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S.O.N.A.R. Torpedo Guide: Weapons Station Basics

What S.O.N.A.R.'s demo and store notes say about torpedoes: the weapons station, loading, decoys against incoming torpedoes, and mines.

S.O.N.A.R. Torpedo Guide: Weapons Station Basics
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There is no complete, step-by-step torpedo tutorial published for S.O.N.A.R. - Submarine Operators Not Actually Ready. What there is: the official Steam page and the demo's own changelog notes tell you where torpedo work sits, that loading is a hands-on crew job, and that decoys launched from the weapons station are the advertised answer to incoming enemy torpedoes. The practical place to actually drill the timing is the demo's tutorial training stations.

Where torpedo work sits on the boat

S.O.N.A.R. is built around nine critical stations, and the weapons station is one of them. The developer's notes tie torpedo-related activity to that station: the demo changelog describes an "Improved Weapon Station that can now launch a decoy to evade enemy torpedoes," and the demo achievements include spending ten minutes operating the weapons station alongside separate torpedo milestones. So expect to do your firing from the weapons station rather than from the helm, sonar, or periscope.

The published material does not describe the exact aiming procedure, lead calculation, or button layout for the weapons station. Treat any specific keybind you see elsewhere with suspicion unless it comes from the game's own controls screen or tutorial.

S.O.N.A.R. - Submarine Operators Not Actually Ready Loading is a separate job from firing

Loading is a separate job from firing

Two details point at a two-step workflow rather than a single trigger pull:

  • The demo achievements count both "Fire 100 torpedoes" and "Load a total of 50 torpedoes" as distinct milestones.
  • The store description's health tip jokes about being sick inside your diving helmet "when it's your turn to load the torpedoes," which frames loading as an individual crew member's physical task.

In practice that suggests one player handles the weapons station while another hauls and loads, or the same player alternates between the two. With a small crew, plan who is doing which before contact — a torpedo tube with nothing in it is one easy way for a good firing solution to go to waste. If your shots aren't landing, check the tube state before assuming your aim is off.

Incoming torpedoes and the decoy answer

Enemy torpedoes are a real threat: the store description mentions crewmates panicking "during a torpedo attack," and the demo's decoy feature exists specifically to "evade enemy torpedoes." The decoy is launched from the weapons station, per the same changelog entry, so the player already sitting there is the natural person to fire it. If your crew keeps eating torpedoes, the first thing to check is who is manning the weapons station and whether they are reacting to the warning call at all.

S.O.N.A.R. - Submarine Operators Not Actually Ready Torpedoes beyond enemy ships

Torpedoes beyond enemy ships

The demo achievement list shows torpedo use spread wider than ship-to-ship combat: "Destroy 10 naval mines with torpedoes" makes mines a torpedo target, and separate milestones cover destroying enemy vessels and an enemy base. Mines in particular are worth practicing on, since a mine is a static target and a cheap way to learn how your shots behave before you try the same thing on a moving destroyer.

Which version these notes describe

These observations come from the demo build released for Steam Next Fest, with the changelog noting demo v0.9.44.0, and from the store page as it stood on 2026-10-22, when the page listed a planned release date of Oct 29, 2026. The full game was not out on that date, so torpedo behavior, station layout, and weapon handling may differ from what the demo shows. Once the full release is playable, re-check the weapons station in the tutorial before assuming demo habits carry over.

Learning it hands-on

The demo announcement describes a single-player tutorial with dedicated training stations built to "master the basics before heading to the seafloor." That is the closest thing to an authoritative torpedo lesson in the published material — no invented lesson plan needed, just run those stations before joining a crew. It also includes progression unlocks that carry a taste of the full release, so time spent there is not wasted.

FAQ

Is there a full S.O.N.A.R. torpedo guide?

Not one published by the developer. The store page and demo notes describe the weapons station, torpedo loading, decoy launches, and mine destruction, but they do not lay out an aiming or firing procedure. The in-game tutorial training stations are the practical substitute.

Where do I fire torpedoes in S.O.N.A.R.?

Torpedo and decoy work is associated with the weapons station in the demo changelog and achievement list. The exact controls for that station are not documented in the published material, so learn them from the tutorial or the in-game controls screen.

How do I stop enemy torpedoes from hitting my submarine?

The demo changelog lists a decoy launched from the improved weapons station specifically to evade enemy torpedoes. The changelog presents it as the intended countermeasure; it does not describe it as making a hit impossible, so make sure someone is at the station to use it.

Do I have to load torpedoes separately before firing?

The achievements track firing and loading as separate milestones, and the store text describes loading as one crew member's turn-based chore, so yes — expect to load tubes as well as fire them. Check tube state first when a shot doesn't come out.

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