Windward
Buy low, sail far, sell high. Then set the standing orders and let the fleet run itself.
Windward is an age-of-sail trading company sim built around one idea: you should end up running a company, not a boat. Start by sailing every run yourself, learning which ports pay for what and which crossings are worth the risk. As the fleet grows you stop steering and start writing standing orders, until ships trade profitably while you are looking somewhere else. Combat is a single decision, not a second game. Hand-assembled 32x32 pixel art, and your company is a flag rather than a face.
Dev log //
An age-of-sail trading sim built around the idea that you should end up running a company rather than a boat. Early development, so the log is mostly the standing-orders system that the whole design depends on.
- 22 goods: modern contraband under a Jolly Roger
- Android: fix the tiny UI and lock portrait
- Drop the last CI reference from the file table
- Remove GitHub Actions
- 7.6 Localisation: Korean and Japanese
- Fix what the re-review found, and seed the suite's helper
- Fix eleven defects found by an adversarial review
- Update the plan: Phase 4 done, Phase 7 mostly done
- 7.3 daily objective, 7.5 audio call sites
- 4.6 app icon, 7.1 rank ladder, 7.2 achievements
- 4.4 company flags and 4.5 goods icons
- 4.3 Wooden UI theme: every surface is 9-patch, no flat boxes left
- 4.2 Parchment chart: ink on aged paper, no water
- 4.1 Ship sprites: real hulls on the chart, not triangles
- Record the first CI run
- New goods with cargo traits, and close out Phase 1.5
- 3.5 onboarding, 3.6 number hygiene, and a flaky suite
- balance probe: measure a standing route, not a hand-started one
- 3.4: offline welcome-back card, and D11
- 3.3: payday card
- 3.2: shipwright
- 3.1: route editor
- Cleanup: strict warnings on, one-command verify.ps1
- Mark 1.5.1-1.5.3 done in the plan
- 1.5.3: fuzz the save layer, and the startup hang it found
- 1.5.2: cover GlobalData's failure paths
- 1.5.1 pass 2: 95 mutations, 0 survivors, 144 asserts
- 1.5.1 pass 1: mutation harness, and the holes it found
- Settle the ship decision: Scallywag palette-matched to SakPix
- Art audit and replanned roadmap: the packs are catalogues, not tilesets
- Phase 1: close all ten foundation defects
- Add Phase 4B: battles, share market, one late colony, smuggling
- Add perf probe and full phased plan through release
- Bill upkeep as lump-sum payroll instead of a per-second bleed
- Initial commit
Every line above is a real commit from this app's repository, on the date it was made. Build chores and merge commits are filtered out.