Navy Combat
Navy Combat has sixteen mission types plus a ranked duel ladder. They are not reskins of the same fight — each one changes what winning requires, and several of them make a whole ship class relevant that would otherwise sit on the bench.
The baseline. Two fleets, no objectives, last one afloat wins. Everything else on this page is a variation on the gunnery and damage-control fundamentals you learn here.
A deathmatch locked to night with fog of war on. Nothing is visible until it fires or is illuminated, so star shells and searchlights decide the engagement. Opening fire tells everyone exactly where you are — the tension between shooting and staying hidden is the whole mode.
Escalating waves of enemies with no end condition but your own sinking. A test of how long you can make damage control and positioning last.
A finite run of escalating waves. Unlike Survival there is a win condition: hold out to the end. Heavily outnumbered by design.
Capture and hold zones to bleed the enemy ticket count. Sinking ships helps, but a fleet that wins every gunfight and ignores the caps still loses.
Two hills that alternate on a timer — only the live one scores. Rewards reading the clock and repositioning early, rather than committing everything to a single brawl.
Each side has a designated flagship. Sink theirs, protect yours. Turns a fleet action into an escort problem and a knife-hunt at the same time.
One monstrous enemy flagship with several times the normal hit points, plus escorts. The boss is a wall you cannot out-trade alone — the escorts have to be screened while the fleet focuses it.
Escort an allied capital ship through the enemy line to an extraction point. The VIP is slow and cannot defend itself adequately, so the fight is about clearing a corridor rather than winning everywhere.
Merchant transports must reach safety. Attackers pick them off, defenders screen. The transports are helpless, which makes destroyer positioning matter far more than raw firepower.
The defensive side of a convoy action, run as a scripted mission.
The submarine side of a convoy raid. Command a pack against an escorted convoy: get ahead of the convoy's course, dive, strike, and survive the escorts' response. Patience beats aggression here more than anywhere else in the game.
The mirror image — hunt and sink a pack of enemy submarines with sonar and depth charges. Because depth is genuinely simulated, a charge set off at the wrong depth does almost nothing, so this is a mode about reading a contact rather than saturating an area.
Deploy your own fleet of 10–60 ships against an AI fleet across multiple capture zones, with both sides respawning. This is where the RTS layer comes in: an overhead drone view, click and box selection, control groups, formations and stances, and move/attack orders. You can drop into the helm of any ship you own at any moment and fight it personally, then hand it back.
A roguelike run. Escalating stages with damage carried between them and only a partial repair in between, paying out per stage. Ending a stage at 20% health is a real decision about whether to continue.
A human team against an AI fleet, in deterministic lockstep. Five mission variants — Fleet Battle, Boss Hunt, Last Stand, Hunter Killer and Carrier Strike — each with a different enemy composition and sea state. You can spectate a match in progress or reconnect after a disconnect; the game replays the recorded input stream forward to the live tick to catch you up.
Deterministic lockstep duels with an Elo ladder and credit payouts. Both captains use stock hulls with every upgrade and purchase bonus disabled, so the ladder measures play and nothing else. A match result is only recorded when both clients submit an identical final state hash — there is no server-side simulation, the matching hash is the proof that both players fought the same battle to the same conclusion.