Voyager concept artwork: a hydrofoil rider carving a large ocean swell
HERO CAPTURE / COMING SOONCHASE
THE SWELL
CONCEPT ART · GAMEPLAY BELOW

A downwind SUP foil adventure

Find your line.
Chase the swell.

Ride a foil through crossing swells, race the coast, and try to avoid the bastard on the jet ski. In development for iPhone.

CINEMATIC CONCEPT ART
iPHONE · IN DEVELOPMENT

DOWNWIND / ON YOUR TERMS

Get better at
reading water.

Voyager is a downwind SUP foiling game built around moving water and a wing beneath your feet. Paddle onto foil, bank across a face, then pump through the gap to the next swell. Change the ocean and learn which lines carry speed. Seeded conditions let you come back and try the same run again.

01 Paddle02 Pump03 Carve04 Front pressure

ON THE FOIL

Link one swell to the next.

GAMEPLAY FILMVIDEO UNAVAILABLE

Preview montage of actual game footage and still captures, including staged scenes. Cinematic hero is concept art. Fresh riding footage is coming.

BOARD / BODY / WATER

Get a feel
for the foil.

Start in Learning with generous assistance, then try Medium or Advanced as your timing improves. Difficulty changes support and recovery forgiveness; it does not cap the wave size.

01 / TAKEOFF

Paddle into flight

Build speed with the paddle, then release into a clean foil run.

02 / MOMENTUM

Pump the foil

Match cadence to the wing and carry energy through softer water.

03 / DIRECTION

Carve your line

Bank across the face, hold height, and connect the next swell.

04 / SPEED

Load the front foot

Shift into a lower stance with front pressure. A short speed-building effort has a drag penalty on flatter water; descending a wave face changes that trade-off.

BOARD SETUPSCompact foil board
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 difficulty.

CAMERA

See your line or your stance.

Use the ride and read views to change your view of the water. Auto, Chase, and Side camera choices let you follow the route or watch the rider’s posture and board 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

Nine starting conditions.

Start with a preset, then adjust swell size, period, direction, and spread. Add ground swell, change its crossing angle, or return to a seed you already know. There is no single fixed sea to master.

RACING

Keep a personal best.

Timed routes show elapsed time, distance remaining, and your best run. Online leaderboards are planned; shared rankings are not live yet.

RACE ROUTES / REAL PLACES

Take the
scenic route.

01

Turtle Bay

Follow Oahu’s North Shore toward Freddieland, with sharks, rogue lifeguards, and occasional whale breaches sharing the course. Near the finish, ordinary bumps soften. A timed Phantoms swell can help 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

Head down the Columbia River corridor, pass beneath the bridge, and find the finish marker. Barges and patrol watercraft add something else to steer around while you connect the wind bumps.

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

Routes are based on real places. The bridge and course landmarks are present; coastlines and scenery are still being refined. Current 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

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.

Keep an eye beyond the next crest. Sharks can investigate before attacking, a jet ski can cross your route, and a breaching whale takes up rather a lot of ocean. Contact can end the ride.

Shark hazard during a Voyager run
HAZARD / 01SHARK
01Below the surface
Personal watercraft crossing a Voyager route
HAZARD / 02PWC
02Across your line
HAZARD / 03WHALE
BREACH

A breach is worth watching from a considerable distance. The landing can wipe you out.

03Watch the horizon

CHOOSE YOUR RIDER

Pick your
questionable company.

14 riders, with fictional backstories for this game. These bios describe characters, not the people who may have inspired them. Movement styles and selectable foil characteristics are still in development.

ON THE HORIZON / PLANNED FEATURES

In the works

Timed routes and ocean hazards are already part of the ride. Here is where we want to take Voyager 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

Individual rider styles

Individual rider styles: different stances, paddle carries, and carve personalities. The same ocean, a different way to ride it.

Distinct movement styles · planned
03 / EQUIPMENT

A foil quiver

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

Foil selection and tuning · planned
04 / NORTH SHORE

More coastal detail

A richer Turtle Bay backdrop, from the hotel and coastal 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 as the ride, courses, and performance are refined.

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

Watch the preview

VOYAGER / iPHONE / IN DEVELOPMENT

See you
on the water.