Games

We make games, too.

Two of them, at opposite ends of the shelf. One is a party game you can play tonight with people in your living room. The other is a competitive fishing simulation built on a single stubborn idea — that skill, not luck, should decide who wins.

In development

A fishing game where skill decides the outcome.

Most fishing games are slot machines with a rod attached. Cast, wait, collect a random fish. We are building the opposite: a tournament sim where reading the water is the whole game, and two anglers on the same lake get different results because one of them knew where to look.

Everyone fishes the same lake

A tournament runs from a seed. Same water, same weather, same fish, in the same places, for every angler in the field. Nobody gets a luckier lake than anybody else.

Finding fish is the skill

Depth, structure, wind, sonar returns, how you work a retrieve. The information is there to be read. Reading it well is what separates a good day on the water from a blank one.

Results are verified, not trusted

The server re-runs your session from the same seed and your recorded inputs, and confirms the catch it produces matches the one you reported. A result that cannot be reproduced does not count.

Where this is headed

Toward tournaments worth entering.

We are building toward paid-entry cash tournaments, and that ambition is what sets the engineering bar. A game where money is on the line has to prove that skill predominates over chance, which is why the simulation is deterministic and every result is re-verified on the server. None of that exists for players yet — today it is a closed playtest on Windows, free, with mobile planned. We will have more to say about competitive play, and about what this is finally called, when it is real.

Want in on the playtest?

It is closed, it is Windows-only, and it is rough in the places you would expect a game still in development to be rough. If that sounds good rather than off-putting, tell us and we will get you a build.