Vessel Classes
Each class comes in different sizes and variants, creating a wide range of combinations for your fleet and trading routes.
Business Simulation · In Development
Build your own shipping company, respond to global markets and deliver the right cargo to the right port at the right time.
Set Course for Steam
Early Access planned for Q4 2026. Follow Ocean Cargo Manager on Steam and try the free demo today.
The Game
Ocean Cargo Manager is a modern business simulation inspired by the spirit of classics such as Der Reeder and Ports of Call.
The game is not intended to be a simple copy of earlier titles. Instead, I want to combine proven elements of classic business simulations with new ideas and the technical possibilities available today.
The focus is on meaningful economic decisions, long-term development and enough depth to keep presenting new challenges even after many hours. At the same time, the game should remain approachable and, above all, fun to play.
The Game in Numbers
The current development build of Ocean Cargo Manager includes:
Each class comes in different sizes and variants, creating a wide range of combinations for your fleet and trading routes.
Located across the world’s major trading regions.
Providing the foundation for varied trade routes and decisions.
Already in the Game
The current development build lets you manage the everyday business of shipping: from buying a vessel and loading your first cargo to reviewing income and costs.
Buy and sell 36 goods. Regional stock levels, production and consumption change trading conditions. Decide which cargo makes sense for your next voyage.
Build a fleet of container ships, bulk carriers, tankers and reefers. Compare capacity, condition and running costs before buying or selling a vessel.
Plan voyages between ports worldwide and choose your speed. Weigh travel time against fuel consumption and account for canal transit fees. The Panama Canal and other canals can only be used by vessels within their size limits. Ships that are too large must take the longer route around.
Refuel, repair hulls in dry dock and arrange engine maintenance or inspections. Wear and the risk of engine failure are part of your economic decisions.
Choose automatic port entry or a manual docking manoeuvre. Steer your vessel to its berth and bring it safely to a stop.
Review income and expenses in the financial overview. Filter entries and analyse selected transactions to understand the financial impact of your decisions.
Roadmap
The economic foundation is in place. New tasks, more decisions and a livelier world are planned to build on it.
Provisional roadmap · September 2026. The phases below are a planning outlook. Scope and priorities may change through development and playtesting; individual features do not yet have committed release dates.
01 / THE COMING MONTHS
Refine regional prices, cargo availability and voyage costs so different cargo types offer worthwhile trading opportunities.
Add deliveries with specified goods and quantities, with delivery windows and late penalties for timed orders.
Refine interfaces, guidance and feedback, and improve existing gameplay through testing.
02 / DURING EARLY ACCESS
Develop loans, investments and cover for vessels and cargo as additional tools for managing your business.
Storms, piracy and port events are intended to introduce new risks, delays and decisions.
Explore warehouses, silos and an economic news ticker as further planning priorities.
03 / FURTHER POSSIBILITIES
A separate line of business beyond cargo transport is envisaged as a later expansion.
Independent rival shipping companies and individual crew or captain traits are ideas for a more dynamic world.
Player experiences will help shape priorities. These possibilities are not yet committed Early Access features.
The target for the Steam Early Access launch remains Q4 2026, depending on development progress. The Early Access items above describe planned additions during that phase, not a committed feature set for launch.
Inside the Game
From founding your shipping company and planning global routes to managing a vessel in port, these screenshots show the current state of development.
Visuals, user interfaces and game content are not final and may change before release. Select an image to view it at full size.
About Me
Hello, I’m Dominik and I live in Bavaria, Germany.
Computer games have been part of my life since childhood. It all began with the Commodore 64, followed by the Amiga 500 and Amiga 1200, before I got my first PC in the late 1990s.
I was particularly influenced by business simulations and strategy games such as Ports of Call, Der Reeder, The Settlers and The Guild. Classics including Dune II, Command & Conquer and Monkey Island also had a lasting impact on my enthusiasm for games.
Many of these titles offered a distinctive combination of depth, freedom of choice, atmosphere and immediate enjoyment. Because I often missed that feeling in more recent games, I began developing my own game in 2025: Ocean Cargo Manager.
I am developing the project on my own and learning with every new system, decision and version. My goal is to create a game that reflects my passion for classic business simulations while providing many enjoyable hours for other players.
Attentive players may occasionally encounter a small reference or a subtle nod to the classics that have accompanied me over the years.