Group instance · guide

Black Fog Strait

In development

A group instance for 3–5 players that takes 20–30 minutes. Your team gets a private copy of the room, so no outsider can sail into the middle of your fight. Battles are resolved on the server the moment fleets meet. What wins is not reflexes but your lineup, the order of targets, how you split your forces and when you pull back.

This is a preview. Instances are not in the game yet. We're showing what we're working on, and names, numbers and rules may change before release. When it's ready, you'll see it in the changelog.

Before you set sail

Bring at least one ship for each role. Teams missing any of them usually get stuck on the second or third stage.

Torpedo destroyerStrike

Intercepts torpedo boats coming out of the fog and opens the boss fight with a salvo that ignores shields.

Artillery cruiserSupport

Takes out shore batteries from range and strips the boss's armor.

DreadnoughtArmored

Shields the tug and soaks up full salvos.

Mining steamerOutside the triangle

Loads the wreck. How much you bring home depends on it.

Losses come back freeShips sunk in the instance return to the dock without being rebuilt at the Shipyard. You risk time, not your fleet.
Time limitThe whole run has a time limit. When it runs out, the strait closes and the team returns to port.
Three difficulty levelsThe lowest is for learning, the highest for well-drilled teams. On the hardest, your clear time counts too.

Stage 1

The Fog

Goal: escort the tug to the wreck and haul away as much cargo as you can.

Torpedo boats lurk in the fog. You only see them up close, so attacks come suddenly — and always at the tug.

Torpedo destroyer

Intercept torpedo boats as soon as they leave the fog. They're the fastest ships, so they reach them before the tug does.

Dreadnought

Sail between the fog and the tug and take the torpedoes themselves.

Mining steamer

Loads the wreck three times faster than other ships and has the biggest hold. The more it carries, the bigger the reward.

Tips

  • Keep the escort together. A destroyer that chases a torpedo boat deep into the fog leaves a hole in the screen.
  • Keep the dreadnought between the fog and the tug — always on the side you can't see into.
  • When things get hot, the steamer leaves with what it has. Saved cargo counts toward the reward.

Stage 2

Shore Batteries

Goal: silence the guns on the cliffs and open a safe channel.

Long-range guns stand on the cliffs, and the passage below them is mined. Every battery you destroy reveals part of a safe channel.

Artillery cruiser

They have the longest range in the era. They fire from beyond the batteries' reach, and every hit permanently strips a gun's armor.

The rest of the fleet

Waits out of battery range and only enters the channel the cruisers have opened.

The most common mistake

  • Charging in with the whole fleet. The batteries outrange destroyers and dreadnoughts, and whatever survives the shelling sinks on the mines.

Tips

  • Destroy the batteries one by one, nearest first. Each one opens the next stretch of the channel.
  • The dreadnought can cover the cruisers, but it never sails ahead of them.

Stage 3 · boss

The Strait Colossus

The Colossus has three phases. In each one a different class does the work, and the rest stay out of its way.

  1. Phase 1

    Armor

    Almost everything bounces off the Colossus's armor. Cruisers strip it with fire control — every hit lasts until the end of the battle.

  2. Phase 2

    Shield

    The Colossus raises its shield. Only the destroyers' first torpedo salvo gets through. Time it together: all destroyers fire at once, not one after another.

  3. Phase 3

    Broadside

    The Colossus fires a full broadside. Dreadnoughts take it thanks to their citadel. Without them, the broadside hits light ships — and they sink.

When to pull back

  • Send any ship below half hull back for repairs before phase 3. The broadside will finish it off.
  • Torpedo salvo missed the window? Sail out and come back rather than keep firing into the shield. A new engagement means a new first salvo.
  • Dreadnoughts stay until phase 3 is over. If the whole fleet has to fall back, they leave last.

Rewards

In later eras

The strait changes along with the game world. Here's the plan:

EraWhat changes
II. World WarsSubmarines hide in the fog, and the boss is an aircraft carrier.
III. Cold WarRadar replaces line of sight: you see the enemy on screen before it comes into view.
IV. Digital AgeRadar jamming and drone swarms.
V. Near FutureThe boss changes its resistances mid-fight. You'll have to adapt your lineup on the fly.
VI. Orbital AgeA narrow passage between fields of orbital debris.

Build your team now

Instances aren't here yet, but a good team takes longer to build than a fleet. Play, learn the ship classes and find the allies you'll sail with.