IronWolf VR cover
IronWolf VR screenshot
Genre: Simulator, Indie

IronWolf VR

Early Access 1.15.1.0: Torpedo Target Scope



This is just a quick interlude update for the submarine before I continue working on the destroyer gun interiors. This update adds a scope to the Torpedo Data Computer which tracks the currently locked target. This will allow players to watch torpedoes head towards their targets and the resulting explosions.

Also included in this update is a fix to prevent desktop controlled players from being able to leave the submarine in the engine room.

Early Access 1.15.0.0: Desktop Controls

[previewyoutube="e7k0l0Ae7Ko;full"]

As IronWolf VR has become more complex we’ve been incrementally building internal desktop controls to test with for some time. As we’ve received a number of requests to be able to play IronWolf VR on a monitor with a keyboard and mouse, we’ve improved our internal desktop controls and added them to the game. This gives all players the ability to play IronWolf VR on a monitor and keyboard. IronWolf VR is designed first and foremost as a VR game and will remain best experienced in VR.

Next up we’re going to be adding the ability for players to get inside and control the destroyer’s guns and enemies that fight back.

Bug Fixes:

  • Fixed an issue where PCs that use commas as the decimal separator could not use the Destroyer related user interfaces.



Early Access 1.14.0.0




In this release, we’ve added the multiplayer netcode to the destroyer gameplay. This allows for the following scenarios in multiplayer with the destroyers:


  • Up to 4 players in total (we will be increasing this limit in a future update)
  • Up to 4 destroyers
  • Up to 4 players on a single destroyer


In this initial release, the player won’t be able to shoot other player destroyers, however, we will be adding this soon.



We’ve also added a new naval officers room for joining and creating destroyer games.

With the netcode in place, our attention is now going to turn to add in functional enemies to battle and we’ll be adding a new environment that allows players to get inside and directly control the naval artillery guns on the destroyer.

The following bug fixes are also included in this release:


  • Significantly Improved network latency for non-EU games
  • Index controller grip buttons no longer grab controls or items
  • Fixed “scuttle submarine” appearing incorrectly in hand display.
  • Improved precision of grabbing small objects such as the fuses



Early Access 1.13.2.0 - Destroyer Gun Command Preview

https://youtu.be/bEIEiB5H1tY



In this release we’ve added in the first gun based gameplay to the destroyer. This version is focused on using the destroyer bridge map to select targets and then use voice tubes to give orders to your gun officer. In a first for IronWolf VR we’ve added our first voice acted character.

This version of gun firing is the mechanism that will most likely be used in single player mode. In the next release we’re going to be adding a gun room and the ability to control the destroyer as a team. Once this is complete we’ll be adding enemies that can fight back!

The following features are included in this release:


  • Destroyer exterior 5 inch guns
  • Destroyer gun status panel
  • Target selection via bridge map
  • Voice acted commands for use with voice tube
  • Derelict destroyer for target practice
  • Gun accuracy mechanics based around destroyer and enemy movement


The following bug fixes are also included in this release:


  • Fixed Engine Room Tutorial
  • Fixed laggy response of Engine Room controls when Engine Room assist was off
  • Fixed an issue that could cause players to continue drowning in a new session if they had previously drowned
  • Fixed an issue where the position of mines could de-synchronize over multiple engagements
  • Fixed an issue where ocean waves could cease between sessions
  • Possible fix for inconsistent vehicle rotations

Early Access 1.13.1.0 - Destroyer maps

We’ve just released the destroyer bridge maps with some buoys to navigate in the destroyer. The main map, at the back of the destroyer bridge has a set of map modes:


  • World
  • Tactical
  • Near






There is also a minimap by the steering controls.




We have received questions about multiplayer for the destroyer. We can confirm that we will be adding multiplayer to the destroyer after we’ve got the main mechanics working for single players. With the destroyer maps in place, our focus will now shift to implementing the destroyer gun mechanics.



Early Access 1.13.0.2 - Destroyer Steering Preview Now Out of Beta

We’re delighted to be bringing the community the destroyer preview, it’s somewhat later than we’d hoped as we’ve both been hit with a series of flu-like illnesses since our last update, that has slowed us down considerably.



The destroyer preview has the following:
  • Destroyer bridge environment
  • Steering controls
  • Destroyer physics that react to the ocean waves and bank when turning, while minimising motion sickness

There are a significant number of changes under the hood, including upgrading our unity version and integrating a new ocean system. The new ocean is more aesthetically pleasing and has allowed us to add wakes to the submarine.



As IronWolf was originally focused on being a submarine game we’ve had a lot of work to do in the background to create an environment for the destroyer.

Going forward with much of the infrastructure work complete we'll be working on the gun firing mechanic for the destroyer. Initially, this will focus on being able to select targets, positioning the destroyer appropriately and giving orders to fire, we expect to ship this update in June. After this, we’ll be releasing a gun room to allow for more involved targeting and firing.

Please do contact us with feedback either on the IronWolf discord or on the discussion post.

Early Access 1.13.0.0

We’re delighted to be bringing the community the destroyer preview, it’s somewhat later than we’d hoped as we’ve both been hit with a series of flu-like illnesses since our last update, that has slowed us down considerably.



The destroyer preview has the following:

  • Destroyer bridge environment
  • Steering controls
  • Destroyer physics that react to the ocean waves and bank when turning, while minimising motion sickness


We’re initially releasing this in beta as there are a significant number of changes under the hood, including upgrading our unity version and integrating a new ocean system. The new ocean is more aesthetically pleasing and will allow us to add boat wakes and interactions with explosions in the game.

As IronWolf was originally focused on being a submarine game we’ve had a lot of work to do in the background to create an environment for the destroyer.

Going forward with much of the infrastructure work complete we'll be working on the gun firing mechanic for the destroyer. Initially, this will focus on being able to select targets, positioning the destroyer appropriately and giving orders to fire, we expect to ship this update in June. After this, we’ll be releasing a gun room to allow for more involved targeting and firing.

Please do contact us with feedback either on the IronWolf discord or on the forum discussion post.

Destroyer Announcement



We’ve now started working on the player controlled Destroyer in earnest and just wanted to show you all a very early preview screenshot of how the first draft of the destroyer bridge is coming along. Over the next coming months we’ll be primarily focused on building the destroyer and its associated gameplay with the first playable content releases intending to be PVE experiences.

Development on the submarine will continue with some of the new features we have planned for the destroyer also being brought to the submarine and adding new gameplay elements to the submarine.

Early Access 1.12.0.5 minor update

Change log:

  • Added a new upgrade for submarine torpedo capacity
  • Batteries in the chest of drawers will now automatically be installed into the submarine at the start of a new game
  • The single player radio control device will now return to the player when they are the only ones remaining in a multiplayer lobby
  • Fixed a bug where killing the BattleShip did not contribute to player score/credits
  • Fixed enemy port defense convoys from immediately re-engaging the player
  • Rebalanced distribution of small and large fuses when replenished at port
  • Fixed rebreather gauge discrepancy between players in multiplayer
  • Fixed reverse gear not consuming power
  • Allow players to reholster the torch in the engine room tutorial

Early Access 1.12.0.4 - Submarine Upgrades Released now

Hey everyone, we’d like to say thank you to the community for testing and providing feedback on the Upgrades beta. We’re now ready to release this for everyone.

Change log since the 1.12.0.3 beta release:

  • Fixed issues that occur when selling an item that’s in a players hands
  • Fixed audio positioning of explosions and splashes
  • Fixed diesel engine sound positioning when outside the submarine
  • Fixed occasional resize bug when pulling upgrades out of the drawers
  • Fixed haptics/sounds on drawers
  • Fixed bug where Hand display would not resize automatically until size setting was changed
  • Fixed issue which could leave open world players stranded in a plane engagement
  • Fixed missing question mark icon for hunter convoys
  • Fixed issue where light emitted from welder would overexpose certain objects