Bolovsky Games
Caravel
Set sail. Found a New World. Trade, build, and fight for independence.
Caravel is a turn-based 4X strategy game set in the Age of Discovery, in the spirit of the 1994 classic Colonization. The heart of it is the economy — a living production and trade chain, not just an army.
Choose one of five nations, each with its own advantage, and sail west. There is no pre-built colony waiting for you: land on a coast of your choosing and found your first town. Work the land, turn raw goods into finished ones — tobacco into cigars, cotton into cloth, furs into coats, sugar into rum — and sell them in Europe, or to the peoples you meet, or to nobody at all once the Crown's tax becomes an insult.
Underneath it is a pure, deterministic simulation. Integer arithmetic, one seeded random source, and every change to the world expressed as a serializable command through a single apply path. The same commands on the same starting state produce a bitwise-identical game on any machine — which is what makes saves, replays and lockstep multiplayer possible at all, rather than bolted on later.
Status
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Single player
Landfall to independence, with rival Europeans, native nations and pirates.
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Multiplayer
Lockstep over the deterministic seam. Internet play is next.
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Platforms
Steam Deck supported. A release build is in progress.
The game
What you actually do
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Explore and settle
A freshly generated map every game. Read the coast, find the land that will feed a colony, and put your first town where it can survive its own first winter.
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Build the chain
Assign colonists, raise docks, workshops and forts, and grow the production chain that turns what the land gives you into what Europe will pay for.
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Meet the neighbours
Native nations to trade with, scout, missionize or fight. Rival European powers founding their own colonies. Pirates who do not care which flag you fly.
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Declare independence
Liberty bells build a Continental Congress and a Sons of Liberty majority. When you declare, the Royal Expeditionary Force sails — and everything you built has to hold.
Under the hood
How it is built
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Go and Ebitengine
One codebase, desktop and Android, with the simulation kept strictly below the renderer — the renderer reads state and never writes it.
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Rules as data
Units, terrain, goods, buildings and founding fathers are JSON rulesets, not Go code. Content is edited, not compiled.
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Five languages
English, Português, Español, Français and Nederlands, drawn with a pixel font extended to cover the accents.
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Plays offline
No account, no server, no connection needed. A whole world that fits in your pocket and asks nothing of the internet.
Art
A hand-painted world
Elsewhere
- Bolovsky Who writes it