- Release Year: 2000
- Platforms: Windows
- Publisher: 1C Company, FX Interactive, S.L., PAN Interactive, Snowball.ru, Strategy First, Inc., TF1 Multimedia
- Developer: Ellipse Studios Pty Ltd
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: LAN, Online PVP, Single-player
- Gameplay: Base building, Real-time strategy (RTS), Research, Resource Management, Unit control
- Setting: Aquatic, Futuristic, Post-apocalyptic, Sci-fi, Underwater
- Average Score: 69/100

Description
Submarine Titans is a real-time strategy game set in a post-apocalyptic future where Earth’s surface has been ravaged by the Clark Comet, forcing the remnants of humanity to establish underwater civilizations. Players lead one of three factions—the aggressive White Sharks, the eco-friendly yet advanced Black Octopi, or the mysterious alien Silicons—through 10-mission campaigns involving base-building on multiple ocean depths, resource management of elements like metal, oxygen, and corium, and intense submarine warfare with innovative features like capturing enemy units and vertical gameplay layers.
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Reviews & Reception
metacritic.com (69/100): It doesn’t break any barriers, but it adds to an already solid concept and is worth taking a look at if you’re an RTS fan and you have the patience to bear with a crash or two or 25.
monstercritic.com (69/100): 3D terrain, AI that for once is actually more intelligent than artificial, lots of things to build and most importantly pretty explosions when something blows up.
ign.com (70/100): What’s more dangerous than a Russian training exercise and crashes even more?
gamespot.com : The game’s slow pacing, simple combat, weak production values, and other shortcomings collectively prevent it from being much fun.
Submarine Titans: Review
Introduction
In the year 2047, a comet known as Clarke’s strikes Earth, shattering the surface world and forcing humanity into the abyssal depths—a cataclysm that echoes the apocalyptic spectacles of films like Deep Impact but grounds them in a gritty, aquatic survival tale. Released in 2000, Submarine Titans dares to plunge the real-time strategy (RTS) genre underwater, where players command submarine fleets in a post-apocalyptic ocean colonized by rival human factions and enigmatic aliens. Developed by the small Australian team at Ellipse Studios, this game arrived amid a RTS renaissance dominated by titans like StarCraft and Age of Empires II, yet it carved a niche with its vertical depth mechanic and immersive undersea ecosystem. As a historian of gaming’s golden age, I view Submarine Titans as a fascinating artifact: ambitious in its environmental innovation and thematic depth, but hampered by technical constraints and formulaic execution. This review argues that while it fails to eclipse its contemporaries, its unique aquatic canvas and forward-thinking AI tools cement it as a cult classic deserving rediscovery for genre enthusiasts seeking something beyond the terrestrial battlefield.
Development History & Context
Ellipse Studios, originally Megamedia Australia and based in Adelaide, was a modest outfit formed by Ukrainian expatriates who had previously tackled Ancient Conquest: Quest for the Golden Fleece (1999), a mythological RTS that flew under the radar. Comprising just 16 members—including seven programmers, four artists, and specialists in sound and mission design—the team was led by director and executive producer Raaj Menon, whose vision stemmed from an artist’s fascination with futuristic narratives. Submarine Titans emerged from this creative core, conceptualized as a fresh take on RTS by transplanting familiar mechanics into an uncharted underwater realm, inspired by the untapped potential of oceanic sci-fi akin to The Abyss.
The late 1990s RTS landscape was fiercely competitive, with Blizzard’s StarCraft (1998) setting the gold standard for asymmetric factions, tight balancing, and addictive multiplayer. Other hits like Command & Conquer: Red Alert 2 (2000) emphasized spectacle and accessibility, while 3D pioneers such as Total Annihilation (1997) pushed graphical boundaries. Ellipse faced significant hurdles: Australia’s nascent game industry offered little local support, forcing the team to seek international publishers. After struggling domestically, they partnered with Canada’s Strategy First, known for niche titles like Disciples: Sacred Lands (1999), which handled North American distribution. European releases followed via publishers like PAN Interactive and TF1 Multimedia, with localized versions in Russia (Morskie Titany) and elsewhere.
Technological constraints defined the era—Submarine Titans ran on a custom 2D engine supporting resolutions up to 1280×1024 without hardware acceleration, rendering 3D landscapes via pre-rendered sprites for efficiency on Pentium-era hardware (minimum: 233 MHz MMX, 32MB RAM). This allowed for a five-layer vertical depth system, innovating on 2D limitations, but it also meant no full 3D fluidity, contributing to pathfinding quirks and visual blending issues. Development spanned from 1997 (with a tech demo in 1999) to gold status in June 2000, culminating in an August launch. The team included talents like programmers Grigoriy Podgorny and artists Dmitri Prokopov, who drew from StarCraft‘s influence while experimenting with editable AI scripts—a rarity that foreshadowed modding communities. Released amid Y2K hype and a booming PC market, it hit shelves at $49.99, but piracy and competition limited its reach, making physical copies scarce today.
Narrative & Thematic Deep Dive
Submarine Titans‘ narrative unfolds in 2115, a century after Clarke’s Comet ravages Earth, triggering tidal waves, a 15-year nuclear winter, and global warming that floods the planet, raising sea levels by 60 feet. Humanity’s remnants—tens of thousands sheltered in deep-sea habitats—evolve into two polarized factions: the militaristic White Sharks, descendants of pre-comet superpowers craving dominance, and the eco-conscious Black Octopi, focused on sustainable tech and balance. The comet’s fragments introduce Corium 276, a super-element fueling advanced tech, and unwittingly ferry silicon-based aliens, the Silicons, whose damaged mothership strands them in the crater, scavenging to build a return gate.
Each faction’s 10-mission campaign, playable in any order, weaves a war story of resource wars and ideological clashes. The White Sharks’ arc emphasizes aggressive expansion, with missions like pre-emptive strikes against Octopi bases, narrated through terse briefings evoking Cold War paranoia. The Black Octopi’s campaign shifts to defensive innovation, uncovering Silicons while fending off Shark incursions, underscoring themes of harmony versus hubris—cyber-dolphins symbolize engineered symbiosis, contrasting Sharks’ brutal shark-control tech. The Silicons’ story, revealed as silicon-lifeforms from a distant world, humanizes them as reluctant invaders: their organic, crystalline designs evoke The Abyss‘ Builders, harvesting silicon and energy not for conquest but survival, only to clash with human paranoia.
Themes delve into environmental apocalypse and human frailty. The comet’s “colony drop” motif critiques hubris (failed attempts to deflect it worsen the impact), while resource scarcity mirrors real-world depletion, with gold trading from surface medieval survivors highlighting isolation. Faction asymmetry reinforces motifs: Sharks embody A Commander Is You‘s “Balanced” brute force; Octopi, a “Technical/Powerhouse” blend of stealth and superiority; Silicons, an “Industrialist/Spammer” economy of regeneration and mass production. Dialogue is sparse—unit voiceovers are generic and repetitive—but the 92-page manual’s timeline adds lore depth, detailing pre-comet geopolitics and faction origins (e.g., Sharks from military vaults, Octopi from scientific enclaves). Cutscenes, using Bink Video, deliver sinister flair, though grammar issues in briefings occasionally undercut immersion. Ultimately, the narrative’s strength lies in its thematic resonance: a Recycled INSPACE (StarCraft underwater) that probes survival’s cost, but it falters in delivery, prioritizing plot exposition over character-driven drama.
Gameplay Mechanics & Systems
At its core, Submarine Titans adheres to the RTS loop of resource gathering, base-building, and fleet combat, but innovates with an underwater twist. Players deploy construction subs (e.g., Assemblers for humans) to erect 72 structures across categories like supply, defense, and special, spawning gradually via a StarCraft-style frame or transforming instantly for Silicons’ Capsule Prototypes. The economy demands balance: humans harvest oxygen (for power/construction speed), metal/Corium 276 (deposits via extractors, transported by cargo subs), and gold (ubiquitous but inefficient); Silicons forgo oxygen for silicon (sand-based, spaced extractors) and energy (from metal, fueling HP/shields). Ammo depots limit rushes, forcing sustained logistics, while markets enable trading—innovative but micromanagement-heavy.
Combat deconstructs into sub fleets (38 types total), blending standard torpedo/ion barrages with specialties: Marauders/Raiders/Usurpers capture foes (Star Trek: Armada-esque), Avengers disable, Dreadnoughts drop overhead pods. Five depth levels add verticality—subs dodge torpedoes by ascending/descending, evading defenses or ambushing from caves—but the 2D engine renders it chaotic, with pogo-like maneuvers and negligible tactical depth. Progression unlocks via research labs (50+ human upgrades, 70+ Silicon), branching tech trees for weapons (e.g., cassette shells fanning sub-torpedoes) and defenses (ultrasonic pulses, Ion Fields halving damage). Superweapons like Sharks’ nuclear torpedoes or Silicons’ Gas Laser Satellite evoke Command & Conquer, but ammo/recharge mechanics prevent spamming.
The UI splits the screen for dual unit/structure control, with a sonar minimap, depth indicator, and rotatable/zoomable view (45° increments). Keyboard shortcuts aid efficiency, but icon clutter and tiny labels frustrate—sub identification blends amid bioluminescent flora. AI offers three levels, customizable via ST AIscript (a included editor/manual for modding behaviors), and “assistants” automate economy/defense/full play, a prescient feature reducing tedium for novices. Multiplayer (2-8 players, Internet/LAN) and skirmish (23 maps, random generation) support up to 24 with spectator mode—the first RTS to do so fully. Flaws abound: slow pacing (sluggish subs, build queues), pathfinding clustering (fish-schooling units), and unbalanced campaigns (aggressive AI rushes fragile bases). Yet innovations like hacking enemy tech for hybrid fleets and editable AI elevate it beyond rote RTS drudgery.
World-Building, Art & Sound
Submarine Titans crafts a post-apocalyptic ocean as its canvas, blending sci-fi futurism with ecological realism. Settings span arctic to tropical seabeds, dotted with hills, mountains, land bridges, and comet craters—Corium veins pulse ethereally, while surface trade hints at a medieval remnant world above. Verticality enhances immersion: five depths layer gameplay, from surface shallows teeming with manta rays to abyssal voids hiding Silicons’ crystalline hives. Structures anchor this—human bases as industrial hulks, Octopi as sleek eco-domes, Silicons as bio-luminescent corals—fostering asymmetric world-building where terrain dictates strategy (e.g., caves conceal ambushes, plates host elevated forts).
Visually, the 2D isometric art shines in detail despite era limits: shifting light patterns filter through water, illuminating corals, anemones, schools of fish, and eels that animate the ecosystem without interaction. Pre-rendered sprites yield sharp subs (vibrant Shark hulls vs. iridescent Silicon forms), but colors blend (Shark/Octopi similarities confuse), explosions are uniform bubbles, and maps homogenize into blue monotony—no dynamic currents or 3D shimmer convey submersion fully. At higher resolutions, it scales well, but low-res defaults cramp the interface.
Sound design amplifies the depths: ambient bubbles, sonar pings, and 3D-positional effects (DirectSound/emulated) evoke isolation, with faction-specific tracks—tense percussion for Sharks, new-age synths for Octopi, ethereal hums for Silicons—shifting dynamically (calm exploration to frantic combat). Voiceovers are flat (repetitive acknowledgments like “Affirmative”), but mission narrations add gravitas. A sound editor empowers mods, enhancing replayability. Collectively, these elements forge an atmospheric escape, transporting players to a “bubbling deep watery realm,” though production values lag behind StarCraft‘s polish, tempering the wonder.
Reception & Legacy
Upon 2000 release, Submarine Titans garnered mixed reviews, averaging 64% critically (MobyGames) and 69/100 on Metacritic. Praised for its premise and immersion—GameSpy (79/100) lauded the “rich configuration” and “clean interface,” while PC Gamer (79/100) highlighted strategic depth—critics lambasted flaws: GameSpot (5.2/10) decried “slow pacing” and “simple combat,” Computer Gaming World (30%) called it “poorly realized” with a “hyperactive pace” ill-suited to nuance. IGN (7/10) noted crashes and dated concepts, yet appreciated the AI assistant for novices. Player scores averaged 3.6/5, with fans like Hollyoake Addams (2009) extolling its “unique ocean-going RTS experience” for escapism.
Commercially, it underperformed—topping Spanish charts briefly (May 2001) but overshadowed by Age of Empires II—selling modestly via bundles like Sci-fi 6+1 Pack. Re-releases on GOG/Steam ($0.99) revived interest, fostering a cult following for its modding tools (map/sound editors, AIscript). Legacy endures in niche influence: verticality prefigures Subnautica‘s exploration; editable AI anticipates Supreme Commander‘s scripting; spectator mode enables esports precursors. It inspired aquatic RTS echoes in Five Nations (2021) and underscores 2D RTS viability post-3D shift. As RTS evolved toward MOBAs (StarCraft II), Submarine Titans remains a historical footnote—a bold experiment in setting-driven innovation, cherished by historians for preserving underwater warfare’s allure amid genre fatigue.
Conclusion
Submarine Titans synthesizes the RTS blueprint with aquatic ambition, delivering a narrative of apocalyptic rebirth, mechanics enriched by vertical depth and AI automation, and a world alive with undersea wonder—yet it stumbles on pacing, balance, and dated visuals that dilute its promise. From Ellipse’s visionary underdog origins to its mod-friendly tools, it embodies 2000’s innovative spirit, influencing subtle genre evolutions while earning cult status for escapism. In video game history, it occupies a liminal space: not a masterpiece like StarCraft, but a commendable pioneer of environmental storytelling in strategy. Verdict: Worth diving into for RTS veterans (7.5/10), a hidden gem reemerging on digital shelves, reminding us that even in flooded ruins, strategy endures.