
Colony Moon
Keep the lights on, keep them breathing

Start with a sloop and a few coins. Buy spice where it grows, run it past the weather and the pirates, and sell it where they are short of it. Every crate you move shifts the price, so the fat route you found this morning is a thin one by lunchtime.
Did you like Trade Winds?
Trade Winds is a sea-chart trading game. The whole world is one painted chart: eight islands with harbour towns, lighthouses and windmills, dotted sailing routes between them, a compass rose in the corner and soundings inked across the open water. You drag the chart about with a finger, pinch to zoom, and tap an island to lay a course. Your ship crawls along the route in real seconds, leaving a white wake, while gulls wheel over the headlands and the odd whale rolls past.
The money is in the difference between harbours. Each island grows two goods cheaply and is short of two others, so spice bought at Marigold Quay is worth three times as much at Sugarloaf — until you land forty crates of it and the price falls through the floor. Prices drift on their own too, buying pushes them up, selling pushes them down and time pulls them back, so the market is never the same twice. The rumour board on every quay tells you where somebody heard a good price, second-hand and a little out of date, which is exactly how a rumour works. The harbour takes a cut both ways, so there is no clever trick that prints money; the only way up is a better route than the one you sailed last.
The sea has opinions. Painted cloud bands drift across the chart: a tailwind shoves you along, a squall slows you and can spoil a crate unless you have doubled the planking, and fog is where the pirates like to sit. When a sloop with a black sail cuts across your bow you can run for it and lose ground, pay the toll, or run out the guns if you have fitted any. Spend your profits on canvas, a deeper hold, a heavier hull, cannons, a warehouse to sit on a cargo until the price comes back, and a second and third ship to work their own routes. Twenty goals take you from your first sale to Trade Baron, and after that your net worth is the score.
In Trade Winds every island grows two goods cheaply and is short of two others, so the basic plan is simple: buy where a good is grown and sell where it is scarce. The catch is that your own trades move the price. Selling a huge load in one harbour drives it down, so spread a big cargo across more than one port, or keep it in a warehouse until the price recovers.
Use the rumour board as a hint, not a promise, since its prices are second-hand and a little out of date. The harbour takes a cut on both buying and selling, so short hops with a small price gap rarely pay. Watch the clouds on the chart: a tailwind speeds you up, a squall slows you and can spoil a crate unless your planking is doubled, and fog is where pirates wait. Early on, put profits into a deeper hold and a sturdier hull, then add a second ship to work its own route.
Yes. Trade Winds is free to play in your browser on Kiloo. There is nothing to download and no account needed; you start with a sloop and a few coins and build from there.
Yes. On a phone or tablet you tap an island to set a course, drag to move the chart and pinch to zoom. On a computer you click an island, use 1 to 8 to pick a ship, Tab to switch ships and + or − to zoom.
When a pirate sloop with a black sail cuts across your bow, you have three choices: run for it and lose ground, pay the toll, or stand your ground if you have fitted cannons. Pirates like to wait in fog, so avoiding it lowers the risk.
You can sail up to three ships, each working its own route. Profits also buy better canvas, a deeper hold, a heavier hull, cannons and warehouses. Twenty goals lead you to Trade Baron, and after that your net worth is the score.
Plan, build and outthink the other side.

Keep the lights on, keep them breathing

Lay the track, run the line

Gather scrap, build bots, take the yard

Roll the dice, take the map

Happy animals, happy visitors

Build a port, keep the ships coming

Build an island, season by season

Build a village, raise a castle

Outflank, outthink, take the castle

Guard the cove by sea and sand

Ride the wind, dig the X, wake the Kraken

Aim the arc, sink the armada

Bubble-blast through five seas

Six tries, one word a day

Pair to thirteen, clear the pyramid

Five by five, one cup of coffee

One letter a rung, all the way up

Seven letters, one sweet centre

Turn the pipes, open the valve
Trade Winds
Buy low, sail far, sell high