Hark back to Victory At Sea & take command in Atlantic's Single Fleet Campaign

Victory At Sea

Engage in epic RTS warfare across 3 huge campaigns as well as other battle modes. Create your own fleet of ships, pick your side and enter into World War II naval combat on a global scale.

We are excited to announce a major update for Victory At Sea Atlantic, introducing something that has been mentioned by players since we launched into Early Access, a Single Fleet campaign! Now you can play the game the way you want! Don't want to take charge of the whole Atlantic Theatre? Then command a Single Fleet. With the single fleet campaign we wanted to make something that honoured the original Victory At Sea game. We hope you like it! Plus we have now translated the game so you can now play in German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese. As this is our first round of translations, please let us know if we have done anything wrong, with so much to translate, we may have mistranslated a line or skipped something accidentally. Gameplay: [list] [*] Added the single-fleet campaign mode. [*] Added German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese localisation. [*] Rebalanced the strength and accuracy of AA weapons. [*] Increased gun accuracy at medium ranges, and reduced light/weather accuracy penalties for manually-targeted guns. [*] Combats do not automatically end while live torpedoes are still in the water. [*] Adjusted the torpedo tube counts of some submarine classes for historical accuracy. [*] Adjusted the minimap zoom controls. [*] Added a reframe button to centre the minimap between a focused enemy and the selected player unit. [*] The selected ship's fired shells display on the minimap. [*] Improved AI hunting behaviour when hostile ships and subs are not spotted in combat. [*] Improved torpedo collision detection. [*] Increased AI ships' torpedo avoidance. [*] Flights within engagement range are included in combats. [*] Reduced the chance of bomb payloads missing entirely in autoresolved air raids. [*] AI fleets will keep capital ships escorted with ASW-capable ships. [*] Clarified the autoresolve chance tooltip. [*] Squadron members are not repositioned on splitting/merging squadrons in battle setup mode. [*] The camera is centred directly on the target in combat. [*] Static submersibles automatically start moving if manually steered. [*] Depth charges can hit with reduced damage outside their main blast radius. [*] Increased sonar detection chances on ships with engines off or in close proximity to an enemy submersible. [*] Enemy submersibles start combat surfaced if they're already at critically-low oxygen or battery charge. [/list] Bug fixes: [list] [*] Fixed a but where the minimap could show the wrong orientation in aircraft combats. [*] The amphibious assault muster point UI displays correctly again. [*] Fixed a bug where the fleet orders radial menu wouldn't show attack options for certain cruiser classes. [*] Fixed camera rotation sometimes panning the minimap, or vice versa. [*] Stopped the game entering a broken state on hitting escape during the cutscene at the end of combat. [*] The Hunt-class turrets' description shows the correct number of guns. [/list] Other: [list] [*] General visual engine improvements. [*] Added a day/night cycle and music on the campaign map. [*] Added and updated some tutorial videos. [*] Moved the ship scrapping UI to the shipyard panel. [/list] We greatly value your feedback and involvement. Share your experiences and suggestions to help make Victory At Sea Atlantic even better. Join the conversation on our Steam Community Page! Prepare to embark on this new strategic journey and lead your forces to victory! We can't wait for you to experience the thrilling new challenges of the Single Fleet Campaign.