Naval real-time tactics · in development

Carrier Strike Group

Two carrier groups, one ocean, and a sensor duel that only ends one way. Find them before they find you, put a coordinated salvo on the deck, and survive the answer — with the missiles you have left.

Carrier Strike Group command view: six inbound Harpoons on the tactical contacts board while two escorts fire SM-2s, with defense, weapons, ESM and radar panels around the plot.
DDG Sterett · AAW auto — engaging 6 inbound Unedited dev capture · Jul 2026

01 The loop

The whole game is one decision loop.

There is no economy to boom and no base to build. There is a strike group, an ocean, and an enemy commander doing the same math you are.

01

Find them first

Nothing on the plot is ground truth. Radar returns, ESM bearings and scout reports fuse into tracks with confidence, age and error — and lighting your own radar to sharpen the picture hands the enemy a bearing on you for free. Most of the game is played dark, listening.

02

Strike as one wave

Strikes are scheduled, not spammed. Package Hornets behind jamming, set ingress axes, and time-on-target the launch so ship and air missiles arrive as a single saturating wave. Magazines are finite: every Harpoon that flies today is one you do not have tomorrow.

03

Survive the answer

When the vampires come back the other way, you get a softkill window for chaff and decoys, a SAM ladder, and a CIWS for the last two kilometers. Winchester is a real word here. So is leaker.

02 Terminal defense

Forty seconds, three frames, no dice rolls.

A six-missile salvo against the demo strike group, captured live from one engagement. Interceptors chase real seeker logic — when a defense fails, the combat log can tell you exactly why.

Command view seconds before impact: CIWS mounts online, SM-2s still in the air, six inbound Harpoons on the board.
Terminal −3s · CIWS auto · 2 mounts online
The escort's AI status reads AAW winchester: surface-to-air magazines empty while four missiles are still inbound.
AAW winchester · magazines dry, 4 still inbound
Sea-skimming missiles alongside the carrier with countermeasure flares in the air, one second from impact.
Terminal −1s · leakers through the ladder

Some engagements end with INTERCEPT ×6 in the log. This was not one of those engagements.

03 The water

An ocean with terrain.

The command map: a dark plotting board of the Coral Reach archipelago with named ports, radar outposts, batteries and an airfield, fleet icons and radar range rings.
Command map · Coral Reach Nav mode · no contacts held
Coral Reach archipelago

Reefs, lagoons and choke points break the open-ocean math. Islands mask radar, ports repair and rearm, the airfield extends your air wing's reach, and radar outposts change what the water around them means.

  • Ports — forward rearm for escorts and magazines
  • Airfield — land-based sortie and recovery point
  • Radar outposts — early warning you can capture or kill
  • SAM batteries — area denial that shapes every ingress
A small atoll with a radar station at its center, ringed by reef shallows in deep blue water.
Radar outpost · shroud lifted
A low aerial view of a reef island with port facilities on its far shore.
Port Talau approach
A volcanic island with palm-lined beaches and a second atoll on the horizon.
Volcano field · western chain

World art is mid-overhaul — reef bathymetry and island shading are current build, unit models are still placeholders. The fog-of-war shroud was lifted for these three captures.

The fleet builder: a points budget, flagship and escort roster, air wing loadouts, and a rotating Nimitz-class carrier model.
Fleet builder · Strike Package Alpha 4,996 / 10,000 pts

04 Force design

Bring the war you can afford.

A points budget buys the flagship, the escorts, the air wing and every loadout on the deck. Magazines are drawn when aircraft launch and credited when they recover — so the builder is less about collecting ships and more about deciding what kind of fight you can sustain.

Presets save as doctrine: a SEAD-heavy package, a picket-line defense, an alpha-strike deck. Pick your answer before you know the question.

05 Devlog

Written when something ships.

Design notes and build reports from development — what changed, what it proved, and what is still rough. No schedule promises.