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Buoyancy sim and port builder

TIPPY SHIP.

Load the boat. Don't tip the boat.

Physics Idle Port builder Pixel art
Tippy Ship key art

The wager

The quota is never the hard part. What you stack on top of it is.

Your ports make cargo while you are away. Every run begins by spending it: meet the contract, then decide how much more you want piled on the deck. The boat floats on genuinely displaced area, so extra weight is not a modifier on a spreadsheet. It is load the hull has to physically hold up, and you can watch it lose the argument.

The load

Every crate you add is a crate the hull has to carry.

Cargo comes down on a hook and you place it yourself. Heavy and low is the stable answer, and you will not take it, because the overload cards are offering you a multiplier three crates higher than that. Barrels roll, planks slide, and bullion is small enough to disguise how heavy it is. The waterline climbs the hull while you make up your mind.

  • Real displaced-area buoyancy, with the centre of buoyancy working against the centre of mass
  • Five cargo types that each behave differently once the deck starts to slope
  • A bubble inclinometer states your roll in degrees, so the danger is never hidden from you
Loading cargo at the dock

The tipping point

Sixteen degrees of warning, and then it is between the hull and the water.

Past sixteen degrees the world slows down, the music thins to almost nothing and a heartbeat comes up underneath it. The hull might still come back. When it does, the screen says SAVED and you keep every crate, and that recovery is the best thirty seconds the game has. When it does not, the capsize plays out slowly on purpose, closer to slapstick than to failure.

  • A recovery band the game never quietly narrows to take a run off you
  • Capsize resolves in slow motion, built to be funny rather than punishing
  • No interstitial ad ever fires between a capsize and your next attempt
A hull rolling far over at night

The port builder

The cargo you risk is cargo you built a town to produce.

Coins go back into the quay. Timber yards, kilns and smelters each turn out their own resource on their own clock, and the warehouse keeps filling while the app is closed. There is no energy bar and no timer nagging you to return. You come back when there is enough sitting on the dock to be worth putting on a boat.

  • Typed resources produced by buildings you place, slot and upgrade
  • Offline accrual against a warehouse cap that rises as your ports tier up
  • Cargo paces the session, which is why the game has no energy system at all
A working port town along the quay

The fleet

Your idle income is a recording of your best run.

Finish a route by hand and it earns a Route Rating, which is simply how well you loaded it. Assign a hull and that hull sails the route forever, paying out at exactly the rating you set. Passive income can never invent value you did not sail for, so the physics never degrades into a tutorial you graduate out of.

  • Hull archetypes that differ in beam, ballast, deck grip and crane speed
  • Suitability multipliers reward matching the right hull to a route's cargo mix
  • Difficulty is authored and fixed, so a route that once terrified you stays exactly where you left it
A fleet moored at night

The deal

Free to play, with the pressure left out of it.

Tippy Ship is ad-supported, and we have written rules about where those ads are allowed to stand.

Every ad is opt-inAds are rewarded offers with a visible decline button. Interstitials never appear on a run start, a capsize, a retry or an unlock.
Nothing sold in the wreckageThe only offer after a capsize is an optional salvage you can walk straight past, and the first three sessions carry no interstitials at all.
Money never buys the outcomeGems do not buy cargo and cannot change how a run ends. Purchases buy time and hulls, never a result on the water.
One anchor purchaseHarbourmaster removes ads and doubles idle income for a single price. No escalating bundle ladder.

In development

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