Alpha
UnreleasedCore 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.
