Ship log

Changelog

What's shipped so far, cast by cast.

Alpha

Unreleased

Core loop

  • Idle fishing simulation: time-based catches, weighted rarity rolls, currency and inventory.
  • Active fishing: manual casts before you own a rod, hands-free once you do.
  • Four zones (sea, deep sea, pond, deep pond), each with its own fish pool and rod-tier gate.
  • Offline progress: a "while you were away" summary waits for you on launch.

Progression

  • Rod tiers from a driftwood cane up to the Aurora Rod, plus catch-rate and value upgrades.
  • A skill tree across three branches (Tideline, Stillwater, Shorecraft) with milestone-gated nodes.
  • Beach foraging and a net tool for hands-free collecting.
  • Loot chests wash up on the sand, and seagulls you can shoo (or reward) for treats.
  • Dismantle junk into materials and craft trinkets worth more than the raw catch.

The coast

  • A hand-authored map: sea cove, dock, pond, palms, a burning torch.
  • A day and night cycle with a warm torch glow after dark.
  • Layered rendering and a collision grid so critters, chests, and characters sit correctly on screen.

Your angler

  • Character creation: a layered, animated avatar (hair, eyes, clothes).
  • Salon and Boutique shops with a daily rotating stock and seasonal items.

Inventory & shop

  • Full inventory: gear, fish, forage, materials, trinkets.
  • A shop with Buy, Sell, Scrapyard, and Forge tabs.

Steam & tools

  • Steam app registered and wired in.
  • SteamPipe build and upload tooling, with store art generated straight from the real game.
  • Electron + Phaser shell in TypeScript, versioned save schema, CI, and smoke tests.
  • This little site.