Chronicle of the Great Voyages

1502: one ship and a little money, with no set goal. Sail a true-scale equirectangular world for 80 cities and 80 discoveries. Storms do not roll up — they stand ahead on your course and you choose. Water and food are days, and where the ship cannot reach, you walk.

Genre
Simulation, Adventure, Strategy
Creator
wailfate
Publisher
wailfate
Release
2026.09.22
User Rating
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Product Description

The year is 1502. You stand in a harbour with one ship and a little money.


There is no set goal. How far you went, what you saw, and what you carried home — that is the whole of it.


■ A real world map

You sail an equirectangular world drawn from Natural Earth coastlines. One turn of the equator is 21,600 nautical miles — 0.0% off the real Earth. Keep sailing west from Lisbon and you leave the left edge of the map, come in at the right, and reach the Americas. The world wraps.


■ Almost all of it is dark when you begin

You know a handful of ports. Nobody knows the New World. It opens only where your ship has passed. The sea you know depends on who you are — three people enter the same world through three different doors.


■ Events are not dice

A storm does not roll up. A dark cloud stands eight days ahead on your course and drifts with the wind. You see it, and you choose: go around, push through, or wait it out. Whales, wrecks, pirates, caravans, ruins — all the same. They are there, and you meet them by passing.


■ Water and food are days

Eighteen days of water at sea is three days in the desert. Land costs 2.2x, desert another 2.4x on top. Anything that takes days costs days of stores — searching, hunting, drawing water.


■ Walk where the ship cannot reach

Inland cities and most ruins and gold mines are reached only on foot. Each person carries a fixed load; buy horses and you carry more. A small landing party goes further; a large one gets hurt less.


■ Weigh, name, and choose your ending

80 cities, 80 discoveries, 12 gold mines. A relic can be sold, hung in your estate, or carried for what it teaches your hands. Three characters and four paths make twelve endings, and four ways to end. Not one of them is worth a single ducat more — it should be a story, not homework.


■ Four lines

· Korean and English (Japanese and Traditional Chinese are in the build, unreviewed)

· Keyboard and mouse · opens to full screen

· Works offline · no account needed

· No ads · nothing further to buy inside

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