Docked – Sandbox Mode Concept: Turning the Port Into a Living Logistics System

Intro

After spending some time with Docked I started thinking about how a sandbox mode could work if the port operated as a continuous logistics system instead of mission-style jobs. I ended up writing a concept showing how many of the existing systems could support that idea.

TL;DR

I wrote a concept for how Docked could support a sandbox mode where the port operates as a living logistics system instead of mission-style jobs. The idea focuses on expanding existing systems (orders, vehicles, weather, infrastructure) so containers move through a visible chain: import → storage → transport → export, while the player manages equipment, routes, congestion, and schedules.

 Summary

This document proposes a Sandbox / Free Play mode concept designed to increase the long-term replayability of Docked while building upon systems already present in the game.

The goal is not to redesign the game, but to show how existing mechanics could evolve into a persistent port simulation where players manage a living logistics environment rather than completing isolated tasks.

The concept focuses on expanding current systems in realistic ways:

• Orders become persistent logistics contracts
• Containers move through a visible logistics chain (import → storage → export)
• The port operates as a fully open environment
• AI workers assist with logistics operations
• Existing mechanics like weather, vehicles, upgrades and infrastructure are reused and expanded

The intention is to create a sandbox experience where the port feels active and where player decisions affect operational efficiency.

Quick Navigation

Part 1 – Sandbox Foundation
• Open port environment
• Time and calendar system
• Dynamic weather
• Core gameplay loop

Part 2 – Port Operations
• Persistent order system
• Container generation
• Processing UI
• Assignment system
• Logistics flow

Part 3 – Logistics Systems
• Container mechanics
• Yard storage logic
• Equipment roles
• AI pathing and traffic
• Player and AI assignments

Final Sections
• Throughput & congestion
• Shipping schedules
• Implementation notes
• Closing thoughts

Overview

This concept explores how Docked could support a sandbox logistics simulation where the port operates continuously rather than through isolated missions. Campaign mode can remain structured, while sandbox mode focuses on open-ended port management.

Core Design Goals

Sandbox should create the feeling of a living operational port.

Goals:

• fully open port
• persistent container logistics
• visible operations
• AI-assisted workflow
• player-driven management decisions

The port should feel active at all times.

PART 1 – Sandbox Foundation

Open Port Environment

The port operates as a continuous map rather than separate mission areas.

Benefits:

• increased realism
• freedom of movement
• visible logistics activity

Time System

Sandbox runs on a continuous calendar tracking:

• Day
• Month
• Year

Example: Year 1 — 7th March — 14:15

Time speeds:

• 1× real time
• 2× accelerated
• 4× accelerated

Years allow players to track long-term port growth.

Dynamic Weather

The existing weather system becomes active in sandbox.

Weather types:

• Clear
• Cloudy
• Light rain
• Heavy rain
• Fog

Operational effects:

Heavy Rain – reduced visibility, slightly slower vehicles
Fog – reduced visibility, slower AI movement
Clear / Cloudy – normal operations

Weather adds variation without dramatically affecting gameplay.

Gameplay Loop

Sandbox begins with the port damaged by Hurricane Wendy.

Core loop:

Accept Order → Import Containers → Store Containers → Transport Containers → Export Containers → Complete Order

Players balance:

• storage capacity
• equipment usage
• contract deadlines
• logistics flow

PART 2 – Port Operations & Orders

Order System

Milestone jobs are replaced with persistent logistics orders. Orders remain active until all containers are processed and loaded onto outbound transport.

Transport methods:

• Ship
• Train
• Truck

Order Information

Orders display:

Company name
Reputation
TEU amount (example: 400 TEU)
Import/export method
Price per TEU
Penalty per TEU
Timeframe
Bonus revenue for early completion

Container Generation

Orders generate a mix of:

• 20ft containers (1 TEU)
• 40ft containers (2 TEU)

Example:
FEU: 150
TEU: 100

Each container receives a unique ID used for tracking its movement.

Processing Tab

Accepted orders appear in a processing interface where players allocate containers to yards and monitor progress.

Example:

Company: Example Logistics
Total TEU: 300
Import: 0 / 300
Export: 0 / 300

Order Status

Orders move through stages:

Import → Stored → Transport → Export → Finished

Indicators:

Green – normal operation
Orange – bottleneck forming
Red – missing equipment or blocked operation

Assignment System

Assignments allow players to allocate:

• vehicles
• equipment
• workers
• orders

Facilities display:

• maximum throughput
• current throughput
• operational status

Logistics Flow

Containers move through a visible chain:

Arrival → Terminal Crane → Transport Vehicle → Storage Yard → Transport Vehicle → Terminal Loading → Departure

PART 3 – Logistics Systems & Equipment

Container System

Each container is tracked by its unique ID. To maintain performance, containers use a snap placement system. Once placed correctly they become static objects until moved again.

Storage Logic

Containers are placed using priority checks:

  1. container size
  2. order grouping
  3. stack height
  4. distance
  5. fallback placement

Equipment Roles

Reach Stacker – player-only vehicle used for yard, truck, and rail loading.

Tug Vehicles – primary transport vehicles used by AI or players to move containers between yards and terminals.

Straddle Carriers – operate within yards and can transport and load containers in one operation. Trade-off: slower over long distances.

RTG Cranes – used in larger yards to increase stacking capacity.

Active Port Traffic

Ships, trains, and trucks visibly enter and leave the port to reinforce a living environment.

Ships dock based on schedules.
Trains arrive and depart through rail terminals.
Trucks continuously enter and exit through port gates.

Vehicles follow predefined entry and exit routes.

AI Pathing & Transport Routes

AI vehicles follow a predefined road network connecting:

• storage yards
• ship terminals
• rail terminals
• truck lanes

When an assignment is created, a visible route line appears on the map.

Players can drag route segments to redirect traffic, avoid congestion, and optimise vehicle movement.

Some routes are initially blocked by storm damage and become available after cleanup tasks.

AI Intersection Logic

When routes cross, the game identifies the location as an intersection.

Vehicles approaching an intersection perform a right-of-way check.

If the intersection is clear, the vehicle continues. If another vehicle is entering the intersection, the approaching vehicle queues and waits.

If two vehicles approach simultaneously:

• if their routes intersect, one yields
• if traveling parallel without conflict, both continue

This prevents unnecessary stopping while avoiding collisions.

Throughput & Congestion

Facilities track throughput.

Example:

Shipping Terminal
Max Throughput: 120 TEU/hour
Current Throughput: 90 TEU/hour

Indicators:

Green – normal
Yellow – nearing capacity
Red – congestion

Yards approaching full capacity slow operations.

Shipping Schedules

Ships, trains, and trucks operate on schedules.

Example:

Atlas Shipping
Arrival: 7 March – 08:00
Departure: 7 March – 16:00
Capacity: 600 TEU

Missed departures cause containers to wait for the next transport.

Implementation Notes

This concept expands systems already present in Docked:

• vehicle physics
• container snapping
• weather
• infrastructure upgrades
• order systems

The proposal focuses on connecting these systems into a persistent sandbox environment.

Closing Thoughts

Docked already has strong foundations:

• excellent vehicle simulation
• detailed environments
• strong equipment mechanics

Expanding these systems into a sandbox environment could significantly increase replayability and allow players to experience the port as a living logistics operation.

This concept explores one possible direction for how sandbox gameplay could evolve using systems already present in Docked.

The intention is not criticism but to explore how the existing foundations could support deeper port management gameplay.

I would be very interested to hear the development team’s thoughts on whether ideas like these could fit within the future vision for the game.

Posted Mar 7, 2026, 10:09 AM UTC

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