Praia do Norte · Portugal
Read the peaks. Respect the headland.
A little preparation. Then just the ocean.
Manual stand-up · wider timing & balance margin
Overhead and heavy
Paddle speed & a steady rail
Ski access on big days; paddle mode is a game exercise.
Follow the blue corridor to the lineup.
The ocean is paused. Come back when you’re ready.
Read the water before you commit.
Gamepad: left stick to steer, right trigger to paddle / tow, A to stand, B to duck-dive, Y to switch view, bumpers to cut back.
A surfing game, not real-world navigation. Routes, wave timing and assistance are tuned for play. Access and safety depend on conditions and local expertise.
Every spot Naz covers. Each coast is built from elevation data and OpenStreetMap; the waves, routes and buildings are reconstructions.
Terrain follows geographic elevation data. Buildings, riders, materials, wave behaviour and route overlays are authored reconstructions. This first playable is not a photogrammetric replica.
Mapzen Terrain Tiles, accessed 10 November 2026. Produced using Copernicus data and information funded by the European Union — EU-DEM layers. SRTM and GMTED2010 data courtesy of the U.S. Geological Survey. Global ETOPO1: DOC/NOAA/NESDIS/NCEI, U.S. Department of Commerce.
Coastline, building footprints, the fort's outline, roads and land cover: © OpenStreetMap contributors, under the Open Database Licence.
Elevation is sampled into a 15 m grid, 3 m along the shore you surf. Where the elevation data smooths away sea cliffs they are reconstructed from the coastline and the land behind it; Nazaré's promontory and Jardim's sea wall are sculpted by hand. Trees, buildings' heights and roofs, landmarks and the take-off's exact place are the game's reconstructions. Nearshore depth and the breaking-wave field are synthetic, not bathymetric observations. Riley's, Prowlers and The Right are kept quiet by the surfers who ride them: their coasts stand where Naz's catalogue puts them, which is only roughly where they break.
Cliff Side, Aerial Grass Rock, Aerial Beach and the skies from Poly Haven (CC0), tinted for each coast's rock, sand and plants. These are generic materials, not photographs of these spots. Water normal map from Three.js (MIT).
Procedural ocean, surfboards, rider poses, ski and landmark reconstructions. Three.js (MIT); DM Serif Display, Hanken Grotesk and Barlow Condensed (SIL Open Font License). No third-party spot photographs are used.
The game counts how it is played: the coast, the day and the board you choose, the waves you catch and where you come off. No name, no account, no cookies, no recordings.