Hey everyone, First — thank you. Seriously. The response to the demo has been way beyond anything we expected. The wishlists, the kind words, the bug reports, the suggestions — all of it means the world to us. We're a tiny two-person studio (plus one very good dog), and seeing people actually play and enjoy something we've been pouring ourselves into is... yeah. We're not over it yet. This patch is our first response to everything you've shared with us. We focused on the most urgent stuff — things that were confusing, broken, or just didn't feel right. There's a lot more coming, but we wanted to get this into your hands as fast as we could.
This demo version is already live, so you can skip the read and go play it now :D
Here's what changed:
You now get 3 save slots on the title screen. Each one shows play time, last played date, and slot name. You can create, continue, or delete saves. If you already had a save file, don't worry — it's been migrated to Slot 1 automatically. Nothing lost.
A lot of you told us you weren't sure when the demo content ended, or if there was still more to see. There wasn't a clear signal either way — you'd just keep playing or give up without knowing. Now, when you reach the end of the demo, you get a proper popup letting you know you've seen everything, with a Wishlist button and a "Keep Playing" option.
The Boat Shop now shows a second boat, giving you a peek at what's coming in the full release — more boats, more regions. You can't sail to new regions in the demo, but your purchase is tracked for the full game. And yes, we added a confetti animation for when you buy it. It felt necessary.
Fish Traps can now trigger the Instant Coins Bonus on every catch. Unlockable in the skill tree.
When fish sell out of a slot, remaining fish of the same type now merge in from later slots automatically. Way tidier.
Several of you asked for this — the skill map now remembers your camera position and zoom level between sessions.
We retuned a lot of the economy based on how progression was actually playing out. Here's the full breakdown:
Fish values have been adjusted to better pace early-game progression:
Puffish: 35 → 20
Ghost Fish: 250 → 80
Noodle Fish: 1,500 → 320
Hug Fish: 8,000 → 1,500
Ribbon Fish: 50,000 → 10,000
Spawn rate bonuses per level increased across all tiers — fish should now feel noticeably more plentiful as you upgrade:
Tier I: +20% → +35% per level
Tier II: +50% → +70% per level
Tier III: +75% → +150% per level
All tiers now have 8 upgrade levels instead of 5, giving more long-term investment potential. Unlock costs for Fish Value III have been reduced at higher levels.
Fish Value IV is now available in the skill map! It offers a massive +1,000% fish value per level across 8 levels, with unlock costs ranging from 10B to 1,000B Fish.
Sell speed bonuses slightly reduced across all tiers:
Tier I: +40% → +30% per level
Tier II: +80% → +60% per level
Tier III: +160% → +120% per level
Additionally, the base sell transfer speed has been increased — fish flow into the shop faster by default.
Early bait levels have been rebalanced — mid-range costs are now significantly cheaper:
Bait II: 1,000 → 1,500 Fish
Bait III: 10,000 → 20,000 Fish
Bait IV: 1M → 300K Fish (much cheaper)
Bait V: 10M → 5M Fish (cheaper)
Base starting amount (Silent Waters): massively increased — instant coin pops now feel rewarding from the very start of the game (Fish: 150 → 5,500 / Seaweed: 250 → 8,500)
Instant Bonus Coins Amount I: unlock costs halved — easier to get early
Instant Bonus Coins Amount III: bonus per level reduced from +2,000% to +1,000%
Instant Bonus Coins Chance III: unlock costs significantly reduced
Upgrading your sell shop capacity is now much more affordable:
Tier II: costs reduced from 10M / 100M Fish → 1M / 10M Fish
Tier III: costs reduced from 1B / 10B / 100B Fish → 100M / 500M / 1.5B Fish
Level 5: fish spawn rate slightly increased (55 → 58/min); more fish pre-loaded when entering the area
Level 6: Ribbon Fish spawn chance increased from 5% to 15% — the rare fish is now meaningfully more present at max level. Common fish spawn chance slightly reduced to compensate.
Fixed fish animations going haywire — UV refresh now only fires when the fish type actually changes
Low-fuel warning now scales dynamically to ~10 seconds of idle consumption instead of a flat 25% threshold
Fixed SFX volume slider not applying properly
Fixed font rendering issues and inventory text wrapping
Skill tooltip "current → next" now shows your real current value instead of starting from 0
Boat shop price colors now correctly reflect what you can and can't afford
Button shine animation loops smoothly now instead of pulsing weirdly
Better detection and patching of missing keys across all 10 languages
Updated translations (EN, JA, ZH, ES, FR, DE, RU, PT, KO, IT)
New keys for save slots, the Thanks for Playing popup, boat shop labels, and new skills
Improved and added various VFX and UI feedback throughout the game.
Next update should land in a week or two. The main addition will be an extended tutorial with actual dialogue — Luka's going to walk you through things properly this time, and she's got some cute stuff to say. Should help a lot with the early game, especially for those of you who told us you felt a bit lost at the start. That's it for now. Thanks for sticking with us. — Ori & Adva (& Luka 🐾)