You start with one sloop and a chart. Buy where a good is cheap, sail to where it is dear, sell, and do it again until you can afford a second hull. Then a third. The point of the fleet is that you stop steering it: set a standing route and those ships trade on their own while you work on the next problem.
Prices move because you move them. Buy out a port's coffee and the price there climbs while you are still in the harbour, so the second run of the same route never pays what the first one did. Stock levels are deliberately small against a ship's hold, which is what stops any hull from just scaling profit forever.
- Age of sail trading across a chart of ports, each with its own gluts and wants
- Standing routes: tell a ship what to buy and where, and it goes without you
- Market impact, spread and drift, so no route stays profitable untended
- Hulls with real trade-offs, priced against measured profit per run
- Crews are paid in a lump on payday, and an unpayable bill becomes arrears
- Cargo that spoils, cargo that breaks, and cargo that is worth the risk
- Weather, blockades and shocks that move a price you were counting on
- Runs offline at a reduced rate for up to eight hours while the app is shut
The game is the routing, not the sailing. Every ship you automate is one less thing you touch and one more thing that can go wrong without you watching. A fleet that pays for itself is the win condition, and a fleet you have to babysit is a fleet you priced wrong.
Plays offline. No account, no sign-in. Free, supported by ads you choose to watch, with no in-app purchases.
One sloop. Go.
Buy low in one port, sell high in the next. Set standing routes, let them run.