394 karma · joined June 12, 2026
What he doesn’t realize is this game is only a month old in active dev, no one is trying to dupe customers I’m trying to learn what I’m missing. Obviously I can make some changes to push realism on the wind physics, and this will be updated.
I do this to a certain extent for galleons on the Spanish map but should update the rest too
My big effort has been finding tasteful compromises to keep a “real” feel but still simple enough to not be frustrating and put away the game. Hope this helps!
Always trying to find a balance of realism vs arcade feel on the gameplay. Let me know how you would handle sailing upwind/downwind instead, always love more suggestions!
I’ve been building this since early May with active captains through the last month. I randomly noticed traffic from hacker news a few days ago, turns out somebody had linked tinywind in the comments there. Love to see other people in the space!
Good luck on your pixel adventures, love to see what you build!
I totally get if people primarily play with two hands on mobile it makes sense to default wheel to the left
Giving the ship a slight constant forward moment felt nice and forgiving when testing, and user still has to tack back and forth to get meaningful enough speed to strafe a ship. But I’m definitely open to sliding the realism scale here
Definitely want to make an effects pass soon to improve visual clarity of the wind sprites and other basic things like cannon fire, hits, etc
A couple very kind redditors have reached out to develop in game tracks so stay tuned
I need to sit down and do a sailing mechanics audit to find a good balance between arcade/realism, I think a beam reach is supposed to be faster than downwind. But my angle of attacks could be more accurate especially for upwind sailing?
Here’s currently how tinywind does it if anyone’s curious:
It’s funny, your ideal scenario is almost exactly what I have in mind for the first PvP map coming soon, a slower predetermined map with historic factions/safe zones and ofc lots of combat with bots or people
I can definitely revisit the trim and responsiveness. Buried in the settings in ship logs you can move the wheel to the other side, need to make that more accessible
Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on
Noted on the ship turn speeds, I’ve been playing around with larger ships having slower turn radii but I do want the naval combat to have more of a planning element (setup upwind, strafe run and fire, etc)
Let me look into the boat speeds in different wind conditions. I know beam reach/crosswind is faster than parachuting downwind but maybe my downwind speed is too slow now
I’m working on a couple PvP modes so you can run naval battles with real captains very soon :)
Thanks so much for submitting this earlier, we got a great boost!
I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.