Opening Astral AnchorageA shared harbor. Your own horizon.
SUNWARDALLOY & AFTERGLOW 06
0 mwanderedLight breeze
W throttle · A/D hold to turn · S brake

ASTRAL ANCHORAGE / SETTINGS

Settings

Drag to steer; release to coast. On keyboard, S/Down brakes without turning. Stop near a fish school and tap Fish this school. Moor at the capital to sell; visit the Shipyard for personal refits. Multiplayer smoothing and graphics controls are unchanged.

Friends’ movement

Steady softens changes in speed and turning. It can take longer to catch up after an unexpected turn or stop. Your own steering is unchanged.

Join a crew with a second explorer to compare.

Sky treatment

Compare the same sunlight with and without the cloud treatment.

Meadow treatment

Same scene and paths. “Simple” removes blade geometry, wind and interaction.

Weather

Weather changes only the view on this device.

Alloy city & rain

Buildings, reactor plinths and guarded service wells block movement. Follow the open avenues. Only flags flex; the structures remain rigid. Rain highlights the drainage circuits instead of turning every panel into a mirror.

Dunes & shifting sand

Sand depth drives both movement resistance and trail depth. Local tracks use a bounded 768-unit field; distant tracks are forgotten.

Snow & ice

Tracks live in a fixed 768-unit local buffer. Distant tracks are forgotten. Nearby tracks survive rendering-quality changes.

Water & reflections
Sunlight & atmosphere

Adjust the light on this device. Switch off Drifting sun to hold it here.

Renderer diagnostics

Blake’s method · Experiment 06. Continuous material coordinates remove origin-crossing texture resets. Automatic scaling uses a persistent offscreen target; no terrain re-generation or trail reallocation occurs. Nearby snow/sand memory survives manual quality changes too.

City buildings share a batch and the same footprint rules as collisions. Rain accumulates a persistent wetness state: shallow channels glint first, puddle ripples spread, then drying takes time. Environment/neon reflection is an artistic approximation, not a second full-scene camera.

One thumb: drag up to throttle, left/right to keep turning, down to brake; release to coast. Desktop: W throttle, A/D continuous turn, S brake; arrows also work, Shift for faster travel. Five world switches retain independent positions. Wind is autonomous. Rolling ocean crests and the earlier paired splash jets are removed.