
You are the manager of a rising freight company in this strategy-infused management sim. Choose the best cargo deals, plan your routes, and keep your fleet running smoothly — from fueling and repairs to tugboat rentals or sailing your own ships.
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You are the manager of a rising freight company in this strategy-infused management sim. Choose the best cargo deals, plan your routes, and keep your fleet running smoothly — from fueling and repairs to tugboat rentals or sailing your own ships.
Time-limited deliveries offer higher payouts but carry stiff penalties for late shipping. Safer contracts provide steady, reliable income. Choosing the right balance is key to maximizing profits and expanding your fleet efficiently.
Inspired by real-world maritime commerce, this game focuses on approachable systems and enjoyable play over strict realism. Figures are balanced for gameplay, mechanics are simplified, and docking takes just 30 seconds to 5 minutes, letting you experience the essence of the journey without the long waits of real-world operations.
You can save money by steering ships yourself instead of hiring tugboats, but be careful, because ship repairs can be costly. If you damage your ship too much, you might send it into the abyss.
Keep ships fueled, repaired, and ready for the next haul.
Rent tugboats or take the helm yourself.
Optional sailing in a top-down 2D look with 3D-rendered ships and environments.
38 Dock layouts inspired by real places.
4 different hull types: General, Bulk, Container and Tanker (RoRo also planned).
Each sailing session (docking / departure / etc) is designed to be completable in under 3 minutes.
Native Steam Deck compatible (controller + touch screen).
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Normally i would put much more time into a game before i leave a review, however i am currently sitting at 4.6 hours and have reached end game. This does not mean the game is bad, but the lack of depth is quickly obvious. You spend the entire game doing repeat tasks - click to load, tugboat / drive ship from dock, wait for ship to reach destination, tugboat / drive to dock, repeat process. It gets old very quickly. At the current state of the game, i am neutral on my recommendation. In the current economy, the price is acceptable, but slightly high. I have chose to recommend the game [b]only[/b] because it was repetitive, yet somehow enjoyable in its simplicity. Combined with a good tv-series or something interesting to watch in the background, this game can be enjoyable to pass time with. I hope the developers lay down some more work into improving the depth of the game and the dynamic of the world within. Some suggestion to get the devs started; [list] [*]More automations to allow the player to run a significant larger fleet without being overwhelmed. An example would be the option to set the boat to transport cargo between 2 ports the player chooses and only run if cargo above x amount is available, else wait. [*]Fix the bad transitions when a ship docks/undocks (where it asks if you want to drive or use a tugboat). It is choppy, takes too long and takes way too much screen estate. Re-designing this into a small popup on the ship itself or something similar would be better. [*]Introduce many more ports/countries - the game should have had more than 15 ports already at early access release, it feels half done. [*]Introduce many more events to the routes, but make them less frequent, more varied and less predictable. [*]Introduce company branding, custom logos, colors etc. Allow the player to get more connected to the shipping empire they create. [*]Introduce AI traffic, either random or based on real ship traffic if you can find a free API for that. This would make the world feel more alive. Allow the player to filter out this traffic in case they have a large fleet. [*]Introduce random events to the ports / countries, preferably realistic events. E.g. increased fuel cost due to an oil crisis in Canada, this can be fixed by the player delivering oil/fuel with a tanker, otherwise it expires in X amount of weeks. [/list] The above are a few suggestions of the top of my head from my playtime in this game so far. As you can tell, most of them are based on making the world feel more alive, dynamic and interactable, this in turn increases the replayablity and interest. Good luck to the devs. Will revisit this game in a few months and hopefully update my review with some good news.
i thought it was going to be somewhat similar to good old Ports of Call or even Ocean Trader, but this is just a shell of a game. no depth or anything fun, just choosing contracts and sending your ship to different ports. hope they develop the game much more, then i will revisit.
It's an decent game with a lot of potential. Currently, the game feels a bit bare-bones; however, the developer is active on Discord and is working on adding more features. The price is slightly high relative to the current content, but it should be worth it once more is added. I recommend checking out the game if you enjoy this type of management games; however, if you're unsure, it's probably best to see how development progresses.
Sadly the game lacks depth and customization, there are none.... Freight Manager Is waaaay to repetable as It Is with too little to do besides one action, docking. I see the potential and I will come back when the game Is finished and I will support a fellow viking, Drogos. But this was not much of a game as of now. Couple og pointers of the top of my scalp: -Automations / Set up routes to scale down the docking grind. -More ports -Competitors/Rival companies -Stock and trade? -Zoom on the worldmap -Company logo/branding options -Options to leave every window with a "back" option. (Id like to go buy a new boat before sending of one waiting at a port and awaiting your orders etc.) -When hitting rough seas, gimme some graphics, atleast a picture of some waves, yes?
Fun game, reminded me of Ports Of Call on Dos and IBM 386.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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