Scarce Action Points
AP arrives slowly and stays private. Spend it now, or quietly accumulate enough power to change the board later.
Deep Sea Sub is an asynchronous multiplayer strategy game about scarce Action Points, hidden intentions, diplomacy, betrayal and survival. Move carefully. Hoard power. Form secret Factions. Commit to a single binding Pact. Make alliances — and break them when the timing is right.
The board is intentionally understandable. The depth comes from what the other captains might be planning when you are not looking.
AP arrives slowly and stays private. Spend it now, or quietly accumulate enough power to change the board later.
Movement, attacks and transfers depend on range. Every sector you occupy affects who you can threaten — and who you can help.
Room chat, private comms and secret coordination create alliances, deals, threats and misinformation. Words can be more valuable than AP.
Eliminated captains join the Jury and can continue influencing the living. Revenge can outlive your submarine.
Create hidden Factions with select captains and coordinate through binding Pacts. You can conspire in many groups — but only commit to one unresolved Pact at a time.
Check in for a few minutes, make your move, negotiate, then leave. The match continues over days or weeks on desktop, tablet or phone.
Your submarine lives on a shared sector chart. Move to create pressure, enter range to attack, position yourself to trade resources, and watch the map change as alliances form and collapse.
Deep Sea Sub is not just about where you move. It is about what you tell everyone before you move there. Public comms, private diplomacy, transfers and the Jury keep the political game running beside the tactical one.
Factions are hidden group chats for selected captains. Inside them, players can propose a Pact: one ordered covert operation where each signer commits exactly one action. You may belong to multiple Factions, but only one unresolved Pact at a time.
Use a preset for fast setup, or build a custom ruleset in the Captain's Lounge.
The standard Deep Sea Sub experience for everyday online play.
The slower original-inspired rhythm, where patience and workplace-style politics become part of the strategy.
Build a room around your group, tournament or experimental rules.
The core game loop is intentionally small so the social strategy can become large.
Enter a public room, accept a private invite, or create your own Classic, Office or Custom game.
AP arrives according to the room schedule. Your balance remains hidden from every other captain.
Move, attack, repair, extend range, trade resources — or spend nothing and keep everyone guessing.
Negotiate, betray, die, vote, revive and continue until a final victor or negotiated truce emerges.
Enter the Captain's Lounge, find an open operation, invite your crew or create a new game in under a minute.