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.
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.