Manifest 001 · arcade

Hormuz ship simulator

Arcade ship handling rather than a training simulator — momentum, a slow helm and shallow water that bites, wrapped around a cargo run.

Desktop · keyboard · ~2 minutes a run

Iran vs USA

Tallying…

Global board

best run per captain

Reading the wire…

W / ↑
Ahead
S / ↓
Astern
A D / ← →
Helm
SPACE
Hard turn
P
Pause

Entertainment only. The coastline is a stylised, heavily simplified rendering of public geographic outlines; every hazard, route and damage number in this game is invented for arcade play. Nothing here depicts real-world conditions, positions or events.

How the handling model works

The ship has real momentum and a slow helm. Throttle changes take time to become speed, the turn rate is limited, and the hull carries its heading through a turn rather than pivoting on the spot. If you point at a gap too late, you will not make it.

Shallow water drags. Cross onto a bank and the ship slows, and if you keep going you ground — which does continuous damage until you steer off. Grounding is recoverable by design: the ship is pushed seaward and the motion driving it aground is cancelled, so a mistake costs hull rather than ending the run outright.

What it does not simulate

Everything else. There is no draught calculation, no squat, no current, no wind, no rudder-and-propeller model, no tide, no traffic. Ship handling is a profession and this is a game — if you want the real thing, a bridge simulator is a very different piece of software.

Controls and camera

Throttle on W and S, helm on A and D or the arrow keys, hard turn on Space. The camera sits above and behind the ship at a fixed tilt, which keeps the deck readable while showing enough water ahead to plan a line. The mouse wheel adjusts the height.