In engine · Solo dev · Building in the open
A World War II naval combat game about steel, distance and the seconds between salvos — where you drive the ship yourself.
What it is
You drive the ship. Rudder, throttle, turret traverse, the long lag between giving an order and the hull actually answering it. Not a menu with a battle happening somewhere behind it.
One ship is a duel. A line of them is a problem. The interesting part of naval warfare is what happens when several hulls have to move as one thing and someone gets it wrong.
Shells take time to arrive. Ships take time to turn. Everything else should be quick: get in, get shooting, get a result. Weight where it earns its keep, speed everywhere else.
Where it actually is
Right now it’s one class of ship, one ocean, and making the main guns feel good. Ships steam, turrets train, shells land. Almost everything else is placeholder and most of it will be rebuilt at least once.
Rather than disappearing for a year and coming back with a finished game, this gets documented from the beginning — what works, what doesn't, and what had to be thrown away. If you want to argue with a design decision, the earlier the better.
Argue with me on r/WarwakeIn engine
Everything in this block is captured out of Unreal, not rendered offline. It's rough, most of it is placeholder, and the UI barely exists — but the ships move, the guns fire, and the water knows they're there.
Under the paint
These three are offline Blender renders from the modelling pipeline — not gameplay. Included because the asset work is where most of the hours went, and it's easier to judge a hull in flat light.
Follow the build
Devlogs, screenshots, and design decisions as they happen. Questions get answered.
Dev diaryThe long-form thread, running since day 4. The web's oldest naval-sim crowd, and a hard one to impress.
Not up yet. When it is, it'll be announced on r/Warwake first.