
Dev log 1: hello from the control room
Our next game after Rail Route: what Port Control is, why a seaport, and what the prototype already does two weeks in.


Run the traffic of a busy seaport from the control room.
Ships cannot stop, tides open and close the door, and the port never sleeps. From the makers of Rail Route.
The job
The vessel traffic service of a busy harbour. Every ship calls you on the radio, and every answer is yours.
A laden container ship needs kilometres to slow down. Conflicts have to be seen early and solved before two hulls want the same water.
Deep ships only clear the channel near high water. One-way fairways, locks and swing bridges open and close the way in.
Every call needs a berth, a pilot to bring her in and tugs to put her alongside. You decide who gets them, and when.
Ships call in, ask, confirm and complain on the radio. The log tells the story of your shift.
Start by giving every order by hand. As the port grows, turn what you do into standing rules, the way Rail Route players automate their lines.
Liner calls on contract, spot traffic in between, and a night shift that does not end. Dark water, lit lanes, colour-coded ships.
In development

From the makers of Rail Route
Rail Route put a quarter of a million players in a train dispatcher's chair. Port Control takes that control room to sea.
Channels are block sections, berths are platforms, the tide is the timetable. If you have ever held a train at a signal to let an express through, you already know half the job. The other half is a ship that cannot brake.
Rail Route on SteamDev log

Our next game after Rail Route: what Port Control is, why a seaport, and what the prototype already does two weeks in.
Stand by
One email per dev log, and one on the day the Steam page opens. Questions and ideas are welcome on the forum.