A 460mm naval rifle, a manual sight, and no computer telling you where to point it.

── HOW IT PLAYS ──

Everything about the gun is yours to work. You traverse and elevate by hand, hold

Shift to trim in 0.01° steps, and read the sight for bearing, elevation and range.

The fire control computer is an instrument, not an autopilot — it reports range,

time of flight, fall angle and deviation, and it never marks a lead point for you.

Fire, then watch the water. The spotting system calls OVER, SHORT, STRADDLE or HIT

with the miss distance in metres, plus left/right deviation. Correct, fire again,

and bracket your way onto the target. A straddle at 3 km is earned, not given.

Powder charge is a choice, not a setting. Heavier charges flatten the trajectory

and shorten the flight time, but wear the barrel — and a worn barrel ruptures.

The sea is not a backdrop. A layered Gerstner ocean moves your deck while you aim,

and shell impact is resolved against the actual wave surface, not a flat plane.

── SURVIVAL ──

Two hostiles are kept on the water at all times, respawning 2.5–3.8 km out.

There is no victory screen. It ends when your ship goes down or your barrel bursts.

Your score is the number of ships you put under.

── CONTROLS ──

A / D or Mouse X ....... Traverse

W / S or Mouse Y ....... Elevation

Shift (hold) ........... Fine adjust, 0.01°

1–6 / - = .............. Powder charge preset / trim ±5 kg

Space or Left click .... Fire

Right click (hold) ..... Gunsight

Tab .................... Charge table

E / R .................. Lock target / radar

F1 ..................... Controls

── CURRENT STATE ──

This is an early build. The gunnery loop, ballistics, damage and survival mode are

playable end to end; menus, audio and progression are not in yet. Feedback on how

the sight reads and how the correction loop feels is what I am after right now.

Updated 2 days ago
Published 6 days ago
StatusReleased
PlatformsHTML5
AuthorKevinKim
GenreSimulation
Tagsartillery, ballistics, destroyer, gunnery, hardcore, naval, Physics, sea, Singleplayer, warship
AI DisclosureAI Assisted, Code, Graphics

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