WARWAKE Wishlist
Three World War II battleships steaming in line at dusk, wake trailing behind the lead ship

In engine Solo dev Building in the open

WARWAKE

A World War II naval combat game about steel, distance and the seconds between salvos — where you drive the ship yourself.

What it is

Built around three things. Stubbornly not much else.

  1. 01

    Direct control of WWII warships

    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.

  2. 02

    Fleet coordination and large-scale battles

    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.

  3. 03

    Fast, cinematic — without losing the weight

    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

Very early. On purpose, said out loud.

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/Warwake

237 Studio · Development Section

Status Report

Status
Prototype / vertical slice
Engine
Unreal Engine 5
Team
One person
Platform
Windows PC — target
Playable build
Not yet
Dev log
Running

Where it goes

Three stages. Only one of them has a date.

A game this size gets built in pieces or it doesn't get built. Each stage has to stand on its own — something you can look at, and eventually something you can play.

  1. 01

    Prototype

    Now — in progress

    One class of ship, one ocean, and the main battery. Ships steam, turrets train, shells land, and the water knows they're there. Everything else is placeholder.

    You can see this today, in the gallery below.

  2. 02

    Playable

    To be announced

    The first build somebody other than me can drive. One hull, one sea state, one opponent. No campaign, no progression, no economy — just the helm, the guns, and the time it takes for either to answer.

    A date goes here the moment it survives a week of my own testing.

  3. 03

    Fleet

    To be decided

    Several hulls moving as one thing, and the ways that goes wrong. Fleet orders, the tactical plot, screening, and battles big enough that the line matters more than any single ship in it.

    No date. One person, and this is years of work — I'd rather say nothing than put up a number I can't keep.

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