Voyager gameplay: Core Lord paddling on foil over open water
GAME CAPTUREDOWNWIND
FOILING
IN-GAME CAPTURE · BUILD 175

SUP foiling game / iPhone

Downwind
foiling.

Paddle up and link bumps along a Hawaii coast, down the Columbia River Gorge and through an offshore storm. Carry speed through the turns, pump through the lulls and work your way downwind. Race five courses for Game Center leaderboards. Sharks, whales and lifeguard jet skis share the water. In development for iPhone.

7routes: five race courses, a free-ride playground and a warm-up
11selectable riders and two boards
12sea presets with adjustable swell size, period and direction
10Game Center leaderboards, Easy and Hard for each race course

THE DOWNWIND RUN

Carry speed
between bumps.

Once you’re on foil, the run is about making connections. Turn off a face with enough speed to reach the next bump, use a few pumps to cross a flat spot, and adjust your line as the swell changes. Set the conditions yourself, then repeat the same sea to compare your runs.

01 Paddle02 Pump03 Carve04 Boost

GAMEPLAY FOOTAGE

On the water.

Captured in Unity from build 175, the same gameplay as the first TestFlight release. Riding uses scripted controls; wildlife encounters are staged with the game’s own hazards and collision system. Clips are silent.

CONTROLS

Two thumbs,
every move.

Your left thumb works the stick: turns, front foot and back foot. Your right thumb works the Paddle/Pump slider: paddle strokes at the left end, pumps at the right. A SURF button appears once you are flying. Every move in the game comes from mixing those three.

01 / LEFT THUMB

The stick

Push left for a heel-side turn and right for a toe-side turn. The further you push, the harder you bank, and holding it keeps the turn going. Push up to load the front foot for speed; pull down to load the back foot. A quick flick up or down fires a move (see the move map); a slow hold only trims the board.

02 / RIGHT THUMB

The slider

Paddle on the left, Pump on the right. The rider follows your thumb frame for frame: slide toward Paddle and he pulls a stroke, slide toward Pump and he springs up for the next catch. Lift your thumb anywhere and he settles back to his normal stance.

03 / TAP OR HOLD

Buttons too

Tap the Paddle end for one full stroke. Hold the Pump end and he sinks into a crouch; let go and he stands and pushes. A longer hold means a deeper crouch and a bigger push, up to a limit. A quick tap on Pump is one short pump.

04 / SPEED

Front-foot boost

Hold the stick up (front-foot pressure) for about 2 seconds of extra speed, then expect about 2 seconds of drag. Let go to reset. Use wave faces or ease off to recover.

The move map

What each slider side does with each stick position. "Full" means the stick pushed all the way.
Right thumbStick centeredStick leftStick right
NothingCruiseHeel-side turnToe-side turn
Paddle (slide or tap)Stroke, paddle upStroke and turn leftStroke and turn right
Thumb resting on the Paddle side, stick flicked downPaddle switchReverse-paddle left turnSwitched right turn
Thumb resting on the Paddle side, stick flicked upRight-then-left carve
Pump (slide or hold)PumpCutback (full left)Bottom-turn paddle drag (full right)
SURF button (on foil)Surf stanceSurf heel-side holdSurf toe-side hold

Moves

In the game

Cutback

Hold Pump and push the stick all the way left. He leans back over his heels, lifts the top hand by his face and drags the blade through the water for a snap turn with spray, then holds it until you let go.

In the game

Bottom-turn drag

Hold Pump and push all the way right. From a deep toe-side turn he drops his hands low and reaches the paddle out and down, dragging the blade through the bottom turn.

In the game

Paddle switch

Rest your thumb on the Paddle side and flick the stick down. He switches the paddle across the board. Push left for a reverse-paddle turn or right for a switched turn; move to Pump, lift your thumb or come off foil and he switches back.

In the game

Surf stance

Tap SURF while flying. He slides his back hand to the middle of the shaft, lets go of the top and rides like a surfer, paddle level at his hip. The stick turns him in surf style. Tap SURF again, paddle, pump or come off foil to grab the paddle again. Core Lord only for now.

In the game

Style moves

Glide quietly for a few seconds and he may let go of the paddle top for a style release, then grab it again, or throw a Hang 10. These fire on their own; you don't need a button.

Being tuned

Right-then-left carve

Rest your thumb on the Paddle side and flick the stick up to link a toe-side carve into a heel-side carve. It fires on a quick flick, not a slow push, and the timing is still being tuned.

In testing

Shark strike

When a shark gets within about 15 feet, the Paddle control changes to STRIKE. He lets go with his back hand and swings the blade down at the shark.

BOARDSSurf SUP
Downwind SUP
DIFFICULTYLearning · Medium
Advanced
CAMERAAuto · Follow
Side

PADDLING AND PUMPING

Paddle up.
Pump through.

Paddling gets you up on foil. Pumping keeps you flying across flat spots. Both use energy, and the difficulty you pick changes how strong the pumps are, how big your energy tank is and how much help you get with balance. Wave size is never limited by difficulty.

01 / TAKEOFF

Paddling

Alternate Paddle and Pump on the slider: a stroke, then a spring up, then the next stroke. Each pull buzzes the phone and you can see him speed up. Strokes give full power up to takeoff speed (about 11 mph on the Surf SUP), fade out by about 16 mph, and give nothing above that.

02 / STROKE PACE

Match the water

A stroke matched to your speed holds your pace and costs no energy on the water (lime ring). A bit faster adds a little speed (yellow). Much faster still pushes but drains energy fast (orange). Too slow gives no push and still drains (grey).

03 / IN FLIGHT

Pumping

Hold Pump to crouch and let go to push, or slide back and forth. A steady hold, release and pause is the most efficient way to pump; fast tapping drains quicker. Above 16 mph a pump adds only a small push, gone by 20 mph. Past that, the waves are what make you faster.

04 / ENERGY

You can't pump forever

Pumps and flying paddle strokes draw from the same energy tank. On Medium, pumping alone keeps you flying for roughly 10 to 12 seconds. The phone buzzes when the tank gets low in flight. Riding a wave face costs nothing, so linking bumps is how you go far.

How difficulty changes it

Settings > Difficulty. Values are relative to Medium.
LearningMediumAdvanced
Pump power3x1x1x
Energy tank5x1x1x
Cost of each pumpFree when well timedNormalAbout twice Medium
Pump timing windowWidest (±25%)±18%Tightest (±12%)
Balance help5x1xAlmost none
Skimming the surface before you drop off foilAbout 1 secondAbout 0.65 secondsAbout 0.4 seconds
Extra helpPulsing L / R arrows show the takeoff rhythm, extra wave push, a forgiving glide and a few seconds to recover after touching downSome extra hold on wave facesNone
Pumping alone on flat waterAbout 20 seconds of flightAbout 12 secondsShortest

Every difficulty lets you choose any wave size. Race times count on Learning, so everyone races with the same help (see Races).

OCEAN AND FOIL PHYSICS

Lift, drag
and moving water.

Voyager calculates lift and drag from the water moving past the foil. Speed, bank and trim change the forces through a turn, while adjustable assistance helps with stability and recovery.

Voyager game capture of the rider flying on foil down the Columbia RiverView game capture ↗
The rider and board in flight. The equations below describe the forces used by the simulation.
01 / THE OCEAN

Crossing swell

η(x, t) = Σ Aᵢ cos(kᵢ · x − ωᵢt + φᵢ)

The surface combines wave components with their own amplitude, direction, phase and frequency. Wind swell and ground swell overlap, changing the shape of the faces as they pass through one another.

Read the wave math

A sets amplitude, k sets wavelength and direction, and ω sets angular frequency. The model uses the deep-water relationship ω² = gk: longer waves travel differently from short chop. Surface height and slope help the game identify useful wave energy; that riding cue is a gameplay estimate, not a measurement in joules.

02 / THE FOIL

Speed and lift

L = ½ ρv²SCL

The foil responds to speed relative to the moving water. Wing area and angle of attack affect lift too, so two moments at the same displayed speed can feel different. Drag grows with that same dynamic pressure.

Drag terms

Drag follows D = ½ ρv²SCD. Voyager combines profile, lift-induced, and near-surface spray terms. Its induced-drag coefficient uses CDi = CL² / (πeAR), linking lift demand to wing aspect ratio and efficiency.

03 / THE BALANCE

Pitch and trim

α ← pitch + flow angle + wing setup + trim

Your foil meets water that is already moving. Changing pitch or trim changes its angle of attack, affecting lift and drag. Push beyond the model’s stall angle and lift falls away; bring a wing through the surface and support changes again.

Bank, stall and immersion

The front wing and stabilizer contribute forces and pitch moments. Bank into a turn and some support points sideways. Demand more lift and induced drag rises. The model also responds to stall and wing immersion, with assistance adjusted by difficulty.

LIFT AND DRAG / SPEED SQUARED

Double the
flow speed.

Hold wing area, water density, and coefficients fixed. Change only the water-relative speed.

1.00×lift & drag multiplier

Illustrative equation, not live game telemetry. During a ride, angles, coefficients, immersion, and assists also change.

Voyager combines spectral waves, simplified hydrodynamics, and gameplay assistance. The wave-energy cue estimates useful riding conditions from the surface; it is not an energy reading in joules. Read the field notes and equations ↗

LINE CHOICE

Set up the
next connection.

Change one setting and repeat a run to compare your speed, ride height and turning room. The same stretch of water gives you a way to judge each adjustment.

Reading a wave face on foilA schematic foil rider travels along the descending face of a wave. The submerged wing stays below the surface. A dotted line shows a possible route toward the next bump. READ THE FACELOOK FOR YOUR EXITKEEP THE WING IMMERSED
Wave-reading sketch. A possible line, not a map of measured energy.
01 / READ

Read the face

Watch the direction of the face as well as its height. The push you can use depends on your heading, speed and position on the bump.

02 / CONNECT

Connect the bumps

Build speed down the face and turn toward the next bump before the swell flattens. Pump through the gap when you need to, allowing for the energy each pump uses.

03 / FEEL

Manage ride height

Speed, trim and wing immersion determine how much support you have. A steep bank increases the lift required to hold your height.

Real waves transport energy. Voyager models the moving water and foil forces, with added wave-face support and recovery assistance for playability. These relationships can be explored in the game; actual foiling still requires on-water instruction and judgment.

Follow the energy through the model ↗

SETTINGS

Set it up your way.

CONTROLS

Stick and steering

Steering response softens small stick moves around the center without changing full lock. Invert vertical stick swaps front foot and back foot. Tilt steering lets you steer by tilting the phone. Steering mode picks Weight-grip (the default) or the older Current steering.

CAMERA

Camera views

Auto picks a view for you, Follow stays behind the rider and Side tracks across your line. Follow has Close ride or Read the sea, which shows more water ahead. Side camera looks ahead swings the camera a little behind you as you speed up, so about 3 seconds of water and hazards come into view sooner.

HELP

Riding assists

Riding tips show short hints. Catch feedback plays a sound when a wave pushes you. Wave guides can highlight crests, tint the faces that will push you and mark reachable faces. Wave-face push, Learning glide relief and Pump push above 16 mph can be switched off to compare ride feel.

FEEL

Haptics and sound

The phone buzzes for pump thumps, paddle catches, takeoff and touchdown, the breach warning, bump catches, cutbacks, wipeouts, wildlife, close hazards and the finish. Ocean and riding audio, units (mph and feet, or km/h and meters) and frame rate (60, 40 or 30) are all in Preferences.

RIDER

Rider and board

Pick your rider and board. The Downwind SUP takes off more easily and turns a little slower than the Surf SUP. Both use the same carbon foil. Body pump animation shows the rider compressing with each pump.

OCEAN

Custom seas

Start from one of twelve sea presets, from Glassy Groundswell Reef and Gentle trades to Storm silver. Then set wave height, interval and spread, add a second swell with its own size and compass direction, and pick a water look.

WILDLIFE

Wildlife and lifeguards

Set how often sharks, whales, sea turtles and lifeguard jet skis show up, and how aggressive they are, from Off through Calm and Normal to Spicy. Intensity 0 keeps every encounter harmless.

NAVIGATION

Map and timing

Water arrow lights a patch of sea pointing toward the finish. The route map can show the coastline, start and finish, your position and your trail. Choose which run details to show: course name, distance left, elapsed time and your personal best.

RACES AND LEADERBOARDS

Same sea.
Fair race.

Each race course has two race seas, Easy and Hard. Every rider on a course and sea gets the exact same waves, because the sea is built from a fixed seed. Your best time goes to that course's Game Center leaderboard.

01 / EASY

Easy sea

The default when you pick a race course. Big swells, both running down the course (about 8.8 ft and 7.8 ft). Plenty of push if you stay on the bumps.

02 / HARD

Hard sea

A little smaller, with one swell running down the course and one crossing it, about 9.5 ft combined. Still lots of energy, but you have to know where to go.

03 / RULES

What counts

A race time counts with the Downwind SUP, Learning difficulty, normal wildlife and all assists on, on the Easy or Hard sea. Change any of that or any sea setting and the game tells you the run won't count. You can still ride it as a custom run, unranked.

04 / LEADERBOARDS

Game Center

Ten leaderboards, one for each race course on Easy and on Hard, ranked by best time to a hundredth of a second. Signing in to Game Center is optional. Skip it and the game still keeps your personal best for every route.

The five race courses

Each race takes about 5 minutes on the Easy sea.
CourseWhereLengthHard sea
Viento ExpressColumbia River Gorge (fictional)About 1.5 miRiver swell plus chop crossing it
Tourist Bay to TourBus BeachHawaiiAbout 1.5 miTrade swell down the coast plus a groundswell square across it
Rufus to Giles FrenchColumbia River GorgeAbout 1.5 mi timedRiver swell plus chop off the open river
The HatchColumbia River GorgeAbout 1.5 miRiver swell plus chop off the Oregon side
Bering RunOffshore storm (fictional)About 1.9 miAbout 16 ft with one swell across (Easy is 20 ft)

Game Center leaderboards arrive with the next TestFlight build and are not live yet. The warm-up and the Outer Hawaii foil playground are free rides, not races.

THE ROUTES

Hawaii.
Columbia Gorge.
Open ocean.

Seven routes. Each one loads its own default sea when you pick it, with the swell running along the course. Race courses open on their Easy race sea. After that the sea is yours: change the preset, wave height, interval, spread and second swell for any route and ride it as a custom run.

01

Tourist Bay

A downwind race along a Hawaii coast, from off Sunburn Shallows to TourBus Beach. This is the wildlife route: sharks, whales, sea turtles and lifeguard jet skis all share the water. The water arrow leads you around the headland first. Coast sheltering, off for races, can calm the swell near shore when you ride a custom sea.

Tourist Bay to TourBus Beach · race · about 1.5 mi
The rider paddling up onto foil over sandy shallows on the Tourist Bay route in Voyager
TOURIST BAY / HAWAIIOPEN
COAST
02

Rufus

Down the Columbia River from Rufus toward Giles French Park, built over real terrain data. Link wind bumps under the bridge with river traffic and lifeguard jet skis around you.

Rufus to Giles French · race · Columbia River Gorge
The rider foiling toward the bridge on the Rufus river route
RUFUS / GORGEUNDER
THE BRIDGE
03

The Hatch

Launch east of Spring Creek Hatchery and ride about 1.5 mi to the mouth of the White Salmon River. Its Hard sea throws chop across the river from the Oregon side.

The Hatch · race · Columbia River Gorge
Voyager gameplay on the Hatch course in the Columbia River Gorge
THE HATCH / GORGERIVER
RUN
04

Bering Run

A fictional 1.9 mi offshore race between weather-buoy gates in a storm sea, 20 ft combined on Easy. Passing ships leave wakes you can ride. Shipping traffic and storm lighting each have their own switch.

Bering Run · race · offshore storm · fictional
Voyager gameplay: foiling near a tanker on the Bering Run
Race

Viento Express

A fictional 1.5 mi Columbia Gorge race with river swell. The default route on Medium and Advanced.

Free ride

Outer Hawaii foil playground

Long, changing shoulders outside the Timeshare Point lineup. Go left or right, then kick out at the offshore buoys. Loads two swells (8.8 ft and 7.8 ft) running down the course with soft blue water. No race, no clock pressure.

Warm-up

Rufus Practice 400

A short, fictional Gorge warm-up, about 1,300 ft. The default route on Learning.

The coast and river routes draw on real places, with renamed spots; Viento Express, the practice run and Bering Run are fictional. Scenery is still being refined.

INTERACTIVE WAVE LAB

Crossing
swell.

Mix short wind swell with a longer ground swell, then move both toward a beach or reef shelf. Shallow water shortens the wavelength and bends the wave paths toward shore.

An educational wave model. Height here means crest to trough for each simple wave. The game uses a spectrum of many components; its wave-size setting describes a sea state. Coastal effects here are a teaching extension, not a simulation of either race course.

ω² = gk tanh(kh)
Starting water
01 Wind swell
02 Ground swell

Follow the swells in from opposite sides of this 360 × 360 m patch of ocean. Both move the same surface. Crests reinforce each other; a crest meeting a trough flattens out. Vertical relief is exaggerated to show the shape.

Across the beach shelf, both wave trains slow and shorten near shore. The wind swell turns from 55° to 17°, while both selected periods stay fixed.

Wind wavelength
56 m → 20 m
Ground wavelength
229 m → 44 m
Wind direction
55° → 17°

TRAFFIC / WILDLIFE

Wildlife and traffic.

Sharks circle before striking, whales breach, and sea turtles surface along your line. Lifeguard jet skis, barges and ships cross the course. Collisions throw the rider according to the angle of impact. Adjust each hazard’s frequency and intensity in the settings.

Shark hazard during a Voyager run
HAZARD / 01SHARK
01Sharks
Personal watercraft crossing a Voyager route
HAZARD / 02PWC
02Jet skis
Voyager game capture: a whale breaching beside the rider
03Whales
HAZARD / 04SEA
TURTLE

Honu surface to breathe, leaving a splash. A collision stops the foil and throws the rider; the turtle dives away unharmed.

04Sea turtles

THE RIDER ROSTER

Choose your rider.

The game’s rider chooser has eleven riders. Eight are shown here with their portraits and 3D models; the three newest, Homie, Chloe and Nipple Ring new, are not previewed yet. Every rider except Core Lord is still marked as a candidate, and Nipple Ring, Homie and Nipple Ring new ride goofy-footed.

PLANNED DEVELOPMENT

In the works

Races, wildlife and the storm run are in the current build. The items below are in progress or planned.

01 / OCEAN

Windy-day water

Whitecaps across the whole sea, foam streaks drifting downwind and short wind chop on top of the swell. Looks only: the waves you ride stay the same, so race seas and leaderboards are not affected. Then storm spray blowing off the crests on the Bering Run.

Wind chop look · in progress
02 / EXPRESSION

Rider styles

Individual stances, paddle carries and turning styles for each rider.

Distinct movement styles · planned
03 / EQUIPMENT

A foil quiver

A choice of foils with different takeoff speeds, glide and turning characteristics, with selection and tuning planned.

Foil selection and tuning · planned
04 / COASTLINE

More coastal detail

Tourist Bay and Rufus already use satellite and aerial imagery. More work will add detail to the headlands and the beach finish, as seen from the water.

Coastal scenery pass · planned

IPHONE BETA

Beta access.

Voyager is in development for iPhone. A limited beta is planned once ride feel, courses and performance are ready.

Public downloads and signups are not open yet.

Watch gameplay

VOYAGER / iPHONE / IN DEVELOPMENT

Voyager
for iPhone.

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