Silent Shark 1.1.2 is out!
Lots of awesome stuff in this one, hope you enjoy! As always, your Steam reviews mean the world to me, and I hope you leave one if you haven't yet!
No more AI-generated images
All AI-generated images (yes, all three of them) are now gone from the game. The Patrol Zones and Shipping Lanes charts are now programmatically drawn straight from the game's own data, and the Sea State Limits card is vector-based. This has the advantage they look sharper at any scale.

Fathometer
When the depth gauge is open, you can switch its view to a period Submarine Signal Co. Fathometer to see the water under your keel measured in fathoms (1 fathom is 6 feet). The crew keeps an eye on it and calls out shoaling water, and by default, time compression drops to 1× when the bottom is within 5 fathoms, so you don't accidentally run aground.

Real seafloor
To go along with the fathometer, water depths now come from real ocean-floor data (NOAA). Shallow seas like the Java Sea and the Gulf of Thailand are only 40–70 m deep and limit how deep you can dive, while the basins and trenches go down thousands of meters. So you might think twice before going deep to shake off a destroyer near Surabaya...
Positions are also mapped more precisely to the real world, so local time, sunrise and sunset, water temperature and swell better match where you actually are.
Crew call-outs read aloud
Your crew can now read their call-outs aloud with your system's text-to-speech voice, in your language. By default it's off but you can turn it on under Settings → Audio, and if you like, pick a separate voice for command, sonar & radio, weapons and engineering.
Want better voices? There's an optional mod in the Steam Workshop with higher-quality voices using the Phonon engine.
Realistic lens edges
The periscope sight (and to a lesser degree the binoculars and deck gun sights) now have distortion in the lens edges. Set this to On, Subtle or Off in Settings.

Bugs fixed / improvements
- Each save remembers its own instrument layout, and new campaigns start with the default layout.
- A stopped boat on the patrol map can no longer dive deeper than the water beneath it.
- Sinking ships can now be heard at long range while submerged, growing fainter with distance.
For modders: Mod API 0.4.0
A big one for modders! Mods made for 0.3.0 keep working unchanged. The Mod SDK and Modder Handbook are updated too.
- Mods can provide their own crew voices (e.g. a small offline voice model), with a separate voice per station. Voice engines run sandboxed without network access.
- Mods can read the TDC and its computed solution, and mods that declare it can set the TDC dials. The Mods dialog shows which mods can do this.
- Mods can draw on the map and add editable map points.
- Mods can add torpedo types (with their own dud rates), tune deck guns and shells, and fire the deck gun.
- Mods can add their own Settings options and angle units (e.g. mils), react to many more game events, reload torpedo tubes and message each other.
- Mod panels can be transparent, e.g. for nomograms over the map.
- Music mods can use playlists of several tracks.
- Failed mod imports list what's wrong, file by file.
- New Developer tools in the Mods dialog (mod log, open mods folder, Reload mods), plus modkit doctor, modkit dev --watch, Lua autocompletion and seven new example mods.
As always, thanks so much for all the bug reports and ideas in the forums and on Discord. Tell me how you like it! 👍🏻
Good hunting!