| LMB drag | Build. Roads follow your mouse: just paint where you want them. |
| RMB hold | Demolish whatever is under the cursor (full refund). With a tool selected, RMB cancels it. |
| R | Rotate the rail terminal or a paste |
| Q | Pipette: copy the tool from what's under the cursor |
| C | Copy area (drag), then click to paste. X demolishes an area. |
| L | Congestion lens: red roads are where vehicles queue |
| P | Crew panel: hire and lay off dockworkers, night shift |
| WASD / MMB drag / drag empty ground | Pan. Mouse wheel zooms. |
| Space | Pause. , . change speed |
| Esc | Cancel tool / close panels |
Roads are simple: any road touching a building connects it, and roads are two-way. Every box finds its own way: imports go to a gate (or the rail terminal), red-tagged boxes visit customs first, exports drive from gates to whichever crane's ship needs them, and yards soak up the overflow. Hover anything to see its road network.
The real puzzle is traffic. Each road tile carries one {veh} per direction, so a ship surge can gridlock a single road. Add parallel routes, put yards near the quay, build more gates, and press L to find the queues.
ROAD exits at gates · RAIL pays most at a rail terminal · EXPORT is loaded onto ships · T/S is loaded onto another ship · red tag means it needs customs.
Sound and music settings: the ♪ button or O. M mutes everything.
FROM FISHING WHARF TO AUTOMATED MEGAPORT
A grey morning. One crane, one berth, a coaster riding at anchor.
Lift the first boxes by hand. Then design the machine that lifts them for you.
Best with sound · progress autosaves