✳ Tiny Joy Lab

Rules

  1. Complete at least 24 voyages, visit all six ports, deliver six contracts, reach 2200 net worth, buy three upgrade levels and clear rescue debt within 90 days. The first eight voyages explore the coast before distant trade and guild goals. The panel shows each stage’s targets. Clear active contracts before settlement.
  2. Each port has one cheap local product and two high-demand imports. Telegrams quote today, not your arrival day. Buying reduces stock and raises later quotes; selling does the reverse. Bulk trades settle unit by unit, preventing same-port profit loops.
  3. Timber and ore use two hold spaces per unit; other goods use one. Hold space, fuel and hull are limited. Check cost and capacity, and pay coins for fuel or repairs.
  4. Choose a neighbouring port and compare regular or cautious sailing. Time, fuel, weather reserve, wear range and extra accident probability are public. Caution costs one extra day and fuel, reducing wear and risk. No real-time waiting is involved.
    How it works: Compare today’s source and destination quotes and reserve money for fuel and repairs. Cautious sailing spends an extra day and fuel to lower risk.
  5. Fuel must cover the listed use plus weather reserve; hull must be at least 25. Storms add risk, and you can repair after arriving. Engines save fuel and level two saves time; escort gear reduces damage and risk.
  6. Keep at most two active contracts. Pay a deposit, source the goods and deliver them at the destination before the deadline. Delivery returns the deposit and pays the reward. Expiry loses the deposit; avoid selling reserved contract cargo.
  7. Dock work pays 18 coins and uses a day. Low fuel or hull can be restored to at least 10 fuel and 55 hull through towing: two days and 150 debt. Unpaid debt gains 10% interest every ten voyages. Recovery has a real cost.
  8. Reinvest in hold space, tanks, engines or escort gear, each with two levels. Quotes and effects are public. Upgrades count at 60% of cost toward net worth; cargo is valued at current sale quotes.
  9. The independent daily route allows 36 days for 12 voyages, four ports, three contracts, 1100 net worth, one upgrade and no debt. Campaign progress and resources stay separate.
  10. Only sailing, work and rescue advance time. Rules, hidden pages and lost focus pause play; saves resume paused. Writes occur only on changes; conflicting or damaged saves require an explicit choice rather than silent replacement.

How it works