The ocean
The water surface is made of eight Gerstner waves: long swell and fine ripples. Ships ride exactly these waves because the CPU evaluates the same formula, so bows rise and fall and a small boat rocks more than a battleship. The sky reflects in the water, the sun path glitters, crests carry foam and the horizon fades into haze.
The shots
- Battle view: enemy waters from a low angle, sun and sky above, your flagship ready to fire below. A fine grid lies on the water, and the markers are 3D: buoy, fire, smoke, a broken ship.
- Shot camera: the flagship fires, a tracer arcs across the sky, the camera follows the shell to the target and you see the impact up close. About 1.5 seconds; tap to skip, and the Fast setting takes 0.5 seconds.
- Enemy fire: a whistle, a close-up of your fleet, a red marker, the impact. No waiting on empty screens.
- Fleet button: a small round button sweeps the camera between enemy waters and your fleet.
Explosions and sinkings
A shell falling in the water throws up a towering column, a ring of waves spreads and a white buoy stays in the cell. A hit brings a fireball, sparks and debris, then lasting fire and a thick column of black smoke. A sunk ship rises broken and burning, then rests half-sunk in an oil slick. Even so the board stays perfectly readable: you see at a glance which cells were tried, hit or sunk.
Performance and settings
Graphics have four levels: Auto, High, Medium, Low. In Auto the game measures its frame rate and lowers quality by itself if needed; on Low the water is flat and particles are few. On an M2 integrated GPU we measured a steady 60 FPS on High (over 300 with vsync off), with about 160 draw calls even with the whole Classic fleet on screen. The ships weigh about 2 MB in total and load only when needed. With the system reduce-motion setting on, shake and cinematics are turned off.
What you need
Any modern browser with WebGL 2: Chrome, Safari, Firefox, Edge. Phones work in portrait and landscape; slide your finger and a big reticle moves from cell to cell, so even the far rows are easy to pick. Without WebGL the game says so plainly and offers our other games.
FAQ
Will it run on a weak phone?
Usually yes: Auto drops down to Low. The game is complete on Low, only the water is flat.
Can I turn off the cinematics?
Yes, there is a Fast setting; or simply tap the screen during a shot.
Does it use a lot of data?
About 2–3 MB on first open, then the cache takes over. During play it uses very little.

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