The Light on the island wants to be fed. It doesn't care what you drag out of the fog to feed it.
You sail out each morning into water that never fully clears. A grid of black tide, a sonar that pings back things you'd rather it didn't, and a quota that climbs a little higher every day. Pull fish from the deep, sell them at the harbor, keep the Light burning. That's the whole job. It's a simple job. You'll want it to stay simple.
The good catches are further out. So is everything else. The deeper you push from home, the more your haul is worth, and the more the ocean starts to notice you back. Sound thickens. The music thins out and then it's gone. Something surfaces that your hull was not built to survive, and repairs cost coin you needed for the quota.
Land a fish and you don't just win a number. You meet it. A golden thing with no mouth that taps twice on the pail. A squid winding a black reed it won't stop playing. Every creature goes in the journal, described the way the last person who saw it wrote it down before they stopped writing.
In the hold:
Push a fog-covered grid, spend fuel to see, pulse the sonar to hunt
Reel your catch through short skill minigames, and the rarer it is the harder it fights
Trade at the tower and the shop for fuel, repairs, a bigger hull, a wider sonar
Meet the quota before the day turns, then watch it rise again
A journal that fills in one uncanny fish at a time
How far out is the good money? Far enough that you'll have to decide how much you're willing to hear.
Feed the Light. Don't look too long at what you feed it.
HOW TO PLAY
Out on the water
Move your boat one tile at a time with the arrow keys or WASD. Each step into the fog costs fuel.
Press Q to pulse the sonar. It sweeps the tiles around you and echoes back where the fish are hiding.
Move onto a tile with a catch and press the fishing button to start reeling.
Watch your hull. The further you drift from the island, the more dangerous the deep becomes. Something out there bites back.
Press R when you want to turn around and sail home.
Reeling a fish
Every catch is a short minigame. Follow the prompt: time your input, tap in rhythm, or match the sequence.
Common fish come quietly. Rare and mythic ones fight, so the harder the fish, the tighter the timing.
Land it and it goes into your hold, and into the journal.
Back on the island
Click the Tower to open your hold. Sacrifice your catch to sell it and pour its worth into the quota (the Light).
Click the Shop to spend coin: buy fuel, repair the hull, raise your hull cap, or widen the sonar.
Fill the quota bar to unlock the next day. Press Set Sail to head back out, or Next Day once the quota is met.
The quota grows every day. What was enough yesterday won't be enough tomorrow.
The one rule
Value lives in the deep. So does everything you don't want to find. Decide how far is far enough, and get home before it decides for you.
CREDITS
SFX:
- https://pixabay.com
- https://dvince.itch.io/
Music:
- https://dvince.itch.io/
- https://retroindiejosh.itch.io
The Light on the island wants to be fed. It doesn't care what you drag out of the fog to feed it.
You sail out each morning into water that never fully clears. A grid of black tide, a sonar that pings back things you'd rather it didn't, and a quota that climbs a little higher every day. Pull fish from the deep, sell them at the harbor, keep the Light burning. That's the whole job. It's a simple job. You'll want it to stay simple.
The good catches are further out. So is everything else. The deeper you push from home, the more your haul is worth, and the more the ocean starts to notice you back. Sound thickens. The music thins out and then it's gone. Something surfaces that your hull was not built to survive, and repairs cost coin you needed for the quota.
Land a fish and you don't just win a number. You meet it. A golden thing with no mouth that taps twice on the pail. A squid winding a black reed it won't stop playing. Every creature goes in the journal, described the way the last person who saw it wrote it down before they stopped writing.
In the hold:
Push a fog-covered grid, spend fuel to see, pulse the sonar to hunt
Reel your catch through short skill minigames, and the rarer it is the harder it fights
Trade at the tower and the shop for fuel, repairs, a bigger hull, a wider sonar
Meet the quota before the day turns, then watch it rise again
A journal that fills in one uncanny fish at a time
How far out is the good money? Far enough that you'll have to decide how much you're willing to hear.
Feed the Light. Don't look too long at what you feed it.
HOW TO PLAY
Out on the water
Move your boat one tile at a time with the arrow keys or WASD. Each step into the fog costs fuel.
Press Q to pulse the sonar. It sweeps the tiles around you and echoes back where the fish are hiding.
Move onto a tile with a catch and press the fishing button to start reeling.
Watch your hull. The further you drift from the island, the more dangerous the deep becomes. Something out there bites back.
Press R when you want to turn around and sail home.
Reeling a fish
Every catch is a short minigame. Follow the prompt: time your input, tap in rhythm, or match the sequence.
Common fish come quietly. Rare and mythic ones fight, so the harder the fish, the tighter the timing.
Land it and it goes into your hold, and into the journal.
Back on the island
Click the Tower to open your hold. Sacrifice your catch to sell it and pour its worth into the quota (the Light).
Click the Shop to spend coin: buy fuel, repair the hull, raise your hull cap, or widen the sonar.
Fill the quota bar to unlock the next day. Press Set Sail to head back out, or Next Day once the quota is met.
The quota grows every day. What was enough yesterday won't be enough tomorrow.
The one rule
Value lives in the deep. So does everything you don't want to find. Decide how far is far enough, and get home before it decides for you.
CREDITS
SFX:
- https://pixabay.com
- https://dvince.itch.io/
Music:
- https://dvince.itch.io/
- https://retroindiejosh.itch.io
The Light on the island wants to be fed. It doesn't care what you drag out of the fog to feed it.
You sail out each morning into water that never fully clears. A grid of black tide, a sonar that pings back things you'd rather it didn't, and a quota that climbs a little higher every day. Pull fish from the deep, sell them at the harbor, keep the Light burning. That's the whole job. It's a simple job. You'll want it to stay simple.
The good catches are further out. So is everything else. The deeper you push from home, the more your haul is worth, and the more the ocean starts to notice you back. Sound thickens. The music thins out and then it's gone. Something surfaces that your hull was not built to survive, and repairs cost coin you needed for the quota.
Land a fish and you don't just win a number. You meet it. A golden thing with no mouth that taps twice on the pail. A squid winding a black reed it won't stop playing. Every creature goes in the journal, described the way the last person who saw it wrote it down before they stopped writing.
In the hold:
Push a fog-covered grid, spend fuel to see, pulse the sonar to hunt
Reel your catch through short skill minigames, and the rarer it is the harder it fights
Trade at the tower and the shop for fuel, repairs, a bigger hull, a wider sonar
Meet the quota before the day turns, then watch it rise again
A journal that fills in one uncanny fish at a time
How far out is the good money? Far enough that you'll have to decide how much you're willing to hear.
Feed the Light. Don't look too long at what you feed it.
HOW TO PLAY
Out on the water
Move your boat one tile at a time with the arrow keys or WASD. Each step into the fog costs fuel.
Press Q to pulse the sonar. It sweeps the tiles around you and echoes back where the fish are hiding.
Move onto a tile with a catch and press the fishing button to start reeling.
Watch your hull. The further you drift from the island, the more dangerous the deep becomes. Something out there bites back.
Press R when you want to turn around and sail home.
Reeling a fish
Every catch is a short minigame. Follow the prompt: time your input, tap in rhythm, or match the sequence.
Common fish come quietly. Rare and mythic ones fight, so the harder the fish, the tighter the timing.
Land it and it goes into your hold, and into the journal.
Back on the island
Click the Tower to open your hold. Sacrifice your catch to sell it and pour its worth into the quota (the Light).
Click the Shop to spend coin: buy fuel, repair the hull, raise your hull cap, or widen the sonar.
Fill the quota bar to unlock the next day. Press Set Sail to head back out, or Next Day once the quota is met.
The quota grows every day. What was enough yesterday won't be enough tomorrow.
The one rule
Value lives in the deep. So does everything you don't want to find. Decide how far is far enough, and get home before it decides for you.
CREDITS
SFX:
- https://pixabay.com
- https://dvince.itch.io/
Music:
- https://dvince.itch.io/
- https://retroindiejosh.itch.io