S.O.N.A.R.: choose your crew before chasing the launch deal

5 min read
Crew members operate navigation and weapons stations inside a blue-lit submarine.
Abylight Barcelona / Abylight Studios. Official promotional screenshot; capture build unknown.

S.O.N.A.R.’s low launch price is the easy part. Finding a crew that enjoys dividing the work is the real buying question. Abylight’s submarine game launched on Steam on October 29 with an official pitch of one-to-six-player co-op, survival and 6v6 submarine combat. The US store checked on November 1 lists $8.49 instead of $9.99, with the 15% introductory offer ending November 12. Regional prices differ.

This is reported buyer analysis, not our hands-on review. We have not played the release, tested a six-person session or reproduced the fixes below. The useful evidence is the developer’s mode descriptions, two named launch reviews and specific post-launch instructions. The useful buying question is whether your crew wants this workload.

Six seats do not promise an easy shift

The launch announcement describes coordinating through proximity voice chat to pilot, manage stations, fire weapons, repair leaks and stop fires. That is a pitch for shared responsibility. It also means buyers should ask who actually wants those jobs before everyone buys a copy.

Older store copy complicates the player count. One Steam description still says four crew members, but the developer’s later expansion announcement explicitly raises co-op and survival from four to six, and the October 29 launch post repeats one-to-six co-op and 6v6. Those newer statements are the basis for the six-player description here, not our own capacity test.

Our reading is straightforward: a larger supported crew gives a group more people to divide duties among. It does not establish that every crew size is equally manageable, or that adding friends automatically makes the game easier. A group looking for casual conversation with occasional button presses should investigate the workload before treating this as its next relaxed hangout.

A crew member carries a torpedo toward an open launch tube under red lighting.

Historical official promotional screenshot: Abylight Barcelona / Abylight Studios. Capture build unknown; not our gameplay.

Two launch reactions point to the same buying question

In an October 29 recommended Steam review, nyx describes enjoying co-op while finding a two-person crew hectic and doubting the solo fit. RyaStream’s recommended review from the same day praises teamwork and free mode, but criticizes difficult missions and how quickly food and rest drain. Both accounts were reopened on November 1.

These are individual launch impressions, not a representative survey or proof that solo play is impossible. They also precede subsequent balance changes. Their useful overlap is narrower: both attach the fun to managing demands together. That is a reason to discuss roles with your group, not a basis for declaring the current build badly balanced.

For buyers, the distinction matters. Enjoying the idea of a submarine is different from enjoying interrupted tasks and urgent repairs. If your friends like calling out problems and covering for each other, the official design pitch is worth investigating. If nobody wants to be interrupted, a cheap copy will not settle that disagreement.

A sailor repairs a leaking pipe in a flooded submarine corridor while another approaches.

Historical official promotional screenshot: Abylight Barcelona / Abylight Studios. It illustrates damage-control work, not a newly verified fix.

Read the demo-save instruction before returning to the demo

A free demo is available, but owners moving between it and the full game should read the developer’s 1.0.2.0 notes first. Abylight says it disabled Steam Cloud for the demo to prevent loss of full-game progress when launching the demo. For the Steam save conflict described in that notice, its instruction is to choose the save from the full game.

That is the developer’s specific guidance, not a general rule for every cloud conflict. We have not reproduced the issue, checked recovered saves or established how many people were affected. Nor does the note establish seamless demo-to-retail progress transfer. The sensible takeaway is to check the notice rather than assume that returning to a demo cannot affect an existing purchase’s progress.

Comfort options are useful, not a tested all-clear

The 1.0.3.0 notes add a separate option to disable screen shake independently of submarine sway. They also list XP, torpedo and PvP balance adjustments. The official feed refreshed on November 1 contains 27 posts; its latest item is a playtester-skin follow-up under the same version, not another major balance update.

Motion-sensitive buyers have a concrete setting to look for, but we cannot say whether it makes play comfortable for them. Likewise, patch notes describe developer changes; they do not turn the earlier reviews into tests of the updated build.

The strongest buying case is a group interested in coordinated station work and willing to try the demo with that question in mind. Solo buyers should investigate the workload rather than read the advertised lower player limit as a promise of an equally relaxed experience. Choose the crew first, then decide whether the launch offer matters.

For another group-buying decision, see our We Were Here Tomorrow co-op launch check. More releases are in the indie games archive.

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GuideDog Pack
GuideDog Pack

Indie Games & Hidden Gems

GuideDog Pack focuses on indie games, early-access standouts, hidden gems, and smaller releases worth catching before they blow up.