

A tactical immersive sim. You are underground with nothing but missiles. Design ballistic weapons, hunt billion-dollar radars with 20,000-dollar drones, flood the enemy with cruise missiles, or reach hypersonic technology. Welcome to asymm
THE CHAIN OF COMMAND IS BROKEN
Salvo is a tactical immersive sim with thousands of ways leading to one objective: breaking the enemy's war machine. Central command has been destroyed. The last strategic force still capable of continuing the war is your underground missile program. There is no one left to give you orders. Which technology to research, which missile to design, what to produce, and when to fire — all of it is your decision. They have billion-dollar radars; you have $20,000 drones. They have layered air defenses; you have saturation salvos, decoy warheads, and launchers emerging from underground. You cannot win in open war. So you will not fight one. The objective is clear. The path is yours.
THE ENEMY WAR MACHINE
You are not striking a city, a base, or a single radar; you are fighting an interconnected war machine. Radars scan the sky. Interceptor batteries select targets. Factories replenish depleted stocks. Convoys carry new missiles to the front. Fighter aircraft hunt for your launchers. Allied reconnaissance networks try to understand every movement in the region. You do not need to destroy everything to defeat them. Sometimes silencing a single factory, blinding a single radar, or delaying a single convoy can disrupt the entire defensive order.
YOUR WAR BEGINS UNDERGROUND
The enemy has superiority in the sky, at sea, and in the open terrain. Your advantage begins where you cannot be seen. Your underground tunnel network is not merely a shelter. It is the main battlefield where you produce missiles, store them, prepare your launchers, and plan your attacks. You expand your tunnel network across different depth levels, build launchers, and increase your production and storage capacity. Opening and closing launchers, reducing your surface signature, and avoiding reconnaissance are all part of the war. The order you build underground determines the outcome of the war in the air. You cannot create a major salvo with too few launchers. You cannot saturate the defense without stockpiles. If you spend your budget poorly, even the best technology may remain beyond your ability to field.
LAYERED AIR DEFENSE WORKS LIKE A REAL NETWORK
The enemy defense is not a single shield. It is a layered network of interconnected radars, interceptor batteries, point defenses, ammunition stocks, factories, and decision cycles. Archer-3, Archer-2, Stone Sling, Steel Dome, Patriotic, Yurt Korur, and close-in defense guns operate across different layers against different threats. Each system has its own range, reaction time, radar coverage, ammunition capacity, reload behavior, and target priority. When a radar detects a target, which interceptor is assigned, whether ammunition remains in stock, and the target's route, altitude, speed, and maneuvering all determine the outcome. In Salvo, air defense is not decoration — it is a real-time defensive architecture.
DESIGN THE WEAPON
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THEN PRODUCE IT
In Salvo, missiles are not selected from a ready-made catalog. Every weapon is a modular design built from the technologies you have unlocked. You determine the engine, fuel, guidance system, maneuver package, and payload. You name the resulting design, save it as a blueprint, and send it into production. Every saved design becomes a separate production plan. Which one you mass-produce, which one you stockpile, and which one you reserve for a critical operation is entirely up to you.
DON'T PULL THE TRIGGER
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PLAN A SALVO
In Salvo, an attack is not about pressing a single button and sending missiles at random. Every operation is a pre-planned strike package. In the KGP planning panel, you can prepare up to ten attack orders at once. For each strike, you choose the target, the munition, and the launcher separately. You can direct every launcher at a single target, or build a mixed operation split across multiple targets at the same time. When you execute the plan, the selected strikes are launched within the same operational wave. Then you can plan again, sending a second wave or follow-up attack based on how the defense reacts. A well-planned salvo confronts the defense with too many threats, too many targets, and too little reaction time all at once.
REAL PHYSICS. NO DICE.
In Salvo, missiles are not animations sliding across the screen. Every launch is calculated by the physics engine from motor ignition to impact or interception. The Tsiolkovsky rocket equation determines the velocity a missile can reach with the fuel it carries. Warhead weight changes range. Body shape affects aerodynamic drag. Fuel type, burn behavior, and altitude profile shape the flight characteristics. Atmospheric density, speed, altitude, radar cross-section, and wind can produce different results in every flight. There is no pre-drawn path where "missile A goes to target B." Tsiolkovsky, aerodynamic drag, RK4 altitude integration, atmospheric modeling, radar cross-section, INS drift, CEP, and interception geometry are all parts of the same chain. The
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