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Island Trader

By Leetdom · 2026

Play:

Touch: tap a good in the market to open its trade sheet, then Buy or Sell (hold to repeat); tap Set sail and pick a route on the chart; Lender and Chandler at the home port; tap the burger for pause, how-to and sound · Keyboard: 1-6 pick a good; C chart a route; L lender; K chandler; in a trade sheet Up/Down set quantity, B buy, S sell; Tab or arrows move the focus ring, Enter activates; M sound; Esc back or pause. Mouse: click anything.

About:

A seafaring risk-and-trade game in the spirit of the 1980s/90s market-running classics, reframed around legal scarce goods and made in-house for Leetdom. You run a small courier boat with a loan to clear and a fixed handful of days to turn it into a fortune. There are no image or audio files in it at all: every island, good icon, wave and sound is drawn or synthesised in code.

Five islands each produce some goods cheap and want others dear, so there is always a buy-here, sell-there run to find: Sea Salt and Lamp Oil pour out of Saltmarsh Flats, Spice Tea and Indigo Dye out of Greenreach, River Pearl out of Coral Shoals, Bolt Silk out of Loomhaven, and Harrow Quay is home, the only port with a guild lender and a chandler to enlarge your hold. Prices swing every day on their own — the market never reacts to your trades — so the structural edge between islands is thin enough that daily noise can erase it, which is what makes every crossing a gamble worth reading up on first. Cheap bulk goods eat hold space; dear goods eat your cash; the squeeze between the two is the whole game.

Setting sail spends a day and moves the market. Storms can cost you an extra day and spoil part of your largest cargo; customs cutters levy a duty when you make port. Harbour talk is tomorrow's forecast — a spike here, a glut there, a storm warning, an inspection — reliable but never complete, so you trade on partial information. Your loan compounds every day at sea whether you are earning or not, and at the final day the boat is settled: debt is cleared against your cash and cargo, and your net worth sets your rank from deckhand to tide-lord. Pick a Short Run, a Trade Season or a Long Haul, and every voyage has a deal number you can replay or hand to a friend to sail the exact same weather and markets.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-03: built and QA'd in an isolated staging workspace with real Chrome DevTools Protocol input (dependency-free CDP over a raw WebSocket), 35/35 checks. Real touch on a 390x844 portrait phone and an 844x390 landscape phone, and mouse plus keyboard on 1024x680 / 1280x800 / 1440x900 desktop: menu, difficulty select and start; tapping a good opens its trade sheet and Buy/Sell moves cash, hold and net worth; the route chart, guild lender (borrow/repay) and chandler (hold upgrade) all work by touch and by key; a full voyage sailed to the final-day settle, the rank panel shown, and one tap on New voyage starts a fresh deal. Deterministic economy core (seeded mulberry32; world is a pure function of deal number + difficulty and never reacts to trades) with 49 balance/solver unit tests passing under Node against the exact rules the game runs. Zero console errors, zero network requests, plays with localStorage blocked, pauses on a hidden tab and on resize/rotation. Audio synthesised in code and measured audible without clipping (peak -15.2 dBFS, rms -33.6 dBFS). Shelf embed is portrait 9/16; the board also re-lays itself as a centered framed panel for landscape and desktop. Published 3 Oct 2026 (pi-fleet): live https://www.leetdom.com/games/saltwake checked on a 390x844 touch phone and desktop, zero console errors, no external requests, Full screen refits; fixed in production: the home-port Lender/Chandler row no longer covers the last market row in the phone embed, and prices/trend arrows no longer overlap names or each other.

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