Marc Games

( only in english )

About the game

The player commands a battleship and engages enemy forces in a maritime conflict, inspired by the World War II era, before air power became dominant over the seas. The objective is to identify targets and fire accurately while managing the wind and the movement of the vessel.

The game emphasizes tactical gunfire and situational awareness: shells follow realistic ballistic trajectories, wind and waves influence the battlefield, and enemy ships react to the evolving conditions of the fight. The result is a mix of strategic decision-making and precise aiming under pressure.

Screenshots

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Release history

Release alpha 5 (September 2026):

This release contains lot of changes:

  • Gameplay:
  • Improve the shoot controls (add dispersion) with more difficulty
  • Allow the player to switch between ships
  • Improve the ship HUD info (no longer tight to the target)
  • Rendering:
  • Render the shells in the depth-tested opaque pass
  • Improve the water rendering (also improve perf of the shader)
  • Rework the weather system
  • Improve SSAO
  • Misc:
  • Allow to have nautic unit-system (knots and nautic-miles)
  • Add photo-mode that removes the UI (press "o")
  • Create the music (very rough at the moment)

Release alpha 3 and 4 (Summer 2026):

I improved the player experience by adding a window that shows the shells hit and the display predicted trajectory of the shells. I'm keeping improving the UI. I also introduced sound effects. I made some progress on the rendering, the ocean simulation and the weather system.

Release alpha 1 and 2 (2025):

Still focusing on rendering, with shadows, SSOA, smokes ...
The scope of the game is now better defined, even if the player experience is still very rough.

Protoptye (July 2024):

With the game being ported to Desktop, I want realistic visuals. Therefore, I worked during a long time on the procedural sky rendering and the ocean rendering.

Protoptye (2010's):

Made with python, the game concept is inspired by the RTS game gendra. The player controls the ships movements and the raw shooting parameters (heading and distance). The gameplay is very dynamic and chaotic.