Pull the cable.
Don't break it.

Two teams. One power cable. One unstable grid. Pull to keep it stable.

A multiplayer tug of war on an offshore HVDC power link. Learn real grid physics in about ten seconds, with no engineering background.

  • Browser-based
  • Join with a room code
  • 90-second matches

Link Duel

One cable. Two teams. A safe limit.

Two regions are connected by a single HVDC link under the sea. Hold Space (or the big button) to push power your way.

🔵🟠

Pick a team

Nordic Wind against Continental Grid. Teams stay within one player of each other.

🪢

The rope is power

The imbalance between the teams' output sets the flow and its direction. Output ramps gradually and stamina drains, so spamming doesn't win.

🔥

Mind the heat

Above the link rating, heat builds. At 100% the link trips for 5 s and the team that caused it loses points.

📉

Losses are real

Delivered energy is reduced by a loss that grows with the square of flow (I²R), so extra push gives diminishing returns.

🏆

Score MWh

Delivered energy, after losses, is credited to the team exporting more. After 90 s the higher score wins.

🎓

Learn by playing

Power balance, capacity, losses, faults and wind variability, absorbed one match at a time.

Interactive

Try the tug

Hold the button (or Space) to push against a gentle bot. Keep the flow under the white limit lines. Cross them for too long and the cable overheats.

  • Green zone is the safe operating range.
  • Heat builds only beyond the limit.
  • Stamina drains while you push hard.
Nordic WindContinental Grid

Hold the button to start pulling.

You 0 MWhBot 0 MWh

Random events

The sea has opinions

Events come from a seeded generator, so matches are reproducible. Each is announced 3 seconds ahead with a one-sentence explanation. The first arrives around 15 s, then every 12–22 s.

10 s

Wind took a nap

One team's output falls to 50%. Time to pull harder elsewhere.

8 s

Wind had an espresso

One team's output rises to 130%: more power, more risk.

10 s

Cable said ouch

A pole fault halves the link rating, so the same push overheats it faster.

Built for newcomers

Plain language, technical term one tap away

  • A permanent goal line that tells you what to do
  • “Nordic Wind is sending 240 MW to Continental Grid · 96% of safe limit”
  • Tug bar with safe zone, limit lines and danger zones
  • Trip countdown banner and a “why did that happen” note
  • Collapsible “What is HVDC?” explainer
  • 4-step offline tutorial against a bot, using the same simulation code with no server
  • Light-hearted commentator lines that double as hints
  • Server owns the truth, so there is no cheating

Maps

Same rules, different seas

Pick a map in the play menu. Each one changes the teams, the scenery and a few rules, so the link behaves differently.

North Sea

Wind farms between Scandinavia and the Continent. The original rules.

Baltic Sea

A short link with low losses and a slightly stronger cable.

Pacific

A very long link: big losses over big distances.

Island chain (fictional)

A weak link that heats up fast, with a shorter recovery.

Learn

How does a real HVDC link work?

Follow the power from the wind farm to the grid. Six parts of the link, each shown in 3D and tied to what you just played, with sources.

Open the guide
  1. Offshore wind farm
  2. Offshore platform
  3. Subsea HVDC cable
  4. Converter station
  5. Overhead line
  6. Control centre