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 ARTDOWNWIND
FOILING
CONCEPT ART · GAMEPLAY BELOW

SUP foiling game / iPhone

Downwind
foiling.

Paddle up and link bumps along Oahu’s North Shore and through the Columbia River Gorge. Carry speed through the turns, pump through the lulls and work your way downwind. Sharks, whales and lifeguard jet skis share the course. In development for iPhone.

7courses, including a 400 m warm-up and an offshore storm run
8selectable riders and two board setups
12sea presets with adjustable swell size, period and direction
4wildlife and rescue encounter types, plus shipping traffic

THE DOWNWIND RUN

Carry speed
between bumps.

Once you’re on foil, the run is about making connections. Turn off a face with enough speed to reach the next bump, use a few pumps to cross a flat spot, and adjust your line as the swell changes. Set the conditions yourself, then repeat the same sea to compare your runs.

01 Paddle02 Pump03 Carve04 Boost

GAMEPLAY FOOTAGE

On the water.

iPhone recordings

Gameplay footage comes from development builds. The opening image and illustrated route scenes are labeled as concept art.

CONTROLS

Paddle, pump
and carve.

Steer and lean with the stick; paddle and pump with the slider. Learning gives you the most support and recovery assistance, while Medium and Advanced demand more precise timing. You can choose any wave size at every difficulty.

01 / TAKEOFF

Paddle up

Pull the slider toward Paddle to stroke. Match the water speed to maintain pace without spending energy, or pull faster to accelerate at an energy cost. A slower pull adds no drive. Each stroke gives haptic feedback.

02 / MOMENTUM

Pump the foil

Move the slider toward Pump, or hold the Pump end and release. A longer hold takes the rider lower and produces a stronger push on release, up to a limit. Pumping uses the rider’s energy reserve.

03 / DIRECTION

Bank into the turn

Move the stick left or right to bank the board and hold it to continue the turn. Steeper banks demand more lift from the foil. Choose your exit with the next moving face in view.

04 / SPEED

Front-foot boost

Push the stick up to load the front foot. A tap gives about two seconds of boost; holding extends it to four. A brief loss of speed follows on flat water, and holding too long sinks the foil. That speed penalty is waived on a descending wave face.

Combined inputs

In the build

Cutback

Hold Pump and push the stick fully left for a sustained heel-side cutback, with the paddle blade dragging through the water and throwing spray.

In the build

Bottom-turn drag

Hold Pump and push right. The rider lowers his hands and reaches the paddle out, dragging the blade through the turn.

In the build

Paddle switch

Touch the Paddle side and flick the stick down to switch the paddle across the board for a reverse-paddle turn. The rider then switches it back.

In testing

Right-then-left carve

With the slider on Paddle, push the stick up to link a toe-side carve into a heel-side carve. This move is still being tuned.

In testing

Shark strike

When a shark comes within about 15 feet, the Paddle control changes to STRIKE. The rider releases his rear hand and swings the blade down at the shark.

BOARD SETUPSSurf SUP
Downwind SUP
RIDE SUPPORTLearning · Medium
Advanced
SWELL SETTINGSWind swell · Ground swell
Crossing angle

OCEAN AND FOIL PHYSICS

Lift, drag
and moving water.

Voyager calculates lift and drag from the water moving past the foil. Speed, bank and trim change the forces through a turn, while adjustable assistance helps with stability and recovery.

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.View the illustration ↗
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

Crossing swell

η(x, t) = Σ Aᵢ cos(kᵢ · x − ωᵢt + φᵢ)

The surface combines wave components with their own amplitude, direction, phase and frequency. Wind swell and ground swell overlap, changing the shape of the faces as they pass through one another.

Read the wave math

A sets amplitude, k sets wavelength and direction, and ω sets angular frequency. 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

Speed and lift

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.

Drag terms

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

Pitch and trim

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.

Bank, stall and immersion

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.

LIFT AND DRAG / SPEED SQUARED

Double 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 ↗

LINE CHOICE

Set up the
next connection.

Change one setting and repeat a run to compare your speed, ride height and turning room. The same stretch of water gives you a way to judge each adjustment.

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

Read the face

Watch the direction of the face as well as its height. The push you can use depends on your heading, speed and position on the bump.

02 / CONNECT

Connect the bumps

Build speed down the face and turn toward the next bump before the swell flattens. Pump through the gap when you need to, allowing for the energy each pump uses.

03 / FEEL

Manage ride height

Speed, trim and wing immersion determine how much support you have. A steep bank increases the lift required to hold your height.

Real waves transport energy. Voyager models the moving water and foil forces, with added wave-face support and recovery assistance for playability. These relationships can be explored in the game; actual foiling still requires on-water instruction and judgment.

Follow the energy through the model ↗

SESSION SETTINGS

Set the conditions.

CAMERA

Camera views

Choose Auto, Follow or Side. Follow stays behind the rider, and its Read the sea option shows more water ahead. Side gives a view of the rider’s stance and board angle through a turn.

ASSISTANCE

Riding assistance

Learning provides the most recovery assistance. Medium and Advanced require more accurate timing, with wave size adjustable at every level.

OCEAN

Custom sea states

Start with one of twelve presets, covering clean swell through storm conditions. Adjust swell size, period, direction and spread, add a crossing swell, and choose from nine water appearances. Reuse a seed to ride the same conditions again.

RACING

Timed runs

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

THE COURSES

North Shore.
Columbia Gorge.

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

A six-mile run down the Columbia River from Rufus to Giles French Park, built over real terrain data. Link wind bumps beneath the bridge and through barge and patrol-boat traffic on the way to the finish.

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 course between weather-buoy gates in a 20 ft storm sea. Steep drops, crossing ship wakes and an oil platform make this a more exposed run.

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

The remaining courses are Sunset, with long glassy shoulders and left or right lines ending at buoy markers; Viento Express, a 1.5 km Gorge practice course; and a 400 m warm-up. The coastal and river routes draw on real locations; Bering Run is fictional. Coastlines and scenery are still being refined, as shown in the development captures.

INTERACTIVE WAVE LAB

Crossing
swell.

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

Wildlife and traffic.

Sharks circle before striking, whales breach, and sea turtles surface along your line. Lifeguard jet skis, barges and ships cross the course. Collisions throw the rider according to the angle of impact. Adjust each hazard’s frequency and intensity in the settings.

Shark hazard during a Voyager run
HAZARD / 01SHARK
01Sharks
Personal watercraft crossing a Voyager route
HAZARD / 02PWC
02Jet skis
Concept art: a humpback whale breaches ahead of the rider at golden hourCONCEPT ART
03Whales
HAZARD / 04SEA
TURTLE

Honu surface to breathe, leaving a splash. A collision stops the foil and throws the rider; the turtle dives away unharmed.

04Sea turtles

THE RIDER ROSTER

Choose your rider.

Eight riders are selectable in the current development build. Core Lord Zack is the only rider past candidate stage, with the other seven still being tuned. Nine additional models remain in the game files but are unavailable in the chooser. The bios are fictional character profiles. Portraits come from the game’s rider selection screen; rotating models show the 3D assets rather than gameplay animation.

PLANNED DEVELOPMENT

In the works

Timed routes, wildlife and the storm run are in the current build. The features below are planned.

01 / COMPETE

Online leaderboards

Timed runs and personal bests are already recorded in the game. Online rankings are planned for comparing runs with other players.

Leaderboards · planned
02 / EXPRESSION

Rider styles

Individual stances, paddle carries and turning styles for each rider.

Distinct movement styles · planned
03 / EQUIPMENT

A foil quiver

A choice of foils with different takeoff speeds, glide and turning characteristics, with selection and tuning planned.

Foil selection and tuning · planned
04 / NORTH SHORE

More coastal detail

Turtle Bay and Rufus already use satellite and aerial imagery. Further work on Turtle Bay will add detail to the hotel, headlands and beach finish at Freddieland, as seen from the water.

Coastal scenery pass · planned

IPHONE BETA

Beta access.

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

Public downloads and signups are not open yet.

Watch gameplay

VOYAGER / iPHONE / IN DEVELOPMENT

Voyager
for iPhone.

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