The Game

Two deliberate halves

At sea a full 3D world. Ashore a painted port with the whole life of the town behind its doors. The contrast is the point.

The Game

Two deliberate halves

At sea it is a full 3D world — a circumnavigable globe with a simulated ocean, wind, weather and a day/night cycle.

Ashore it is a painted, storybook-warm port screen with the whole life of the town behind its doors. The contrast is the point, not an inconsistency.

The land is the real Earth. Real coastlines, real latitudes, real distances between ports — so a crossing costs what a crossing actually cost, and a captain who knows the map knows this one.

With one deliberate exception. In this century Australia has not been found yet. It is out there on the water, and the King of Portugal's exploration arc takes you through its discovery.

Underneath both sits the design goal: modern presentation, and directness. You are a captain doing captain's things, not managing menus.

An antique chart of the world, the seas named in Latin, with ships and a sea serpent drawn among them
The real Earth — though in this century, that southern coast is still waiting to be found.

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