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Storm Berth
Pilot a loaded crab boat through a black night storm and rogue waves, then bring it safely alongside Berth 3 in a lamp-lit port.
- Automated tests
- 57 pass · 0 fail · 17 not run
- Code scan
- Clean
- Players
- Single player
- Plays on
- Phone and PC
The core loop
Each minute you work the engine telegraph, rudder and bow thruster to hold your heading through wind, swell and spray, and keep your hull intact. The goal is a single voyage: from 2,800 studs offshore, through the buoyed channel and the harbour mouth, into the Berth 3 docking zone without wrecking or capsizing.
Scorecard
Plays start to finish: Done
Saves progress: Done
Phone controls: Not yet
Keyboard and gamepad only
In-game store: Not yet
None yet
Tested and signed off: Partly
Device QA done; the final pass is still open
Automated tests: 86%
57 of 74 pass
Content: 38%
3/10
Polish: 88%
7/10
From each game's own playtests, QA and automated tests, and an assessment of its content and polish.
Systems (10)
- Shared ocean model: 8 trochoidal waves with deep-water physics, server-synced time, a calm factor that drops to 0.15 inside the harbour basin, and a rogue wave driven by a storm director
- Vessel physics: buoyancy sampled from the sea, drag, wind, propeller, rudder and bow thruster on a ~140-stud hero hull (playtest: 136 studs in 15 s, 43° turn)
- Helm: W/S steps a 7-position engine telegraph, A/D rudder, Q/E bow thruster, with speed in knots, heading, roll/pitch, RPM and hull integrity 0-100
- Voyage loop: Intro, Sailing, Docking, Docked and Wrecked (hull breach or capsize, with the reason shown), then Restart and voyage time on the results screen
- Two cameras: a chase orbit (zoom 40-250, soft lag, kept above the water) and a bridge view from the wheelhouse with 9 live radar/chart screens
- Night harbour: breakwater with green and red head lights, 6 channel buoys, lighthouse, wharf, gantry cranes, container stacks, warehouses, 3 Blender-modeled headland cliffs and a town backdrop; a full-map scan finds no z-fighting
- Storm VFX: wind-driven rain, rain on the bridge windows, bow spray, wake, exhaust smoke, lightning with sky flash, and a rogue crest that breaks as a torn white lip
- Sourced soundscape of 17 sounds: wind, heavy rain, distant surf, rain on glass, thunder delayed by distance, diesel engine on RPM, hull slaps, slams and creaks, fender squeak, rogue roar, ship horn
- Settings menu (gear button or P): Low/Medium/High/Ultra graphics tiers, plus separate SFX and ambience volume sliders, saved with DataStores
- Desktop HUD in a night-bridge instrument style: objective with distance and bearing, helm and instrument panels, and a docking guide; it scales from 1366x768 to 3440x1440 and moves aside for the bridge screens
What's in the package
- Place file, ready to open in Studio
- Full Luau source (45 scripts)
- Map builder scripts
- Model sources (145 .glb meshes), as a second download
- B-roll footage at 1080p60: the trailer (no text, silent) and 24 clips, as a third download
- Re-upload tool for your own account
- Trailer and stills
- Setup guide and asset list
- Test results and a clean-code scan
- Exclusive license
Before you buy
- It's a prototype, not a finished game: the core loop plays and the systems listed work, but polishing, balancing, testing and adding content before you launch is significant work of your own.
- You need Roblox Studio (free) to open it.
- Animations and sounds only play for the account that uploaded them: the included tool re-uploads them to yours (Node.js and an Open Cloud API key, about 10 minutes; SETUP.md walks you through it).
- Automated tests: 57 pass, 0 fail, 17 not run. They show what was checked, not a promise; TESTS.md in the package names each one.
The core loop
Each minute you work the engine telegraph, rudder and bow thruster to hold your heading through wind, swell and spray, and keep your hull intact. The goal is a single voyage: from 2,800 studs offshore, through the buoyed channel and the harbour mouth, into the Berth 3 docking zone without wrecking or capsizing.
Scorecard
Plays start to finish: Done
Saves progress: Done
Phone controls: Not yet
Keyboard and gamepad only
In-game store: Not yet
None yet
Tested and signed off: Partly
Device QA done; the final pass is still open
Automated tests: 86%
57 of 74 pass
Content: 38%
3/10
Polish: 88%
7/10
From each game's own playtests, QA and automated tests, and an assessment of its content and polish.
Systems included
- Shared ocean model: 8 trochoidal waves with deep-water physics, server-synced time, a calm factor that drops to 0.15 inside the harbour basin, and a rogue wave driven by a storm director
- Vessel physics: buoyancy sampled from the sea, drag, wind, propeller, rudder and bow thruster on a ~140-stud hero hull (playtest: 136 studs in 15 s, 43° turn)
- Helm: W/S steps a 7-position engine telegraph, A/D rudder, Q/E bow thruster, with speed in knots, heading, roll/pitch, RPM and hull integrity 0-100
- Voyage loop: Intro, Sailing, Docking, Docked and Wrecked (hull breach or capsize, with the reason shown), then Restart and voyage time on the results screen
- Two cameras: a chase orbit (zoom 40-250, soft lag, kept above the water) and a bridge view from the wheelhouse with 9 live radar/chart screens
- Night harbour: breakwater with green and red head lights, 6 channel buoys, lighthouse, wharf, gantry cranes, container stacks, warehouses, 3 Blender-modeled headland cliffs and a town backdrop; a full-map scan finds no z-fighting
- Storm VFX: wind-driven rain, rain on the bridge windows, bow spray, wake, exhaust smoke, lightning with sky flash, and a rogue crest that breaks as a torn white lip
- Sourced soundscape of 17 sounds: wind, heavy rain, distant surf, rain on glass, thunder delayed by distance, diesel engine on RPM, hull slaps, slams and creaks, fender squeak, rogue roar, ship horn
- Settings menu (gear button or P): Low/Medium/High/Ultra graphics tiers, plus separate SFX and ambience volume sliders, saved with DataStores
- Desktop HUD in a night-bridge instrument style: objective with distance and bearing, helm and instrument panels, and a docking guide; it scales from 1366x768 to 3440x1440 and moves aside for the bridge screens
What's in the package
- Place file, ready to open in Studio
- Full Luau source (45 scripts)
- Map builder scripts
- Model sources (145 .glb meshes), as a second download
- B-roll footage at 1080p60: the trailer (no text, silent) and 24 clips, as a third download
- Re-upload tool for your own account
- Trailer and stills
- Setup guide and asset list
- Test results and a clean-code scan
- Exclusive license
Before you buy
- It's a prototype, not a finished game: the core loop plays and the systems listed work, but polishing, balancing, testing and adding content before you launch is significant work of your own.
- You need Roblox Studio (free) to open it.
- Animations and sounds only play for the account that uploaded them: the included tool re-uploads them to yours (Node.js and an Open Cloud API key, about 10 minutes; SETUP.md walks you through it).
- Automated tests: 57 pass, 0 fail, 17 not run. They show what was checked, not a promise; TESTS.md in the package names each one.
Buy Storm Berth
$70 · exclusive, one buyer only. Tax is shown at checkout. A prototype to build on, not a finished game.




