Concept art: a rider in red shorts foils across a Hawaiian swell on a stand-up paddle board, nose first, with a long wake behind him
HERO ARTRIDE THE
SWELL
CONCEPT ART · GAMEPLAY BELOW

A foil SUP game for iPhone

Ride the swell.
Dodge the whale.

Paddle onto the foil, pump between swells and carve down the face, from Oahu’s North Shore to the Columbia Gorge. Sharks, whales and a lifeguard on a jet ski all want a word. In development for iPhone.

7courses, from a 400 m warm-up to an offshore storm
8riders in the chooser, on two boards
12sea presets, then swell size, period and direction are yours
4kinds of company: sharks, whales, sea turtles and jet skis

DOWNWIND / ON YOUR TERMS

Get better at
reading water.

Voyager is a foil SUP game about moving water and a wing under your feet. Paddle onto the foil, bank across a face, then pump through the gap to the next swell. Change the ocean and you learn which lines carry speed. A seeded sea lets you run the same water again.

01 Paddle02 Pump03 Carve04 Boost

ON THE FOIL

Link one swell to the next.

Recorded on the iPhone

Everything on this page labeled as gameplay is footage of the game in development. The hero image and the route art are concept art and say so.

STICK / SLIDER / WATER

Get a feel
for the foil.

Two controls run the ride: a stick that steers and leans, and a slider with Paddle at one end and Pump at the other. Start in Learning, which forgives the most, then try Medium or Advanced as your timing improves. Difficulty changes support and recovery. It never caps the wave size.

01 / TAKEOFF

Paddle into flight

Slide to Paddle and stroke. Pull at the speed of the water and you hold your speed for free. Pull faster and you gain a little at a cost in energy. Pull too slowly and the stroke does nothing. Every pull buzzes the phone.

02 / MOMENTUM

Pump the foil

Slide to Pump, or press and hold the Pump end and let go. A longer hold sinks him deeper and pushes harder on release, up to a cap. Pumping spends your energy bar, so pick your moments.

03 / DIRECTION

Carve your line

Left and right bank the board. A foil cannot skid, so the lean you hold is the turn you get, and a hard bank asks more of the wing. Look where the next face is heading before you commit.

04 / SPEED

Boost, then pay for it

Push the stick up to lean on the front foot. A tap gives about two seconds of boost and a hold gives up to four, then a short bleed of speed. Keep holding on flat water and the foil sinks. Down a wave face the bleed is waived.

Combos

In the build

Cutback

Hold Pump and push the stick all the way left. He snaps back over his heels, the blade dips into the water and throws spray, and he holds the turn.

In the build

Bottom-turn drag

Hold Pump and push right. His hands drop low, the paddle goes out and down, and the blade drags through the turn.

In the build

Paddle switch

Rest your thumb on the Paddle side and flick the stick down. He swaps the paddle to his other side for reverse-paddle turns, then swaps it back.

In testing

Right-then-left carve

Paddle plus stick up starts a toe-side carve that swings into a heel-side one. It is new in the latest build and still being tuned.

In testing

Shark strike

When a shark gets within about 15 feet, the Paddle end becomes STRIKE. He lets go with his back hand and chops the blade down at the shark.

BOARD SETUPSSurf SUP
Downwind SUP
RIDE SUPPORTLearning · Medium
Advanced
THE READWind swell · Ground swell
Crossing angle

REAL-WORLD HYDRODYNAMICS / UNDER THE SURFACE

The physics
under your feet.

Water flows past the foil, the wings generate lift, and drag spends the speed you worked for. Voyager calculates these relationships in real time, then adds adjustable assistance so you can learn to ride them.

3D illustration of crossing wave components and hydrofoil flow, showing directional wave superposition, finite-wing lift slope C L alpha equals 2 pi divided by 1 plus 2 pi over pi e AR, and induced drag C Di equals C L squared over pi e AR.Explore the equations ↗
Illustration of equations used by the model. AR means wing aspect ratio; e is span efficiency. This artwork is separate from gameplay footage.
01 / THE OCEAN

How the ocean
takes shape

η(x, t) = Σ Aᵢ cos(kᵢ · x − ωᵢt + φᵢ)

Directional wave components build the underlying surface. Each carries its own amplitude, direction, phase, and frequency. Wind swell and ground swell cross, overlap, and keep evolving beneath you.

Read the wave math

A sets amplitude, k sets wavelength and direction, and ω sets the rhythm. 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

Why speed
holds you up

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.

What slows you down?

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

What a change
in pitch does

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.

More than a speed bonus

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.

TRY THE SQUARE LAW

Try doubling
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 ↗

A GAME YOU CAN LEARN SOMETHING FROM

Start seeing
the next bump.

You do not need the equations memorized. Change one setting, take another run, and notice what happens to your speed, height, and turning room.

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

The crest is a clue.

Watch the moving face and the next swell’s direction. A high point alone does not guarantee useful push. Your heading, speed, and position on the face all matter.

02 / CONNECT

Carry speed through the gap.

Use a descending face to build speed, then turn toward another bump before the water softens. Pumping helps bridge the gap, at a cost to the rider’s energy.

03 / FEEL

Keep some wing underwater.

As speed changes, so does lift. Learn how trim and wing immersion affect support, and why a hard bank can ask more of the foil.

Real water waves transport energy. Voyager models moving water and foil forces, with extra wave-face support and recovery assistance for playability. It can help you explore the relationships; on-water instruction and judgment still matter.

Follow the energy through the model ↗

SET UP YOUR SESSION

Pick a view.
Set the sea.

CAMERA

See your line or your stance.

Auto, Follow or Side. Follow stays behind the rider, with a Read the sea option that leaves more open water ahead. Side tracks across your line so you can watch his posture and the board’s angle.

ASSISTANCE

Learn in water you choose.

Learning keeps recovery forgiving. Medium and Advanced ask more of your timing. Wave size stays yours to choose at every difficulty.

OCEAN

Twelve seas, then your own.

Start from a preset, from glassy shoulders to storm silver. Then change swell size, period, direction and spread, add a second swell at its own crossing angle, pick one of nine water looks, or return to a seed you know.

RACING

Keep a personal best.

Timed routes show elapsed time, distance remaining and your best run, with an optional route map. Online leaderboards are planned and are not live.

RACE ROUTES / REAL PLACES

Take the
scenic route.

01

Turtle Bay

Oahu’s North Shore, 2.8 miles downwind from Turtle Bay to the beach at Freddieland. Sharks, whales, sea turtles and a lifeguard jet ski share the course. Near the finish the bumps soften, and a timed swell will carry you in if you catch it.

Turtle Bay to Freddieland · Oahu
Turtle Bay ocean route in Voyager gameplay
TURTLE BAY / OAHUOPEN
COAST
02

Rufus

Six miles down the Columbia River from Rufus to Giles French Park, over real terrain data. Pass beneath the bridge and find the finish marker. Barges and patrol boats add something else to steer around while you link the wind bumps.

Rufus to Giles French · Columbia River Gorge
Bridge landmark on the Rufus river route
RUFUS / GORGEUNDER
THE BRIDGE
03

The Hatch

Launch beside Tunnel 4 west of the Hatchery and finish at the mouth of the White Salmon River, with the Hood River bridge farther east. Barges work the river, and a mecha shark patrols it.

The Hatch · Columbia River Gorge
Concept art: the rider foils down steep river chop toward a steel arch bridge in the Columbia Gorge, Mount Hood on the horizon
THE HATCH / GORGEBARGES
AND A
MECHA SHARK
CONCEPT ART
04

Bering Run

A fictional 3 km offshore run between weather-buoy gates, in a 20 ft storm sea. Ships cross the lane with wakes of their own, an oil platform sits in the murk, and the drops are steep.

Bering Run · offshore storm · fictional
Concept art: the rider carves down a huge grey-green storm swell, a cargo ship and an oil platform on the horizonCONCEPT ART

Three more courses are in the game: Sunset, an open playground of long glassy shoulders where you go left or right and kick out at the buoys; Viento Express, a 1.5 km Gorge practice course; and a 400 m warm-up. Routes are based on real places. Coastlines and scenery are still being refined, and captures show development scenery.

WAVE LAB / TRY THE PHYSICS

Build your
own sea.

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

Give them room.

Sharks circle before they commit. A whale breaches and lands where it lands. Sea turtles surface on your line, a lifeguard jet ski cuts across it, and barges and ships keep their course. Hit anything and you go over, with a fall chosen by the angle you were thrown. Each hazard has sliders for how often it shows up and how mean it is.

Shark hazard during a Voyager run
HAZARD / 01SHARK
01Below the surface
Personal watercraft crossing a Voyager route
HAZARD / 02PWC
02Across your line
Concept art: a humpback whale breaches ahead of the rider at golden hourCONCEPT ART
03Watch the horizon
HAZARD / 04SEA
TURTLE

Honu surface to breathe and leave a splash when they do. Hit one and the foil stops while you keep going. The turtle startles, dives away and is fine.

04Look down the line

CHOOSE YOUR RIDER

Pick your
questionable company.

Eight riders are in the chooser of the current development build. Only Core Lord Zack is past candidate stage; the other seven are being tuned. Nine more model files are still in the game but cannot be selected. The bios describe fictional characters, not the people who may have inspired them. Portraits are the game’s own rider-select faces; the turntables are the 3D models, not gameplay animation.

ON THE HORIZON / PLANNED FEATURES

In the works

Timed routes, wildlife and the storm run are already in the game. This is what we want to add next.

01 / COMPETE

Online leaderboards

Timed runs and personal bests are in the game. Shared online rankings are planned, so friends can settle who actually rode the faster line.

Leaderboards · planned
02 / EXPRESSION

Rider styles

Different stances, paddle carries and carve personalities for each rider. The same ocean, ridden a different way.

Distinct movement styles · planned
03 / EQUIPMENT

A foil quiver

Early lift or high speed? Long glide or tighter turns? A lineup of foils with different riding characteristics is on the roadmap.

Foil selection and tuning · planned
04 / NORTH SHORE

More coastal detail

Turtle Bay and Rufus already wear satellite and aerial imagery on their shores. Next is a richer Turtle Bay backdrop, from the hotel and headlands to the beach finish at Freddieland, built for the view from the water.

Coastal scenery pass · planned

VOYAGER BETA / COMING SOON

Beta testing
is coming.

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

There is no public download or signup yet. Check back here for the next playable step.

Watch gameplay

VOYAGER / iPHONE / IN DEVELOPMENT

See you
on the water.

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