Polly
Proud. Loyal. Always on watch.
Needs the Ship’s Perch.
The Helm
Every action leaves a wake.
Whether you want to make time to read, practise a skill, move more or keep a steadier routine, The Helm helps you turn it into a few small actions each day and see your progress add up. Then it turns that effort into a sailing adventure between real ports.
What it helps you do
Start with a goal
Start with what you want to achieve: read 10 hours this month, practise guitar every week, walk 500,000 steps this summer. Keep it in your own words, or give it a target, a timeframe or a few waymarks to pass. We call a goal like this a Bearing, like the heading a navigator steers by.
Link the daily actions that help, and each time you log one the goal moves along. Bearings are just for you: no one else in the app sees them, and they don’t change your miles or Merit.
Set one when you start, or later. You can keep several at once.
A goal, its timeframe and the Duties that count.
Daily action
Turn the goal into a few things you’ll actually do today: a walk, twenty minutes of reading, guitar practice, two litres of water. These are your Duties, each with a target you set, up to five a day. Together they make up your Watch: the day you’ve set yourself, from midnight to midnight.
Log as you go: turn the Ship’s Wheel, slide the Sounding Tape, tap a measure or run the Duty timer. Partly done still counts, finishing counts in full, and going beyond earns a little more. When a Duty is linked to a Bearing, you’ll see how far each entry moves it.
You can change your Duties until noon. After that they hold for the rest of the day, so the Watch is what you said you’d do.
Stand your Watch.
Screen Time is something you enter by hand. The first 30 minutes are free; beyond that your ship sails into a headwind and makes a little less way. The Helm never reads it from your phone.
Today’s entry, counted towards the goal.
Visible progress
Everything you log is kept in your Passage Log, day by day, along with the passages you’ve sailed. If you get something wrong, you amend it rather than erase it, so the record stays honest.
Each Watch you stand earns Merit, which raises your level and, in port, your rank, from Deckhand to Master. You also collect Doubloons to spend on your ship and Cabin. All of it comes from the effort you log; none of it can be bought.
After a week of Watches, your Log adds a Chart Room. The Chart Room helps you look back at your progress, with counts, averages and comparisons with your plan. Any suggested changes to your targets are yours to accept or leave.
Stay the course.
Some days won’t go to plan. A day off you plan with Shore Leave costs nothing. A missed Duty costs some Merit, and if misses pile up your level or rank can slip, but the miles you’ve sailed and your goals stay where they are. Every Watch is a fresh start.
One week in a Passage Log
Rank and totals in your Service Record.
The adventure
Choose a passage between real ports: Sydney to Fremantle, Halifax to New York, or right around the world from more than 150 ports. Every Watch you stand moves your ship along it, and the voyage unfolds in chapters as you go.
Arrive by the date you planned and you earn a bonus. When you make landfall, the ceremony shows how far a Bearing has come since you set sail.
A living sea changes with the time of day. The charts are a game, not for navigation.
Landfall, and how far your goal has come.
Sail in company
Form a convoy with friends, or join one with its code. Everyone keeps their own goals, Duties and passage, but you see each other’s bells and miles through the day, and can signal a convoy member with a few words of your own.
“I said I’d stand my Watch today — and my convoy can see it.”
Race another convoy in a Regatta, scored by the share of each convoy’s ships that stood their Watch, so small convoys race big ones fairly. Challenge one sailor to a match race over one, three or seven Watches. Family Convoys let a household sail together, with Guardians, Junior sailors, Doubloon bounties and a shared Treasure Chest.
Convoys are optional and need an account, and everyone aboard, Junior sailors included, must be 13 or older. A practice convoy of clearly marked, simulated sailors lets you try it first. Your own Log always stays your own.
Cabin & companions
Spend Doubloons in the Chandlery on fittings and furnishings for your Cabin, refit your ship in the Dry Dock, or take on a companion to keep you company.
Polly and Wolly each need their own fitting and their own food. Look after yours and your bond grows.
Proud. Loyal. Always on watch.
Needs the Ship’s Perch.
Troublesome. Hungry. Keeps it real.
Needs the Dock Bollard.
Companions and refits are the reward — not the point. Doubloons never buy Merit, miles or rank.
The Helm is in a closed test. Invited testers can install it today.
The Helm runs on iPhone, Android and the web. No account needed to start, no ads, and your Log is yours to export.