A first-person, hands-only fishing & cooking rogue-lite
Cast, lure, fight, and reel — a full tactile chain of minigames stands between you and a basket of fish. Nothing is abstracted into a menu; every catch is earned.
Cut each catch along guided lines for a quality grade, from Ragged to Perfect. Clean, confident cuts pay more — and leave fewer bones behind.
Grill, pan-fry, smoke, fry, bake, steam, or sous-vide your fillets into dishes. Each cookware has its own hands-on minigame and its own way to go wrong.
The daily quota climbs faster than raw fish value, pushing you down the value chain — raw catch, to fillet, to finished dish — just to keep up.
Spend Coin on a roughly 70-node spider-web of upgrades across five spokes — Gear, Angler, Fillet, Kitchen, and Utility — that resets every run and pushes you toward a build identity of your own.
Roulette and card tables can rescue a bad day or sink a good one. The house edge is always printed in plain sight — nothing is hidden.
Stamina limits how much you can fish in a day; the quota limits how little you can get away with selling. Every upgrade buys you time on one clock or the other.
Scales earned at the end of a run unlock permanent upgrades at the Tackle Shed, so future attempts start stronger — without ever replacing in-run skill.
Low value, low risk. Open from day one, with a lazy current that keeps the hook drifting.
Medium value. Wide weed beds and sunken clutter make for slower, more telegraphed snags.
High value, high risk. Rolling swells, moving obstacles, and the best fish in the game.
Early in-engine shots from the Riverbank — the game's first fully playable location.