At Sea

The ocean, and the ship on it

The ocean, the weather and the ship on it — where the rebuild lives first. What's across and working in the new engine is here; what isn't yet is said plainly.

At Sea

The ocean, and the ship on it

The ocean, the weather and the ship on it — where the rebuild lives first. What's across and working in the new engine is here; what isn't yet is said plainly.

As of the 7 October dev log. These cards describe the rebuild — what each system does today in the new engine, and what is still to come. The measured figures live on the Status page; the week-by-week work is in the dev log.

  • The ocean

    A new sea simulation, built fresh for the new engine — not a port of the old one. Ships carve a true Kelvin wake: bow wave, turbulent core, divergent arms, transverse crests. Still to come: whitecap coverage, crest translucency, and foam at the waterline.

  • Sky, stars & almanac

    A star catalogue overhead and the tools to use it: sightings by quadrant, cross-staff and sextant, a world clock, and planetary wind. Across, and checked against the original.

  • Weather and wind

    Six presets from flat calm to severe storm, with thunder that follows the flash by distance — seeded, so captains in company hear the same storm. Still to come: the day/night cycle proper.

  • Rigging and working sails

    Yards brace round to actually catch the wind, rigging stays made fast at both ends through the turn, and the throttle picks a sail plan rather than scaling one — every sail set at any setting is a properly set sail with a proper belly. Canvas sets and furls tier by tier, and a furled sail is a real roll of the cloth that left it. Still to come: furling the lateen and headsails.

  • The ship as played

    Helm, hydrodynamics, gear and canvas are in and under your hands. Still to come: anchor, damage, fire, and wear.

  • Hull design & drafting table

    Every hull is drawn from real curves on the drafting table, and the figures agree with the first version's to one part in ten thousand — every hull, index, tonnage and sailing quality, checked automatically.

  • Land and coast

    Coastline, terrain and streaming are new work and in. A circumnavigable 2:1 world over real geography: sail east far enough and you come back around, walled north and south by polar ice. Still to come: all shore vegetation.

  • Flags, banners & colours

    Eight crowns fly, flag and banner both — two cloths on purpose, the captain's own flag at the truck and the allegiance banner beneath it, so false colours are something another ship can see through rather than a switch. Still to come: hull livery, the flag loft, the disguise locker.

  • Navigation instruments

    Celestial sighting is in. Still to come: the telescope, sea charts, surveying, and the chart room.

  • The sea has a voice

    Nine sea beds crossfaded by sky, wind, shore, night and depth; thunder that follows the flash; canvas audible as a tier is let fall and as it takes the wind; her colours sounding against the wind they are bent with.

  • Sail in Company — co-op

    Up to four captains on one shared ocean, one economy, a synced clock and weather, barter at sea, and shared battles. Built and proven in the first version; it was right, and comes across as-is.

Join the Crew

Come aboard

The Discord is where the work happens in the open — build progress, screenshots, the things that broke, and the first call when there's something worth sailing. Come and say hello.

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