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Press and hold to steer a nimble tugboat and tame the barge that lags and swings behind it on a rope, delivering the cargo gently into the harbor dock.
Mochi Tug is a cozy towed-mass steering game seen straight down onto the cutest little harbor. Your finger steers a round tugboat that 'arrives' toward wherever you press and hold - lead it around and let go to coast to a stop. Behind it, on a gently sagging rope, trails a barge (or a birthday-cake raft) with a face and real weight: it lags, swings, and pendulums out on your turns, exactly like a trailer behind a truck. The whole game is the quiet skill of leading that unwilling cargo where you want it.
Delivery is automatic and gentle: bring the barge into the glowing dock berth below a soft speed threshold and it snaps home for a delivery. Come in too hot and it just bounces off the dock's round bumpers so you can loop around and try again - never a failure. Bang the barge on the banks, buoys or rocks and it is a soft bonk: a wobble, a boop, a cosmetic dent that heals, dizzy stars - but never a lost life. There is no timer, and open water always lets you re-approach, so a harbor can never become impossible.
There are 20 hand-tuned harbors, each cycling through five pastel water palettes (Lagoon, Berry, Mint, Dusk and Sunset). They ramp the cast one idea at a time: open water to learn the lag, narrow channels whose banks the swing must clear, a sideways current you lead against, candy buoy gates to thread, a whirlpool octopus that spins your load, a speedboat whose wake rocks the barge, a pickup-then-deliver run for two cargoes, a fragile cake raft that wants an extra-gentle arrival, and a two-barge train that snakes behind you.
Clear all 20 and Endless mode opens: generated harbors that begin at the final level's difficulty and keep tightening - narrower channels, stronger currents, more buoys and rocks, bigger whirlpools, more cargoes, more two-barge trains - with every mechanic active from the very first endless harbor. The layout is seeded by the level number, so every harbor differs. Clearing any level always lights up all three stars, saved with your unlocked harbors in your browser.
| Input | Action |
|---|---|
| Press and hold | Steer the tugboat toward your finger or mouse |
| Drag while holding | Lead the tug around so the barge swings into line |
| Release | Let the tug coast to a stop |
| Drive over waiting cargo | Hitch it to the rope (pickup levels) |
| Arrow keys | Nudge the steer target on desktop |
| Space or Enter | Next level from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Almost every steering game asks you to move one thing well. Mochi Tug asks you to move one thing so that a second thing, trailing behind it on a rope, arrives somewhere gently. Your finger only ever touches the little round tugboat, which is nimble and obedient and honestly not very interesting on its own. The interest - the entire game, really - lives in the barge that lags behind it, a fat happy crate with a face that swings, overshoots, pendulums out on the turns and generally does the opposite of what you would like at the worst possible moment. Learning to lead that mass, to turn early and wide so the tail settles into the line you want, is the trailer-backing skill dressed up as the cutest harbor you have ever seen.
The physics is a tiny rope simulation and it is completely honest. The tug pulls, the rope goes taut, the barge accelerates late and coasts long because water is draggy and cargo is heavy. There is no scripted 'follow the leader' cheat underneath it; the swing you feel is the real consequence of yanking a weight around by a string. That honesty is why the game reads instantly to a four-year-old - the tail wags because you wagged it - and why it stays satisfying for an adult, because taming the swing is a genuine motor skill that improves the more you play. A wide, early, patient arc lands the barge dead in the berth. A sharp panic turn sends it slingshotting into a buoy.
Everything that could punish you has been turned into a character instead. The banks are round wooden bumpers that boop and dent the barge cosmetically, then the dent heals. The buoys are candy spheres with little flags. The whirlpool is a sleepy octopus whose swirl spins your load if you dawdle in the middle of it, so you power through the edge. A show-off speedboat crosses on its own schedule and its wake rocks the barge sideways as it passes. None of it can end your run - bang the cargo as much as you like, arrive too fast and you just bounce off the dock bumpers and circle back for another go. The only way a level ends is a clean, gentle delivery.
The twenty curated harbors introduce that cast one idea at a time - open water first, then a narrowing channel, a sideways current to lead against, buoy gates to thread, the octopus whirlpool, the speedboat, a pickup-then-deliver run where you fetch a second cargo from a buoy, a fragile birthday-cake raft that demands an extra-gentle touch, and finally a two-barge train that snakes and makes threading twice as delicate. Clear all twenty and Endless opens: generated harbors that start at that final exam's difficulty and keep tightening, every mechanic live from the first one. There is no timer and no score. The stars are always three, and the reward for a clean dock is simply the next harbor.
Steer the tugboat so the barge trailing behind it drifts into the glowing dock berth at a gentle speed - it snaps in automatically. You never grab or drop anything by hand; the whole game is leading the barge in slowly and on line. Ease off the throttle as you approach so it arrives soft.
Because it is a real towed mass on a rope, not a scripted follower. When you yank the tug around, the heavy barge accelerates late and pendulums outward - exactly like a trailer behind a truck. The fix is to turn earlier and wider so the swing settles into the line you want instead of slinging past it.
It is a soft bonk: the barge wobbles, boops, shows a cosmetic dent that heals, and little dizzy stars pop - but you never lose a life or fail. Mochi Tug has no losing condition at all. Bumps just cost you a moment while you re-line the cargo up.
The barge bounces off the dock's round bumpers and you simply loop around for another approach. A too-fast arrival never fails the level - it just doesn't count as a delivery. Slow down and drift it in gently and it snaps home.
On those harbors you deliver more than one cargo. After the first delivery, a new cargo waits at a marked buoy with a pulsing ring around it. Drive the tugboat over it to hitch it onto the rope, then tow it to the dock like the first. The chip at the top shows how many you have delivered out of the total.
They all push your cargo around so steering the tail gets harder. The current is a band that shoves the barge sideways - lead upstream to compensate. The whirlpool octopus is a swirl that spins your load if you sit in it, so power through its edge. The speedboat crosses on a timer and its wake rocks the barge as it passes, so time your crossing for just after it.
Yes - Endless mode. It generates a new harbor for every level past 20, starting at the final curated level's difficulty (tight channels, strong current, whirlpool, buoy gates, speedboat, two-barge trains) and ramping up from there. Every mechanic is active from the first endless harbor, and each level number seeds its own layout, so no two are the same.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.