About the Game
After tracking a Soviet landing force bound for Iceland it is time to plan your attack. Do you silently close in to torpedo the landing ships and escape during the resulting chaos? Or strike with long-range missiles but risk counterattack from the enemy escorts? Have you detected them all, could another submarine be out there listening for you? Has the hunter become the hunted? Will you survive the Cold Waters?
Inspired by the 1988 classic “Red Storm Rising”, command a nuclear submarine in a desperate attempt to prevent “mutually assured destruction” when the Cold War gets hot and WWIII begins.
You will be tasked with intercepting convoys, amphibious landings, insertion missions and battling it out with enemy warships, submarines and aircraft. Thankfully, an arsenal of wire-guided torpedoes, anti-ship and cruise missiles and the occasional SEAL team are on board to keep the Iron Curtain at bay.
Major Features:
- Real-time naval combat
- Over 40 classes of ships and submarines all meticulously researched
- Dynamic Campaign where your performance matters
- Realistic sonar model
- Authentic Soviet combat tactics
Inspired by the 1988 classic “Red Storm Rising”, command a nuclear submarine in a desperate attempt to prevent “mutually assured destruction” when the Cold War gets hot and WWIII begins.
You will be tasked with intercepting convoys, amphibious landings, insertion missions and battling it out with enemy warships, submarines and aircraft. Thankfully, an arsenal of wire-guided torpedoes, anti-ship and cruise missiles and the occasional SEAL team are on board to keep the Iron Curtain at bay.
Major Features:
- Real-time naval combat
- Over 40 classes of ships and submarines all meticulously researched
- Dynamic Campaign where your performance matters
- Realistic sonar model
- Authentic Soviet combat tactics
Screenshots
16 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 3008004
Up to date
Version 1.05
Jul 1, 2017
Version 1.05 beta is now available. This version contains fixes to the campaigns in order to continue to resolve the most major and disruptive issues. It also contains the first draft of crew voices which were provided courtesy of subsim.com
To opt in to the beta:
Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.05.
Version 1.05
1 Jul 17
General
Opening Help in After Action Report no longer opens mini-map which breaks subsequent Back button
Removed legacy WeaponName and WeaponDescription fields from weapons.txt
Removed legacy RADARID field from sensors.txt
aircraft.txt stats modified (additional weapons added later when combat balanced better)
Juliette designation corrected to SSG
Added date to Single Missions descriptions
default/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variables
Added new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission type
Added missing MaxPitchAngle=25 variable to MK37 in weapons.txt
Added temporary LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices)
Voice talent added to credits
Combat
Player speed no longer defaults to emergency back if reactor offline when changing speed
Moving in reverse now generates noise in Signature panel display correctly
Back Emergency increases noise rather than decreasing it below All Stop
Sunk vessels no longer detected by player ESM
Sunk vessels no longer perform surface or air radar checks
Sunk vessels no longer ping with active sonar
Opening Help in periscope view forces periscope view closed
Fixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submerging
default/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meter
Switching a wire guided torpedo from passive to active now works
Fixed towed array calculations for AI vessels
Crew voices added to audio/voices folder and implemented
Anechoic coating decreases active torpedo sensor range by 50%
Reference manual now opens to current signature profile
Spec Ops team now deploys at under 5 knots, rather than at stop
Increased TLAM cruise altitude to 300 to assist with terrain avoidance
TLAM homing in on target (activate in red circle) now provides log message
Land strike complete message displayed in log once all required TLAMs homing (activate in red circle)
Mini-map display now correctly offset when bottom left panel is moved by editing default/hud/default.txt
Enemy surface ships no longer deploy chaff or fire CIWS guns at land attacking missiles
Campaign
MapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign end
Port reload/unload/Spec Ops time required labels corrected for difficulty level modifiers
Verified subsystem displayed repair times take into account difficulty level modifiers
campaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their length
Fixed a possible mismatch of player weapons in tubes which might cause some downstream bugs
Restructured EndLevel() in attempt to minimise impact of unknown bug
Fixed a bug where missing a mission caused all subsequent radio messages to state failed, even if won
Corrected all LAND_STRIKE missions to require 8 weapons fired at deployment zone
New Holy Loch background added for both campaigns
Fixed a bug where entering combat near/between two (or more) ports broke mission (blank blue underwater screen)
Fixed a bug where null minefields were trying to be checked with nav sonar
Campaign summary now correctly tracks completed land strike and insertion missions
Exit mission menu now displays whether land strike or insertion mission is complete
View on Steam
To opt in to the beta:
Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.05.
Version 1.05
1 Jul 17
General
Opening Help in After Action Report no longer opens mini-map which breaks subsequent Back button
Removed legacy WeaponName and WeaponDescription fields from weapons.txt
Removed legacy RADARID field from sensors.txt
aircraft.txt stats modified (additional weapons added later when combat balanced better)
Juliette designation corrected to SSG
Added date to Single Missions descriptions
default/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variables
Added new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission type
Added missing MaxPitchAngle=25 variable to MK37 in weapons.txt
Added temporary LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices)
Voice talent added to credits
Combat
Player speed no longer defaults to emergency back if reactor offline when changing speed
Moving in reverse now generates noise in Signature panel display correctly
Back Emergency increases noise rather than decreasing it below All Stop
Sunk vessels no longer detected by player ESM
Sunk vessels no longer perform surface or air radar checks
Sunk vessels no longer ping with active sonar
Opening Help in periscope view forces periscope view closed
Fixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submerging
default/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meter
Switching a wire guided torpedo from passive to active now works
Fixed towed array calculations for AI vessels
Crew voices added to audio/voices folder and implemented
Anechoic coating decreases active torpedo sensor range by 50%
Reference manual now opens to current signature profile
Spec Ops team now deploys at under 5 knots, rather than at stop
Increased TLAM cruise altitude to 300 to assist with terrain avoidance
TLAM homing in on target (activate in red circle) now provides log message
Land strike complete message displayed in log once all required TLAMs homing (activate in red circle)
Mini-map display now correctly offset when bottom left panel is moved by editing default/hud/default.txt
Enemy surface ships no longer deploy chaff or fire CIWS guns at land attacking missiles
Campaign
MapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign end
Port reload/unload/Spec Ops time required labels corrected for difficulty level modifiers
Verified subsystem displayed repair times take into account difficulty level modifiers
campaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their length
Fixed a possible mismatch of player weapons in tubes which might cause some downstream bugs
Restructured EndLevel() in attempt to minimise impact of unknown bug
Fixed a bug where missing a mission caused all subsequent radio messages to state failed, even if won
Corrected all LAND_STRIKE missions to require 8 weapons fired at deployment zone
New Holy Loch background added for both campaigns
Fixed a bug where entering combat near/between two (or more) ports broke mission (blank blue underwater screen)
Fixed a bug where null minefields were trying to be checked with nav sonar
Campaign summary now correctly tracks completed land strike and insertion missions
Exit mission menu now displays whether land strike or insertion mission is complete
Version 1.03
Jun 19, 2017
Version 1.03b
19 Jun 17
General
Added in game recognition manual linked to Signature tab
Fixed recognition manual anchor so as to say on screen when adjusting HUD scale
Soviet mast textures fixed
Kotlin now uses the newly added wp_sm2_shell naval guns.
default/weapons.txt - removed weapon names and weapon description fields. Added wp_sm2_shell for Kotlin class.
language_en/dictionary/dictionary_interface.txt - added new variables
language_en/sensors/sensors.txt - restructured the entire file to:
sensor_reference=sensor_display_name=sensor_description
language_en/weapon/depth_weapon_display_names.txt - this is a new file for other weapons using the format:
weapon_reference=weapon_display_name=weapon_description
hud/default.txt - added new variables
default/vessels/profile - new folder containing all ship profile images
View on Steam
19 Jun 17
Several changes to the default folder file structure were made which will impact mods and localisations which have edited these files. See below.
General
Added in game recognition manual linked to Signature tab
Fixed recognition manual anchor so as to say on screen when adjusting HUD scale
Soviet mast textures fixed
Kotlin now uses the newly added wp_sm2_shell naval guns.
Changes to Default File Structure and Contents
default/weapons.txt - removed weapon names and weapon description fields. Added wp_sm2_shell for Kotlin class.
language_en/dictionary/dictionary_interface.txt - added new variables
ReferenceSonar=Sonar
ReferenceRadar=Radar
ReferenceActive=Active
ReferencePassive=Passive
ReferenceTowed=Towed
ReferenceVeryQuiet=Very Quiet
ReferenceSemiQuiet=Semi-Quiet
ReferenceQuiet=Quiet
ReferenceSemiNoisy=Semi-Noisy
ReferenceNoisy=Noisy
ReferenceVeryNoisy=Very Noisy
FrequencyAbbreviated=Flanguage_en/sensors/sensors.txt - restructured the entire file to:
sensor_reference=sensor_display_name=sensor_description
language_en/weapon/depth_weapon_display_names.txt - this is a new file for other weapons using the format:
weapon_reference=weapon_display_name=weapon_description
hud/default.txt - added new variables
[Other Panels]
SignatureIconColor=65,173,77,255
SignatureIconNext=hud/default/arrow_next.png
SignatureIconPrev=hud/default/arrow_prev.png
SignatureIconSelect=hud/default/checkbox_filled.png
[Recognition Manual]
UnitReferenceMain=hud/default/unit_ref_main.png
UnitReferenceSecondary=hud/default/unit_ref_info_window.png
UnitReferenceTab=hud/default/unit_ref_tab.png
UnitReferenceTextColor=0,0,0,255
UnitReferenceTextHighlightColor=maroon
UnitReferenceIconColor=100,100,100,255
UnitReferenceIconNext=hud/default/arrow_next.png
UnitReferenceIconPrev=hud/default/arrow_prev.png
UnitReferenceIconSelect=hud/default/checkbox_filled.png
UnitReferenceIconHighlightMarker=hud/default/arrow_next.png
[HUD LAYOUT]
UpperRightRecognitionManual=0,0default/vessels/profile - new folder containing all ship profile images
Version 1.02
Jun 16, 2017
Version 1.02b is now available to all users. This patch fixes several bugs as outlined below.
Note that is you are using an override/mod for campaigns you will need to add: PlayerPositionOnLeavePort=-242,-154 to your campaign_data.txt file.
Version 1.02b
16 Jun 17
General
Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port
Reykjavik materials fixed
Terrain textures updated
Winter trees updated
Added "Apply" to resolution setting to refresh screen
Truncated Andizhan Mod display name
Combat
Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels
Fixed contact master contact names briefly displaying Los Angeles on master upgrade
AI subs must maintain contact to continue wire guiding torpedoes
Further optimised and improved missile pop-up
Heavily flooding submarines should no longer fire torpedoes
Merchants no longer considered a "nearby vessel" when leaving combat
Campaign
Fixed EnemyUnitMissionCritical parameters in LANDING_FORCE missions for 84 campaign causing sinking of all transports to not win the mission.
"Mission deployment zone nearby" message added to briefings to clarify when you are on an actual insertion or land strike mission vs a general encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port locaton larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on enting port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing
Destroyed torpedo tubes not destroyed in next combat (works for us)
Near deployment zone message in briefing displays only at actual combat misison (insertion or land strike)
View on Steam
Note that is you are using an override/mod for campaigns you will need to add: PlayerPositionOnLeavePort=-242,-154 to your campaign_data.txt file.
Version 1.02b
16 Jun 17
General
Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port
Reykjavik materials fixed
Terrain textures updated
Winter trees updated
Added "Apply" to resolution setting to refresh screen
Truncated Andizhan Mod display name
Combat
Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels
Fixed contact master contact names briefly displaying Los Angeles on master upgrade
AI subs must maintain contact to continue wire guiding torpedoes
Further optimised and improved missile pop-up
Heavily flooding submarines should no longer fire torpedoes
Merchants no longer considered a "nearby vessel" when leaving combat
Campaign
Fixed EnemyUnitMissionCritical parameters in LANDING_FORCE missions for 84 campaign causing sinking of all transports to not win the mission.
"Mission deployment zone nearby" message added to briefings to clarify when you are on an actual insertion or land strike mission vs a general encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port locaton larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on enting port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing
Destroyed torpedo tubes not destroyed in next combat (works for us)
Near deployment zone message in briefing displays only at actual combat misison (insertion or land strike)
Version 1.01
Jun 12, 2017
Version 1.01b is now available to all users. This patch fixes several bugs as outlined below.
Version 1.01b
11 Jun 17
General
Unit Reference and Vessel Selection navigation arrows
Option: Hide Low Sol. Contacts, added "in 3D" to clarify
Soviet weapon sprites added
Updated Narwhal description
Fixed numerous typos
Combat
Camera movement deactivated when in full screen tactical map
Zoom out key no longer leaves periscope view
Decoys no longer count as weapons when leaving combat
Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale
Weapons.txt new variable: WireBreakOnLaunchProbability
Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec
AI subs suffer wire break on launch
AI weapon systems disabled on sunk
Expanded depth mask width for ultra-wide displays
Missile pop-up improved
Firing VLS no longer subtracts from internal stores
MADDetectionRangeInYards=1000 added to config.txt
Fixed min-map proportions for various HUD scale values
Weapon warhead sizes reduced
config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold
config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold
config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold
Mini-map "zoomable" area now matches mini-map size
Abandon ship now always available to leave combat, but no chance for survival if below escape depth
Stores now correctly display number of weapons if open when firing
Fixed a bug (screechSound) where ships would not get flagged as sunk causing them to still attack/move
Fixed an internal error when empty tube got knocked out
Knocking out an already KO'ed tube no longer generates generic tube damaged message
Campaign
Noisemakers replenished on entering port
Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier)
Added black mask behind map for non- 16:9 aspect ratios
Repairing Tubes in port restores tubes for use
Fixed a bug where noisemakers in play at end of combat break next mission/event flow
Fixed erroneous nautical mile range calculations for enemy recon planes and airbases
Might have fixed port/briefing buttons not responding (needs verifying)
Force task force de-activation immediately after Action Report to prevent possible re-engagement
Pressing Continue Key (space) pauses strategic map
Submarine only groups do not get escorting aircraft
Combat start depths changed to 50,150,600
Fixed general campaign missions with bad parameters
Insertion missions removed fixed wing aircraft
Sonobarriers removed from ports since undetectable and not fun
View on Steam
Version 1.01b
11 Jun 17
General
Unit Reference and Vessel Selection navigation arrows
Option: Hide Low Sol. Contacts, added "in 3D" to clarify
Soviet weapon sprites added
Updated Narwhal description
Fixed numerous typos
Combat
Camera movement deactivated when in full screen tactical map
Zoom out key no longer leaves periscope view
Decoys no longer count as weapons when leaving combat
Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale
Weapons.txt new variable: WireBreakOnLaunchProbability
Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec
AI subs suffer wire break on launch
AI weapon systems disabled on sunk
Expanded depth mask width for ultra-wide displays
Missile pop-up improved
Firing VLS no longer subtracts from internal stores
MADDetectionRangeInYards=1000 added to config.txt
Fixed min-map proportions for various HUD scale values
Weapon warhead sizes reduced
config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold
config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold
config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold
Mini-map "zoomable" area now matches mini-map size
Abandon ship now always available to leave combat, but no chance for survival if below escape depth
Stores now correctly display number of weapons if open when firing
Fixed a bug (screechSound) where ships would not get flagged as sunk causing them to still attack/move
Fixed an internal error when empty tube got knocked out
Knocking out an already KO'ed tube no longer generates generic tube damaged message
Campaign
Noisemakers replenished on entering port
Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier)
Added black mask behind map for non- 16:9 aspect ratios
Repairing Tubes in port restores tubes for use
Fixed a bug where noisemakers in play at end of combat break next mission/event flow
Fixed erroneous nautical mile range calculations for enemy recon planes and airbases
Might have fixed port/briefing buttons not responding (needs verifying)
Force task force de-activation immediately after Action Report to prevent possible re-engagement
Pressing Continue Key (space) pauses strategic map
Submarine only groups do not get escorting aircraft
Combat start depths changed to 50,150,600
Fixed general campaign missions with bad parameters
Insertion missions removed fixed wing aircraft
Sonobarriers removed from ports since undetectable and not fun
Current Release
3008004
Uploaded Aug 08, 2018
System Requirements
OS
XP
CPU
Intel Atom
RAM
2 GB RAM
GPU
N/A
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Mount the ISO file (double-click or right-click → Mount)
4
Run setup.exe
5
Launch the game from desktop shortcut or Start Menu
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
936 MB
Build
3008004
Password: cracked-games.org or 123
CRC32
EDC2EEF3
SHA-256
28d27f47964d5be16b89ea3250751c2a48829110f2ad37fa788679acdac3d0ed
How: Right-click the downloaded file → 7-Zip / WinRAR → CRC SHA → compare with the values above.
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View AllDownload Cold Waters for PC with a direct link or via torrent. Get the full version of Cold Waters for free. Cold Waters is a Indie released by Killerfish Games.