Game objective
Choose the right departure order to clear physical boat routes and board every passenger by ticket color.
Controls
- Mouse or touch: click or tap a boat once. It automatically travels to an available passenger berth if its fixed route is clear; otherwise it stays in place.
- Keyboard: Tab previews the focused boat’s route; Enter or Space dispatches it. Escape pauses. Play in portrait; short embedded screens offer the shared full-screen player.
How scoring works
Rank by the highest consecutively cleared level; equal levels use the sum of the best verified time for each completed level. Equal level and equal total time share a rank. Offline departure proofs synchronize when the connection returns; earlier progress is preserved.
Core mechanics
- Each boat has one fixed route. A single tap checks the entire hull against neighboring boats, fences and stone quays, then automatically reserves an available passenger berth.
- The first 30 stages are arranged into six themes: blocking chains, turning space, long ferries, branching departures, ticket order and combined challenges.
- The catalog contains 2000 fixed physical harbors with eight to twelve readable boats, four possible exit sides, varied headings and two-, four-, eight- and twelve-seat ferries.
- Passengers board one by one according to the front ticket. Full boats depart automatically; seven stalled passenger berths cause a recoverable failure.
- Dashed routes share the actual animation poses. Blocked taps leave boat positions and progress unchanged; expanded hit areas and nearest-hull selection help on touchscreens.
- The first 30 stages ship with the core game. Later immutable level packs load as needed and verify their content hashes; failed downloads provide retry without discarding progress.
- Island scenery changes every five levels. After the fixed 2000-stage catalog, further voyages revisit the catalog with shifted route colors; these cycles are not additional unique layouts.
- There are no manual gates, repositioning controls, undo or countdown. The leaderboard records consecutively cleared levels and verifies the fixed content and departure proof.
Common failure causes
- Sending too many boats that cannot serve the front ticket occupies all seven passenger berths.
- A fixed departure route may cross a neighboring hull; that boat must leave first.
- A long hull needs enough space through the whole turn, including its stern.
How to recover a difficult position
Blocked taps do not consume a move. If seven passenger berths become stalled, restart the current harbor. Already unlocked levels remain available from the island chart.
Game at a glance
- Session length
- Several minutes per compact harbor; no countdown and no fixed final level.
- Device support
- Desktop and mobile · portrait playfield
- Current version
- 1.3.1 · build 7baad6e3cc7d
- Last gameplay test
- · Chromium desktop, Chromium mobile emulation
- Input methods
- Mouse one-click departure, Touch one-tap departure, Keyboard Tab, Enter and Space
Release history
- Version 1.3.1 —
Updated the website to the current product build and unified account leaderboard while preserving earlier progress.
- Version 1.0.0 —
Installed the first 30 themed stages and a fixed 2000-stage physical catalog. Added hashed deferred level packs, bounded retry, content-bound score verification and improved dense-fleet touch selection. The complete catalog replays with full-hull collision and passenger-service checks.
- Version 0.9.0 —
Simplified the core interaction to one tap per boat. Clear fixed routes automatically lead to passenger berths; blocked boats stay put. Removed manual gates, temporary repositioning and confirmation controls; expanded fleets from eight to twelve boats.
- Version 0.8.0 —
Redesigned the harbor around free placement, diagonal hulls, occupied temporary bays and manual gate control. Added clear swing zones, interlocked double gates and typed action replay, with explicit selection/preview/confirmation and normal-proportion boats.
- Version 0.7.1 —
Filled the unused lower screen area with a taller boatyard projection. Reserved only each exit’s required side channel, enlarged parked ferries, and kept hulls, fences, dashed routes and movement on the same projection. Existing v7 levels and progress stay compatible.
- Version 0.7.0 —
Increased fleets to 12–14 boats with unchanged hull dimensions and larger hit areas. Added real four-sided gates, outside return channels and five difficulty phases using fully validated layouts and mirrored variants.
- Version 0.6.0 —
Rebuilt the yard as a tall, single-screen harbor with eight or nine large ferries. Removed the middle zoom toolbar and pan/zoom map. Added dashed mooring outlines and physically validated dashed movement paths, with seven berths and vivid waiting passengers retained.
- Version 0.5.1 —
Separated the waiting travelers from the island scenery with a shaded pier, stronger clothing colors, larger route badges, colored foot markers and a distinct front traveler.
- Version 0.5.0 —
Prioritized easy selection: readable boats with larger hit areas, a navigation-only overview and controls outside the fleet. Reduced fleets to 10–24 ships and added validated staggered, crossing and narrow-pier layouts.
- Version 0.4.0 —
Replaced assigned ferry routes with physical steering and reversing inside a fenced yard. Added real corner traps, larger turning radii, pan/zoom and an overview map; fleet size grows from 12 to 240 boats across endless levels.
- Version 0.3.0 —
Added seven berths, larger 2/4/8/12/16-seat hulls, fixed route and turn clearance, slower individual boarding, a shared transit channel, endless verified levels, four alternating island scenes and a highest-level leaderboard. Removed undo.
- Version 0.2.0 —
Expanded every harbor to six permanent berths without reducing the boatyard. Rebuilt chapter progression around distinct-route ferry relays, deeper blocking chains and a verified complete dispatch plan for all 24 harbors.
- Version 0.1.0 —
Introduced 24 solvable island harbors, four-berth ferry planning, undo and hints; added detailed 3D toy ferry and traveler sprites, passenger overlays, wake trails, docking ripples and boarding sparkles in a tropical island port.
Tips for Dream Harbor
- Read the front ticket color before sending another ferry.
- Tap an unobstructed boat once and let it follow its dashed route.
- A red route or highlighted hull shows why a boat cannot leave yet.
- Leave passenger berths free for the next ticket color.
- Long ferries need more turning room; free nearby boats first.
Frequently asked questions
How do I send a boat to collect passengers?
Tap or click it once. If the fixed route and a passenger berth are free, it automatically travels there. You do not choose a target, confirm a move or operate gates.
Why does a boat stay still when tapped?
Another hull or a stone quay blocks its fixed route, the shared channel is busy, or all passenger berths are occupied. A blocked tap leaves the boat unchanged.
Are boats easy to select on a phone?
Every boat remains visible on one screen at its natural proportions. Hit areas extend eleven screen pixels around each hull, and overlapping touch areas select the actual hull or nearest boat.
Can I undo a departure?
No. Invalid taps do not change the game. Restart if passenger berths become stalled.
How is the leaderboard verified?
The service replays each boat’s fixed route with full-hull collision checks and verifies complete passenger departure. Highest consecutively cleared level determines rank; equal levels share a position.
Guides and collections
Developer and rights
- Owner, publisher, and operator
- Taopu Kuailema Trading Firm (Individual Industrial)
- Chinese legal name
- 天津市静海区桃浦快乐马商贸行(个体工商户)
- Registered operator
- HE TIANXIONG
- Brands
- Hersch Games / GameHersch
Dream Harbor is owned and published by Taopu Kuailema Trading Firm (Individual Industrial) under the Hersch Games / GameHersch brands, and is maintained from its named source repository. Page screenshots are captured from the playable build.
Related games
Updated


