nazsurf Every Naz coast. One ocean.

Nazaré

Praia do Norte · Portugal

Read the peaks. Respect the headland.

Canyon-influenced beach breakShifting peaksElite+Shore start

Your session

A little preparation. Then just the ocean.

Get out there

Manual stand-up · wider timing & balance margin

Overhead and heavy

Paddle speed & a steady rail

Perspective Switch anytime with C

Ski access on big days; paddle mode is a game exercise.

Take a breath.

The ocean is paused. Come back when you’re ready.

Read Nazaré

Read the water before you commit.

Your controls

W / ↑
Paddle or accelerate the ski
A D / ← →
Steer; lean into a turn on the wave
S / ↓
Slow down / compress on the face
Space
Stand, release the tow or finish a ride
Q / F
Hold for a left / right cutback. Requires speed and an open face; release to ease the rail.
E
Duck-dive: face offshore and press about a second before whitewater arrives
T
Call the ski, cancel pickup or release the rope. Pickup takes time; paddle clear of shore.
C
Switch cameras; drag to look in first person
B / R
Out the back / restart session
Esc
Pause; tabbing away also pauses

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.

Choose your coast

Every spot Naz covers. Each coast is built from elevation data and OpenStreetMap; the waves, routes and buildings are reconstructions.

Built from the coast.

Terrain follows geographic elevation data. Buildings, riders, materials, wave behaviour and route overlays are authored reconstructions. This first playable is not a photogrammetric replica.

Terrain

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.

Terrain data & licence information

Location research

Materials and sky

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).

Poly Haven asset licence

Made for this game

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.

Usage data

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.