Ultimate Admiral: Dreadnoughts

Design warships the way you want them, command fleets, win the naval arms race for your nation!

Ultimate Admiral: Dreadnoughts is a naval combat, naval and world war i game developed and published by Game-Labs.
Released on January 25th 2023 is available only on Windows in 10 languages: English, French, German, Spanish - Spain, Japanese, Ukrainian, Russian, Simplified Chinese, Greek and Korean.

It has received 6,565 reviews of which 4,345 were positive and 2,220 were negative resulting in a rating of 6.5 out of 10. 😐

The game is currently priced at 25.49€ on Steam and has a 25% discount.


The Steam community has classified Ultimate Admiral: Dreadnoughts into these genres:

Media & Screenshots

Get an in-depth look at Ultimate Admiral: Dreadnoughts through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: 64-bit Windows 7
  • Processor: Intel Core i5-2500K 3.3GHz, AMD Phenom II X4 940
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce GTX 660, AMD Radeon HD 7870
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 4 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful β˜‘ Good ☐ Decent ☐ Bad ☐ Donβ€˜t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☐ Very good β˜‘ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm β˜‘ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☐ Kids β˜‘ Teens β˜‘ Adults ☐ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☐ Potato β˜‘ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☐ Old Fashioned β˜‘ Workable ☐ Big ☐ Will eat 10% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☐ Easy to learn / Hard to master β˜‘ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- β˜‘ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story β˜‘ Some lore ☐ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☐ Long β˜‘ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price β˜‘ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☐ Never heard of ☐ Minor bugs β˜‘ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 β˜‘ 8 ☐ 9 ☐ 10 Edit: Since the review loading in takes much less time and it a lot better from a bug/lag standpoint. 9/10
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Oct. 2024
Build Your Own Battleship/ Design Your Dream Dreadnought Aside from the campaign, UAD has a couple of other game modes: The 'Naval Academy' offers 63 self-contained, one-off challenge scenarios of increasing difficulty (but sadly not rewarded with Steam achievements). The 'custom battle' feature allows you to try out various combinations of ships versus other ships. The 'shared designs' feature allows players to create designs which can then be made available to the AI to use (sadly not integrated with Steam Workshop). The heart of the game is its dynamic (i.e. unscripted) SP campaign which lets you choose from ten playable nations and start dates of 1890, 1900, 1910 etc. Some design elements are shared across the playable nations but most major nations have at least some unique hulls. UAD's shipyard is an intuitive, 3D design interface that allows you to build your own ships without much prior knowledge of naval architecture. If you have played Simple Planes, Kerbal Space Program, or Besiege you will find UAD similarly straightforward. You select fundamental aspects (speed, displacement etc) of your design via sliders; other variables (e.g. armour thicknesses) can be clicked +/- or the desired value typed in. The components (turrets, funnels, towers) are chosen from visual menus at the bottom of the screen and placed via drag-and-drop at appropriate locations on the hull; the game provides coloured indication of where it will (or won't) fit. At the simplest extreme, you can create a valid design by placing a main tower at the front, a secondary tower at the back, a funnel somewhere in between, plus at least one main gun wherever you like, and clicking 'save'. Of course, whether you have created a good, balanced design is a different matter since the eternal trade-off between speed/firepower/armour is a design challenge without end. You can make a decent approximation (not replica) of Bismarck, Yamato, Iowa, KGV etc. If for some reason you don't want to design your own fleet at the outset, there is the option to have the AI auto-design one for you. The game features three difficulty levels (normal, hard & legendary) which - as in many strategy games - do nothing more than increase the AI's funding on higher difficulties. The highest setting can help keep a playthrough as the UK or USA challenging for longer. UAD's battle interface maintains the time-honoured dichotomy of 'left-click select, right-click do' so will be instantly playable for anyone who has played an RTS in the last quarter century. The game features modern camera controls (hold RMB to rotate the camera, move the camera with WSAD). This may sound obvious but it's a big part of what makes UAD vastly preferable to the handful of really old-school alternatives e.g. Stormpowered's Jutland/Distant Guns series. Whatever start date you select, the campaign will end in January 1965 at the latest - it may end much sooner if you go bankrupt or unrest resulting from your decisions boils over into a national revolution. Seeing battleship combat continue into the Beatles era(!) is jarring: in UAD's permanently plane-free playground, the battleship is never rendered obsolete by carrier aviation. Even spotter planes are absent from this game: it's like an alternate history where the Wright Brothers stuck to bicycles! Subs are notionally present but reduced to an unseen nuisance. Whereas by 1965 IRL the *other* HMS Dreadnought - the nuclear one - had already been in service for two years! The campaign map is visually fairly minimalist until you hover over units, ports etc for more info. However it is not explained to new players how to provoke a war or intercept specific enemy fleets. Dilemmas (random events that 'pop up' at the start of each turn) closely resemble those from Rule the Waves III: I'm unsure which game was 'inspired' by the other... Used wisely they can help to manipulate the economy to your liking (sacrifice naval budget now to boost GDP in the long run?) but will quickly become repetitive. The battle interface is necessarily less minimalist but does a good job of keeping the abundant information to the edge of the screen (and providing more via tool tips). The lack of a 'formation editor' Γ  la Sea Power is particularly grievous since it means every large battle begins with a few minutes of chaos while you try to sort out the mess of a formation you didn't choose and couldn't see in advance. The lack of fundamental formation commands ('turn together', 'turn in succession') is galling since even lacklustre naval games like the Ironclads series get this right. Similarly, the AI's inability or unwillingness to sail its ships in straight lines once battle begins makes it impossible to ever have a battle resembling Jutland, Tsushima or indeed any other fleet action you can name. It may be that the AI has been taught to fear incoming torpedos above all else. My disappointment at this AI behaviour adds to my dismay at the relative rarity of massive fleet battles: they are the exception rather than a typical occurrence. The campaign is almost entirely free-form: there aren't even any win conditions so it's entirely up to you to decide whether you 'won'. The 'Campaign finished: retirement' screen is shockingly anticlimactic so my advice is to enjoy the journey, not the destination. In particular, the lack of any 'realm divide' mechanic - whereby almost every faction will eventually unite against the player to prevent them from steamrolling the AI - means there's no guarantee your playthrough will reach any kind of climax unless you engineer it. Diplomacy in UAD is rudimentary but logical: you can click to try to improve relations or increase tension with one nation per turn, plus you can send fleets in proximity to the enemy to provoke tension. The economy of UAD is rudimentary but logical: apart from the money you spend on ships, three sliders determine how you divide your monthly income. Economic warfare (blockade, trade hunting) is effective, though. The research aspect of the game strongly resembles a game called ICBM , because it puts you in charge of competing in an emerging arms-race and despite the names of these games, dreadnoughts/ICBMs are not the only viable way to go. The game does a decent job of communicating why things are working: for example, selecting your ship and then hovering over its target will bring up a list of all the factors influencing the accuracy of its fire at that moment. The game's modelling of ballistics/penetration is robust and broadly realistic even if relies in part on hidden 'dice rolls' (and even if 'partial penetrations' undermine this realism by rewarding ships for firing inadequate AP at a main belt). The fact that you can't scroll continuously across the Pacific is symbolic of UAD's strange combination of high quality and bizarre flaws: it's a game that gets the hard stuff right - the realism, the 3D models, the shipyard interface - but fails at stuff that you would expect to be easy: a map that scrolls continuously, a formation editor, a button to select all ships, or AI fleets that spend most of their time sailing in a straight line. The juxtaposition of overachievement and underachievement is breathtaking. UAD is: [*]stable, playable and fun; [*]a good strategy game; [*]the best 3D dreadnought game ever made. UAD is not: [*]perfect; [*]a great strategy game for people with no interest in naval warfare; [*]the Battle of Jutland simulator I still dream of. Alternatively: If you like dreadnoughts but hate 3D graphics, consider Rules the Waves III instead; If you hate 3D graphics but prefer modern naval strategy, consider Command: Modern Operations; If you like real-time naval strategy but what you really want is carrier combat, then consider either of the above or just wishlisting Task Force Admiral.
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Sept. 2024
So let me start with this: The game is far from perfect. It has many problems. - Campaigning feels like a lot is unfinished or missing. - Performance is nowhere to be found - Lots of bugs in every system - The interface is not really thought through. But the idea of the game and how it is implemented is really good. If you like big ships and want to see them shoot each other to pieces, this is your game. It is simply fun to torpedo a heavy battleship with a small torpedo boat. If you can get into this kind of game and overlook one or two problems, then this game is definitely for you. Also, a lot of the reviews are about the multiplayer DLC, not the main game itself, so don't let that put you off. By the way, 15 bucks for a 1v1 multiplayer mode that does not even include the campaign. Really?
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June 2024
It's 1905 and the 2nd year of the Italio-Soviet War. I just sank a massive Soviet battle ship I caught in port with its 2 torpedo boat escorts with my 4 plucky, extremely poorly designed Italian 1890 light cruisers. These fellows were on harass shipping duty when that newly commissioned Soviet BB launched to sea and they had no business challenging that battle ship. 4 light cruisers only a peace treaty away from the scrapyard charged in, guns and torpedoes blazing. After a heroic RAMMING SPEED from the doomed cruiser "Captain Calzone," the Soviet battle ship slipped below the waves. Lost 3 CLs that day. The last one, "Sausage Pizza," came home a hero. 10/10. Would buy again. The game needs some way to turn a heroic ship like the "Sausage Pizza" into a museum ship or something to commemorate it's exploits.
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March 2024
One of the best games I have ever played. I picked this up on a whim after watching some play-through videos from Tex on BlackPantsLegion. Nearly 400 hours later, I am completely hooked. There’s a big breakdown below if you want details. Overall, if you enjoy designing big boats, planning naval invasions, and are willing to look past some current bugs because the devs will address them in time, then grab this game. I accidentallied into nearly 400 hours in less than 2 months. That’s ridiculous. I have no regrets. The Bad β€’ Lots of optimization left to make it run smoothly. β€’ Long load times between tasks. β€’ The AI can be maddeningly bad. I lost more ships in the late game to friendly fire than enemy action. β€’ Torpedoes are hit or miss (pun intended). Either your ships drop them at the perfect moment and nothing lives orrrrr they drop them to kill a random whale or, more often, into the hull of the friendly ship right beside them. β€’ It’s a good thing that friendly ramming damage is turned off β€’ Hotspot on ports are not the easiest to click on when moving task forces, leaving lots of task forces sitting just outside the harbor β€’ Hover tooltips and other windows overlay each other. QOL would be to have the windows appear side-by-side The Good β€’ This game is incredibly fun and will pull you in quickly β€’ The ship customization is insane! There’s more to be done for sure, but I spent hours just designing ships and never building them β€’ Guiding your task forces through battles is easy to learn but very difficult to master β€’ Adapting your fleet composition and tactics to changing times feels real β€’ Technological advancement flows well and the randomness of what comes available over short periods is indicative of what technological progression looks like in the real world β€’ There’s nothing like the feeling of spilling out your ports and flooding the enemy’s waters with your ships β€’ While playing as the US, I often found myself deciding on actions based on whether the target port gave me access to oil or not What will make this better in my ridiculously bad opinion β€’ Give us some QOL updates o Tooltips don’t stack and block each other o Give me a way to choose fleets other than clicking on them. During invasions, fleets are often stacked and it’s incredibly difficult, or even impossible, to choose specific fleets o Let me move multiple fleets at the same time and spread them out a little at the endpoint o Stop taking me from the design tab to the fleet tab each time I choose to refit a ship type. I don’t care about the fleet, I have more updates to make!  Also, can we get a β€˜refit all’ button or something similar so I don’t have to do it for each ship type? o Expand the click-box when choosing a port for task forces to travel to o Balance the variables processed when choosing β€˜auto resolve’  A single enemy destroyer should not be able to sink a battleship and heavily damage multiple other ships in a battle. RIP USS Missouri o The economic values of empires don’t adjust well with gains and losses in territories  I smacked the British Empire and the French β€˜empire’ into single island holdings  Both empires kept multi-trillion dollar economies while each had less than 300k total citizens  What was happening on those islands??? β€’ Bigger issues o Optimization would be nice. I don’t mind loading screens, but they can get burdensome o Please, please, please tell the AI not to shoot allied ships in the booty with torpedoes o Submarines are either incredibly effective or automatic losses o Economies need to adjust to gains and losses in a more realistic fashion. Small starting empires cannot match larger empires in GDP even after claiming most of the larger empire’s territory
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Last Updates

Steam data 23 November 2024 12:09
SteamSpy data 20 December 2024 01:41
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 16:00
Ultimate Admiral: Dreadnoughts
6.5
4,345
2,220
Online players
1,099
Developer
Game-Labs
Publisher
Game-Labs
Release 25 Jan 2023
Platforms