In development
SeawolfHunter Killer
Command a Seawolf-class attack submarine through a 40-mission war.
Seawolf Hunter Killer is an arcade submarine game for iPhone, iPad and Android. You take a modernised Seawolf-class boat into the Kessel Sea to sink warships, hunt enemy submarines by sound, fire Tomahawks at the coast and guard convoys, all without being heard.
Four kinds of mission, all decided by sound
Every mission is a real-time fight in the open sea. Escorts, enemy submarines and coastal guards all listen for you, and how fast and how deep you go decides how far away they can hear you.
- Surface attack
- Slip through an escort screen and torpedo the ship in the middle of it. Escorts hear you inside their red rings, so go slow and deep and come in from the side.
- Submarine hunt
- No radar picture, only a search area from patrol aircraft. Creep in at 2/3 and listen. The enemy boat listens too, and if it hears you first it shoots first.
- Shore strike
- Close the coast, come above 60 m and launch Tomahawks at batteries, bridges and radar sites while marines hold the beach. Every launch is loud, so dive and move after a salvo.
- Fleet defense
- Screen an Accord convoy from surface raiders and submarines. Run raiders down before they reach missile range and sweep ahead of the fleet for subs only your sonar can find.
- Periscope
- Come up to periscope depth to look for yourself. The scope zooms, trains by drag or mouse and shows you the target before you commit.
- Crash dive
- When ENEMY TORPEDO or ASW ROCKET INBOUND flashes, crash dive and turn hard. The hull takes two hits; the third sinks her.
The Kessel War, in 40 missions
The Varn Directorate closes the Skarn Strait and starts sinking tankers. The Northern Accord sends the one boat already in the area: yours. Directorate radio soon starts calling her Volk, the Wolf. Every mission has a briefing, a captain’s note and a debrief.
Part 1: The HuntH01–H20
Sink Admiral Varga’s fleet one ship at a time, from a lone Visby-class corvette seeding the Skarn Strait with listening buoys to her flagship, the carrier Admiral Tsanev. Half the chapters are one submarine hunting another.
Part 2: Shore FireS01–S10
The Accord lands marines on the Varn coast and you’re their artillery. Tomahawks from the tubes take out gun batteries, a radar and SAM site, the Korsa Road Bridge, an airfield and finally the citadel.
Part 3: ShepherdD01–D10
The war ends on paper, but Varga never surrenders. Guard supply convoys, the hospital ship Mercy and the carrier Resolute against her Black Fleet’s raiders and wolfpacks, with 8 to 14 torpedoes and usually one ship you can afford to lose.
- Lt Cdr Dana Reyes
- Executive Officer
- Dry, steady, never wrong twice.
- STS1 Marcus Hollis
- Sonar Chief
- He hears ships before they’re on the plot.
- Lt Ada Okafor
- Weapons Officer
- She keeps score on the torpedo-room bulkhead.
- Admiral Ilse Varga
- Directorate Fleet
- Commands the Varn fleet from the carrier Admiral Tsanev.
From a corvette to the flagship
Part One works up through Admiral Varga’s fleet. Each target sails with its own escort screen, and the bigger ships bring more of them.
- H01Visby-class corvette73 m · 35 kn
- H05Udaloy-class ASW destroyer163 m · 29 kn
- H09Moskva-class helicopter cruiser186 m · 32 kn
- H12Leviathan super-heavy cruiser230 m · 29 kn
- H13Kirov-class battlecruiser252 m · 31 kn
- H14INS Vikramaditya284 m · 30 kn
- H15Type 055 Renhai cruiser180 m · 30 kn
- H16IJN Musashi263 m · 27 kn
- H17Charles de Gaulle carrier261 m · 27 kn
- H20Admiral Tsanev carrier305 m · 30 kn
How a patrol plays
You steer with an engine telegraph, a rudder and a depth gauge, on the keyboard or by touch. The game does the trigonometry; your job is to get into position without anyone hearing you.
- Sound
- Speed and depth set how loud you are, shown as SILENT, QUIET, AUDIBLE or LOUD. Escorts’ listening rings shrink when you slow down and go deep.
- Fire control
- The panel works out the lead on a moving target and tells you what’s wrong: out of range, an escort in the way, too close to climb. When it turns green, fire.
- Damage
- A hit costs a third of the hull, limits the engines and starts the pumps, and the pumps are loud. A hurt boat is easier to hear.
- Time ×3
- Long transits run at three times speed and drop back to ×1 by themselves on a contact, a firing solution or a weapon in the water.
- Stars
- Every win earns up to three: one for finishing, one for never being detected, and one for time to spare or for bringing the whole fleet home.
Screenshots
Questions
When is Seawolf Hunter Killer out?
It’s in development, with no release date yet. The store buttons on this page will link to the listings once they’re live.
Which devices will it run on?
iPhone, iPad and Android phones and tablets, played in landscape. Speed, rudder, depth, periscope and crash dive all have their own touch controls, and you drag and pinch to move the camera.
Do I need to know how real submarines work?
No. The first mission of each part teaches what it needs as you play, markers show where to go, and the fire-control panel tells you when a shot will hit. Going slow and deep is most of the skill.
Are the ships and the war real?
The Varn Directorate, the Northern Accord and the Kessel Sea are fictional. The ships are modelled on real classes, with speeds and anti-submarine weapons from public sources. The Directorate’s fleet is bought, seized and salvaged, which is why ships from many navies fight on the same side.
Is my progress saved?
Yes. The game remembers every mission you’ve cleared and the stars you earned, and picks up where you left off.
Coming to iPhone, iPad and Android
Seawolf Hunter Killer is in development. The store listings will be linked here when they go live.






