Tip: hold S by the curl to stay deep in the barrel
SHACKED.IO
Jeffreys BayTake-off
4:00
WAVES
TOTAL0.00
best two waves
SHACKEDFREE SURFBEST 2 SCORES
1YOU0.000.000.00
RIDE0.00
PADDLING0 km/h
SHACKED.IO
Free Surf · Build 0.16
New in 0.16: CLOUDBREAK (Fiji), a heavy left reef: The Top → Middles → Shish Kebabs. Pick the break in the lobby; on the left a regular-footer surfs BACKSIDE (A/D still turn the way they look). 0.15: whitewater made of real-looking bubbles (bright bubble walls, see-through gaps, glints, churning) · rigged surfer + shortboard models (placeholders) · no more foam 'wall': cutting back into the whitewater never turns, pushes or boosts you; the foam just wobbles the camera and slowly bleeds your speed · after a snap your speed comes back only from gravity (no hidden boost), quicker snaps, a real spray fan on every snap, airs need a committed steep climb · realistic speeds (~32 km/h cruising, ~40 km/h peaks, like GPS data from CT pros) · Shift taps up to 0.25 s count as snaps · snaps vary a little each time · The Walls is now a steep, peeling wall with a pitching lip (snappable, no barrel) · the lip holds your rail through a snap like a soft spring (no flying off the back, no magnet feel) · True Surf style carve trail, streak spray, landing ring, x1-x5 flow badge and move strip with degrees, layback snaps · the whitewater never turns or pushes you on its own (it only adds bite when YOU turn back with D) · spray sheets, the lip reacts where you hit it, crack sound, held-carve spray curtain · snap size comes from your speed, how vertical you climb and how close to the top of the lip you are: only a fast, steep climb right at the lip gives the full ~150° POWER SNAP · no more stutter on snaps · FLOW: linking moves without dead time builds a multiplier (up to x5) that adds to your score · popups show the angle of every turn · snaps at the lip PUNCH it: the board stalls into the lip, a spray curtain flies over the back, a short impact freeze and camera kick, then the wave fires you back down · 0.14: the foam rebound no longer grabs your steering (you turn, it helps), no rebound inside the barrel, the tube no longer fires you out at max speed · lip assist (riding up into the crest turns you back down instead of over the back), gentler take-off, soft speed ceiling above 11 m/s, more forgiving air landings · calmer, controllable speed (softer gravity and wave push, smoother rebound) · no more speed rocket after cutbacks (the wave only drives you when you ride with it), top speed 15 m/s · heavy carves throw a real spray curtain · Shift bottom turns keep their speed (only high cutbacks bleed it) · rebounds push you out smoothly · Shift reworked: TAP at the lip = snap, HOLD while turning = heavy carve (cutbacks) · over-the-falls ragdoll with impact splash, rail-grab pose, thinner face foam, earlier barrel camera · climbing to the lip now costs speed and driving down the line builds it (real rhythm) · long rail-grab turns bleed speed · smaller rebound boost · holding Shift while turning grabs the rail (much tighter bottom turns and cutbacks) · wiping out in the barrel takes you over the falls · settings (gear icon), touch controls, first-ride tutorial, heat clock + horns + crowd, watch the AI ride (P), rematch screen, AI personalities, finer spray, ragged whitewater edge, kickout camera. TEMP: the key overlay bottom-left shows your controls for playtest videos (K hides it). 0.13: 1v1 heats against an AI surfer (Sol) · the incoming swell stays clean until it actually breaks · going over the back now kicks you out instead of dropping you into whitewater · smaller, finer spray. 0.12: cleaner HUD, replays throw the same spray, mushy sections crumble, Elo benchmark 11.00. 0.11: watch your ride back with P (5 camera angles, export vertical or wide clips) · Surf club lobby with your name, wetsuit colour and a practice Elo ladder · a barrel you duck back into counts as one longer barrel · the board floats on the chop · the surfer stands more upright on steep faces · the lip no longer sticks out over the open shoulder · deeper barrel camera.
WPaddle / tap in rhythm to pump
SDuck dive / stall in the barrel
ADCarve toward the beach / lip
ShiftTap at the lip: snap. Hold while turning: heavy carve (cutback, hard bottom turn).
SpaceLaunch an air
MouseHold left button + drag to look; release to return. Wheel zooms.
TSlow motion
VCompare visuals
RSkip a lull / result card
J-Bay runs Supertubes (barrel) → The Walls (turns) → Impossibles (race it). Cloudbreak runs The Top → Middles (walls) → Shish Kebabs (shallow tubes). Moves only count once you ride away from them.