You are a two-person outfit with a van. Forty sites are waiting to be laid out.
A site is a drawn landscape: plains, hills, forest, a village, a road, a substation, a bird reserve, a radar zone, shore and open sea. In the corner sits the wind rose — eight sectors, each with a frequency and a mean speed. You place turbines of six classes on it, and every tap updates a live strip: yield in GWh, capital cost, payback in years, the community score and the megawatts on the grid.
THE WIND IS LEGIBLE
Hub height corrects the speed, the cell under the tower multiplies it, and a turbine standing downwind of another loses whatever the wake takes. Wakes are drawn as cones on the ground. Tap a turbine and it lists its yield sector by sector and names every neighbour that costs it, to the tenth of a GWh. Move it two cells north and watch the number come back.
CONSTRAINTS ARE THE PUZZLE
Three rotor diameters between towers. Within five cells of the village the community score falls. No turbines in the reserve and no cable through it. Tall hubs are refused inside the radar zone. Offshore classes only on sea. Roads and cables are routed for you cell by cell, priced before you confirm and reused where a track already runs. The substation has a capacity in MW, and the budget is the budget. Every refusal names the rule it broke.
EVERY SITE IS SCORED, NEVER SECOND-GUESSED
A built layout is scored on YIELD against the site's target, VALUE against its payback target, and COMMUNITY. Zero to three stars, a developer fee scaled by them, and a track record that opens the next region. There is no single right layout: the game scores what you built, never what it expected.
THE YEARS ARE ONE BUTTON
Built sites join the portfolio. Each takes a maintenance policy — full service, basic or none — with its availability and its failure chances printed beside it. Then NEXT YEAR. The report lists every roll it made: T3 gearbox, roll 0.021 against 0.030, failed, repair 150k, one month down. Storm years are a stated regional chance. Revenue is the yield times the availability times the site's tariff. No hidden odds anywhere in the game.
THE BLADE
Every fourth operating year a site offers a blade inspection, or you skip it and accept the stated risk. A 120 m blade is drawn across the screen in three segments; you drag a lens along it and tap the cracks you find. A found crack halves the next three years' damage chance and makes the repair cheap. No timer, and nothing is lost by looking slowly.
THE OUTFIT
Cash buys technicians, a spares stock, an inspection drone, a crew boat for the offshore sites and finally a control room that forecasts the coming year. Each purchase prints its effect before you pay. Track record carries the outfit from Apprentice to The Outfit.
WHAT IS IN IT
• 40 sites across five regions: Lowlands, Uplands, Coast, Offshore and Islands
• Six turbine classes, from a 0.25 MW Merlin to an 8 MW Albatross
• Sandbox: any region, any size, any rose, from a seed you can read
• A Daily Site generated on your device from the date, with a streak
• Fourteen journal chapters and twenty-four achievements
• Every map, rotor, rose, cone, cable and blade drawn by the game itself
WHAT IT IS NOT
• No internet. Nothing is downloaded, nothing is sent. Play anywhere.
• No account, no ads, no in-app purchases, no energy, no lives, no timers. A year passes only when you press the button.
• No data collected. There is nothing to disclose, because nothing leaves your phone.
LRM Windward is a single-player offline game. It does not connect to the internet, it does not collect any data about you, and it contains no advertising and no purchases. Every turbine is earned by building well.
Lay out wind farms, read the wind rose, keep clear of the wakes. Fully offline.