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

A downwind SUP foil adventure
Ride a foil through crossing swells, race the coast, and try to avoid the bastard on the jet ski. In development for iPhone.
DOWNWIND / ON YOUR TERMS
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.
ON THE FOIL
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
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.
Build speed with the paddle, then release into a clean foil run.
Match cadence to the wing and carry energy through softer water.
Bank across the face, hold height, and connect the next swell.
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.
REAL-WORLD HYDRODYNAMICS / UNDER THE SURFACE
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.
Explore the equations ↗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.
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.
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.
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.
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.
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
Hold wing area, water density, and coefficients fixed. Change only the water-relative speed.
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
You do not need the equations memorized. Change one setting, take another run, and notice what happens to your speed, height, and turning room.
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.
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.
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 ↗RACE ROUTES / REAL PLACES
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
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
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
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.
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.
TRAFFIC / WILDLIFE
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.


A breach is worth watching from a considerable distance. The landing can wipe you out.
MEET THE LOCALS
The watercraft use the game’s rider models, including a driver and a second guard hanging onto a rescue sled. Apparently a perfectly good ocean still needs traffic.
Rotating source models show two red-uniform crew; crew differs from the game captures.



CHOOSE YOUR RIDER
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
Timed routes and ocean hazards are already part of the ride. Here is where we want to take Voyager next.
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 · plannedIndividual rider styles: different stances, paddle carries, and carve personalities. The same ocean, a different way to ride it.
Distinct movement styles · plannedEarly 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 · plannedA 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 · plannedVOYAGER BETA / COMING SOON
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 previewVOYAGER / iPHONE / IN DEVELOPMENT