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In the world of multiplayer coop, a massive shift is happening. While tactical shooters and high-stakes strategy games still have their place, players are increasingly flocking to physical comedy multiplayer games. Often affectionately dubbed "friendslop" by the Steam community, these titles thrive not on perfect execution, but on hilarious, unscripted physical failures.
Enter S.O.N.A.R. (Submarine Operators Not Actually Ready), the upcoming indie gem from Abylight Barcelona. While it offers a surprisingly deep submarine simulator experience, it fully embraces the chaotic joy of physics based comedy.
If you want to survive (or fail spectacularly) with your crew, here are the three pillars of physical comedy that make S.O.N.A.R. the ultimate tactical party game.
1. Slaps, Throws, and Hands On Chaos
The best friendslop games are highly tactile, and S.O.N.A.R. is no exception. Communication is key, but when words fail, physical interactions take over.
The Ultimate Wake-Up Call: If your teammate is freezing under pressure or...
Juggling tasks coop games
Let’s get one thing straight right off the bat: it is technically, mathematically, and physically possible to complete a mission in S.O.N.A.R. (Submarine Operators Not Actually Ready) without a single mistake.
Just like in the absolute best cooperative multiplayer games, if your crew has flawless communication and everyone actually takes responsibility for their assigned jobs, you will sail smoothly to your objective. You won't even need to argue, scream, or slap each other in the face.
But let’s be real. That is not going to happen.
S.O.N.A.R. is the ultimate test of your ability to multitask under extreme pressure, and as the missions progress, things get incredibly complicated, incredibly fast.
The Never Ending To-Do List
When you have a crew of one to four players cooped up in a high tech submarine, the sheer number of things demanding your attention at any given second is mind boggling.
Let's just look at basic navigation. To keep the ship...
Screaming at friends coop game: S.O.N.A.R. Submarine Operators Not Actually Ready
The best multiplayer games aren't the ones where you play like a flawless, highly coordinated esports team. The best ones are where everything goes horribly wrong, and you end up screaming at your friends in a mix of panic and hysterical laughter.
That chaotic multiplayer joy is the absolute core of S.O.N.A.R. (Submarine Operators Not Actually Ready). The gameplay thrives on two main pillars: physical comedy and communication. Now, we’ll save the physical comedy talk for another day, specifically, how satisfying it is to slap a teammate or watch them throw up because they ate some sketchy, expired food in the mess hall. Today, we need to talk about how communication works inside our high-tech metal deathtrap.
The Proximity Chat Dilemma: "Can You Hear Me Now?"
Right from the start, we knew S.O.N.A.R. absolutely had to feature 3D proximity voice chat.
The concept is beautifully simple: you talk into your headset to give orders,...
S.O.N.A.R. is a game developed in collaboration with the Armada, the Spanish Navy
Making a coop multiplayer game like S.O.N.A.R. (Submarine Operators Not Actually Ready) for Steam requires a massive amount of engineering. And no, we don't just mean the digital kind that keeps the game from crashing. We mean the psychological kind: the delicate, terrifying art of balancing realistic military systems with the absolute, screaming chaos of four friends trying not to drown.
When we first sat down to design S.O.N.A.R., we had to ask ourselves some tough questions. How many tasks can a player handle at once before their brain completely short circuits? Which gameplay stations are genuinely fun, and which ones just feel like a Monday morning at the office? Finding that sweet spot where panic meets comedy took months of careful planning, testing, and a lot of coffee.
Finding the Balance: Real Submarines vs. Actual Fun
During our initial development phase, we dove headfirst into documentation. We wanted players to feel the...
Join the S.O.N.A.R. Submarine Operators Not Actually Ready playtest on Steam
Most of us have absolutely no business operating heavy machinery, let alone a multi million dollar, highly pressurized military submarine. But, you can now drag your friends to the bottom of the ocean to do exactly that.
If you’ve been looking for a reason to yell at your gaming group in real time, the wait is over. The doors are officially swinging open, and you can now sign up to join the S.O.N.A.R. (Submarine Operators Not Actually Ready) playtest on Steam.
Here is everything you need to know about getting your hands on a key, testing your survival instincts, and inevitably sinking to the ocean floor.
What is S.O.N.A.R. Anyway?
Think of it as the ultimate test of friendship, communication, and panic management. S.O.N.A.R. is a chaotic 1–4 player online coop submarine simulator where you and your crew have to manage nine critical stations, like navigation, sonar, engineering, and weapon systems, in a first-person...
Announcing S.O.N.A.R. Submarine Operators Not Actually Ready, a new coop game on Steam
Let’s be honest for a second. Most online co-op games test your friendships. You argue over who gets the loot, who missed the jump, or who triggered the alarm. But nothing says "true bonding experience" quite like being trapped inside a pressurized metal tube thousands of feet below sea level, watching your best friend panic press glowing red buttons while the engine room actively fills with water.
Welcome to S.O.N.A.R. (Submarine Operators Not Actually Ready), a hilariously chaotic 1–4 player online coop submarine simulator coming soon to Steam. If you love proximity chat coop games where communication immediately devolves into screaming, this might just be your next favorite digital disaster.
What is S.O.N.A.R.?
Developed by Abylight Barcelona, S.O.N.A.R. puts you and up to three friends in command of a cutting edge combat submarine. The catch? None of you actually know how to run a submarine.
Your crew must work in perfect (or highly dysfunctional)...
Devlog XXI – Hostis
Ave citizens, Carthago Delenda Est! (Carthage Must Be Destroyed!) This famous phrase, pronounced by Cato the Elder in the Roman Senate, uttered at the close of his speeches , serves as the perfec hook for the new, DLC now available to all Citadelum players!
This time, we have decided to step further back into history than our previous campaigns, focusing on a crucial and defining period in Rome's history: The Third Punic War. This was the ultimate showdown where Rome finally overpowered its primary rival for Mediterranean dominance: the Carthaginians.
In this new campaign, you will follow the story of General Scipio Aemilianus throughout his military actions, as chronicled in Polybius' renowned work, Histories.
What's New in the DLC?
The new DLC, The Third Punic War, is designed to provide fresh challenges:
Complex Missions: Includes new, more intricate missions that fully utilize the features introduced in our Update 2.0, "Julius."
New Maps: Explore brand...
Devlog XX – Fortuna
Ave, Citizens,
Finally we can announce Citadelum is officially compatible with the Steam Deck. From the very beginning, our vision for Citadelum was to create an immersive city-builder experience set in Ancient Rome, one that truly felt like you were shaping History with your own hands. As we've seen the incredible popularity of the Steam Deck, it became a clear priority to ensure our Roman empire could expand beyond the desktop.
Bringing Rome to Your Hands: Steam Deck Compatibility
We're thrilled to confirm that Citadelum runs beautifully on the Steam Deck. Imagine managing your burgeoning city, leading legions, and appeasing the gods while on your commute, lounging on the couch, or simply enjoying the portability of Valve's handheld.
Our team has put in significant effort to optimize the game's performance for the Steam Deck's hardware. This means you can expect a smooth and engaging experience, with legible text and an interface designed to be comfortable...
Citadelum Campaign IV: The Gallic Wars
Ave,
Julius Caesar’s Gallic Wars (58-50 BCE) remain a pivotal chapter in Roman history, a testament to his military genius and a catalyst for profound societal change in Gaul. More than mere territorial expansion, these campaigns were a brutal yet effective engine of Romanization, laying the groundwork for centuries of Roman dominance north of the Alps.
This period, meticulously documented in Caesar’s own Commentarii de Bello Gallico, which has been our main inspiration for Citadelum new content, offers invaluable insight into Roman military strategy, logistical prowess, and the complex interplay between conquest and cultural assimilation.
The Gallic Wars introduces a new biome, the autumn forest, which adds more variety to the game (on top of Peninsula Italica, Africa, Hispania, Snow and Swamps biomes). Enjoy a new region map, more challenging missions and battle scenarios set in Gallia, where you will confront the fearsome leader Vercingetorix.
Beyond the grand battles, the Gallic Wars were a relentless...
Devlog XVIII: AUREUS Game optimization and technical improvements
Ave, citizens of Rome.
With the release of Update 2.0 of Citadelum (Devlog XVII: RUBICON Huge gameplay update and new features in Citadelum) we have dedicated much of the efforts to improve the optimization. At the end of the devlog you will find the complete list of improvements.
Setup
In order to better understand the comparisons and the data obtained, it should be taken into account:
The settings used for version 1.1 are all maxed out, including Anti-Aliasing, at a resolution of 1920x1080.
The settings used for version 2.0 are all active and in Ultra quality, and here we have made two tests: without Anti-Aliasing and with Anti-Aliasing SSAA.
The test is divided into a total of 12 measurements in different biomes (Italy, Desert and Snow) and spots in the game:
Empty (Italy, Desert, Snow): this is an empty map, just as you would start a game.
Worldmap (Italy, Desert, Snow): view with...
