
Dock 1
Morning light, crane arms and the first Glide Feather. A rival gull and a parcel turn up at Salt Steps.
After release, hold A to glide for two seconds, once per feather.
A swing-and-deliver harbor game
Fire your rope into a beam, swing over the docks and deliver the mail on momentum alone. There is no jump. Just a rope and nerve.
A rope-swinging delivery game. Catch a wooden beam, let go at the right moment, and bring every letter to the post flag before the gold time runs out.
Meet the four docks ↓01 / The swing
Playing in the browser? Arrows or WASD aim, Space or X fires the line, Esc or P pauses. A gamepad works too: the D-pad or stick aims and A fires.
Walk and fire the line in eight directions. The nearest timber ring snaps into aim, and there is no jump.
The line sticks to wood. Metal and stone bounce it off, so a rope can rebound as well as catch.
Hold to stay on the line, climb or lower with up and down, and release to fling at your swing speed.
Grab every letter on the pier, then touch the post flag. The flag shows a lock until the last one is in.
Fall in the water and you return to the last lamp post. Letters you already hold stay in the satchel. No lives.
The clock counts up and your time earns a medal. Gold and silver are time targets, and a slower finish still records bronze.
02 / The harbor
Each dock has its own light and its own tricks. The first meeting with each one is a safe look, then it joins the route.

Morning light, crane arms and the first Glide Feather. A rival gull and a parcel turn up at Salt Steps.
After release, hold A to glide for two seconds, once per feather.

Dusk, bobbing boats, the Magnet and balloon letters. Steam vents arrive at High Wick.
A Spare Line returns you to your last hooked beam after one splash, with no time charged for the fall.

Slate light and heavy iron. Wash decks come in at Slate Channel, the Bungee rack at Iron Works and jumping fish at Outer Wall.
A wash deck flashes blue before a wave turns it into water.

Night, rain and storm wind. The Long Line rack and swinging cargo make these the longest piers.
Wind streaks point where a gust will push your swing one second later.
03 / One swing
The whole game is this loop. Real screens from the harbor.


Metal and stone bounce the line off. Use the bounce.
Pass a lamp post and it lights. After a splash, that is where you start again.

Let go and you fly at your swing speed. Nobody promised a pretty landing.
Rope angle and the speed trail show you when to let go.

Every letter in, then the post flag. A ribbon medal drops onto the card.
Gold and silver targets show before the run, so you know what to chase.
04 / Things in the way
Later piers add hazards and helpers. The first time you meet one, the game shows you in place.

It follows a dotted dive and knocks you off the rope on contact.
Follow the dotted dive before you commit to a swing.

Swinging cargo knocks you off the rope if it hits you.
Time your swing so the crate has passed.

Carry it to the crate-door post with a shorter fling and a faster fall.
Splash and the parcel goes back to where you found it.
The mail is waiting
Play it right here in your browser, or take it with you. The Windows and Android builds are both version 1.2.2.
After the feature / From the build journal
First a grey circle on a bar. Then a painted harbor. Then a harbor master who could teach.
The first toy was a dark circle on a grey bar with a rope, one pier and fourteen letters. Every gap had more than one winning swing.
The grey toy became a painted harbor with four dock color schemes, round catch plates on wood, and an original tune.
A teaching pier has Harbor Master Hettie guide you through five steps, from the first catch to a rebound off metal.
A reviewer who saw only pictures mistook the boat mast for a fixed post. A sail was added to tie it to the boat.
The full story, with clips, is in the build journal.
Read the full build journal →