and that you will keep following the game and help it thrive with your feedback until the official release.

Thank you!
Iron Wolf Studio

Destroyer: the U-Boat Hunter is an interactive war thriller which seamlessly blends tactical WW2 anti-submarine warfare simulation with a gripping storyline. Take command of a meticulously reconstructed Fletcher-class destroyer and lead your crew against nazi U-boats in the Battle of the Atlantic!

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Re: Destroyer: The U-Boat Hunter
« Reply #12 on: March 30, 2022, 12:02:21 AM »
A lot is happening...
Tue, 29 March 2022



Some of the game’s new features, lots of visual improvements and a general overview


Hello, Destroyer fans!

Today, we would like to show you a brand-new video from Destroyer: The U-Boat Hunter
. It shows some of the game’s new features, lots of visual improvements and a general overview of what the full experience will bring.

There is a lot going on, so we would like you to stay updated. You can also expect major announcements very soon, revealing the most important facts about the current status of the project.




Stay tuned!
Iron Wolf Studio

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Re: Destroyer: The U-Boat Hunter
« Reply #13 on: April 22, 2022, 11:43:15 PM »
Daedalic Entertainment collaboration announcement
Fri, 22 April 2022

Iron Wolf Studio is proud to announce the beginning of collaboration with Daedalic Entertainment



Dear Destroyer fans,

Things have been rather quiet for some time, but now we can finally share with you the single most important piece of news since the very announcement of Destroyer! Iron Wolf Studio is proud to announce the beginning of collaboration with Daedalic Entertainment, the new publisher of Destroyer: the U-boat Hunter! That’s right! We are very excited to share the news with you, and we are confident that the expertise and publishing support that Daedalic Entertainment can contribute to the project will allow Destroyer to reach new heights and appeal to broader audiences.

At the same time, it has become apparent that in order to realize the new scope of the game that we are now able to deliver thanks to Daedalic’s Support, the release will have to be postponed until Q3 2022. We are sorry to break the news to you so late in the process, but only now are we sure that we will be able to introduce new features into the game that would have been otherwise unfeasible.



Speaking of which, Destroyer will receive a plethora of new and exciting features, including an all-new tactical mode
that will vastly reduce the learning curve for casual players! This special mode will transform the game into a third-person perspective & RTS hybrid, focusing on presenting the convoy battles in the most intuitive and spectacular way!

Just to make things clear...

The tactical mode WILL NOT impact or simplify the simulation mode
of the game in any way, so all our hardcore simulation fans can rest assured that the experience that they are waiting for will be as realistic and as deep as they have come to expect (or even better!). The tactical mode, simply put, will be the same demanding game, but presented from a more casual and easily digestible perspective, allowing even less experienced naval warfare enthusiasts to dive right into the fray. The two modes will be completely separate, so, in the end, it will be like getting two great games at the price of one!



Please stay tuned for more information
and new materials, as we are now stepping up our efforts in a bid to deliver an even more polished and complete product. With Daedalic Entertainment joining forces with Iron Wolf Studio, we are confident that Destroyer: the U-boat Hunter will deliver a truly unforgettable experience, and will take its rightful place as the most exciting destroyer simulator ever made.

Iron Wolf Studio

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Offline Asid

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Re: Destroyer: The U-Boat Hunter
« Reply #14 on: September 29, 2022, 01:45:20 AM »
Destroyer: The U-Boat Hunter is out now!
Wed, September 28, 2022




We are now in Early Access!




Fire up your sonar, Destroyer: The U-Boat Hunter is releasing into Steam Early Access today!

Take full control of a Fletcher-class destroyer in Destroyer: The U-Boat Hunter - an innovative, cross-genre simulation game. Partake in thrilling procedurally generated battles with randomized weather, time of day and enemy attack patterns, allowing for a virtually infinite number of battle scenarios.



"Destroyer" combines the thrill of commanding an anti-submarine warship with the tactical challenge of managing a whole escort group protecting convoys against relentless wolfpacks. We went to great lengths to appeal to fans of realism and immersion, at the same time offering a great experience for beginners in the genre as well! Whether a military sim veteran or a fledgling captain, immerse yourself in a cinematic naval warfare experience and feel the thrill of the hunt!



To make this experience as realistic as possible, there’s over 300 voice reports recorded by both professional voice actors and navy cadets and experts for top-of-the-line immersion and situational awareness. You’ll be using authentic instruments and attack procedures from within a detailed Fletcher-class destroyer model with 5 locations meticulously recreated in state-of-the art 3D: the bridge, the combat information center, the sonar room, the gun director, and the lookouts’ station.




Destroyer: The U-Boat Hunter is out now in Early Access!
Early Access, for us means, that we are making a promise and keep working further on the title, on both the content and polishing side.

That's why it is only natural, that we will keep you up-to-date with all the newest details right here in the Steam Forums, via Blogpost, or - if you want to get in contact real close with us, why don't you join our Discord server right "here"

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