Navy Combat

Game Modes

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.

Straight combat

Deathmatch

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.

Night Battle

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.

Survival

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.

Last Stand

A finite run of escalating waves. Unlike Survival there is a win condition: hold out to the end. Heavily outnumbered by design.

Objective modes

Domination

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.

King of the Hill

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.

Flagship

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.

Boss Hunt

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.

Breakthrough

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.

Asymmetric and specialist

Convoy

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.

Escort

The defensive side of a convoy action, run as a scripted mission.

Wolfpack

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.

Sub Hunt

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.

Large-scale and long-form

Fleet Battle

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.

Operation

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.

Multiplayer

Co-op PvE

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.

Ranked 1v1

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.