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Out FishingNewsFrom the Dock - Out Fishing Dev Blog #1
Community

From the Dock - Out Fishing Dev Blog #1

Out Fishing · published 26 Sep 2025, 13:00 UTC

All newsPlayers around this dateRead on Steam

Hey everyone! 

It’s been a bit since I last gave you an update on what’s been happening. So you know what - let’s change that. I want to keep you in the loop on what I’m working on, so that you can follow the progress, give feedback, and feel like we’re working on this together in some way. 

Although I’ve been quiet, I’ve been working hard on the game. From bait-digging mechanics to flashlight finesse, here are a few things that I was adding to the game recently. Hope it hits the spot. 

Shovel Mechanics & Bait Discovery

Fishing in Out Fishing is  more than just casting a line; it’s about exploration, curiosity, and a little bit of dirt under your fingernails. I’m working on a shovel mechanic with which you will be able to dig for bait anywhere the ground is soft enough (dev tip - dirt is what you’re looking for). I am currently working on three types of bait:

- Basic Bait: Found almost anywhere, perfect for casual fishing and early-game discovery.

- Shop Bait: Available for purchase when you need a quick boost or want to try something new.

- Special Bait: Hidden in specific locations tied to the story. These rare finds attract unique fish and unlock deeper lore.

Different fish like different bait. And the rare ones are always the most fussy… 

Lighting That Feels Just Right

I think that lighting in games can make or break immersion, and I’ve been wrestling with the flashlight system to get it just right. The graphic pipeline I’m using is designed for realistic light falloff, but it came with a catch: the falloff curve couldn’t be adjusted. That meant flashlights were either too weak to be useful or so strong they completely washed out nearby objects. After some tinkering, I found a workaround that lets me fine-tune the falloff curve. The result? A flashlight that feels natural, with soft edges and a balanced glow. It’s subtle, but it makes nighttime exploration feel so much better and atmospheric.

The before and after results. What do you think?

Story-Driven Onboarding & Tutorials

I’ve also worked on and revamped the onboarding experience to make your first moments with the game more immersive and intuitive. Instead of static pop-ups or separate tutorial levels, I wanted the Out Fishing story to feel more flowy, smooth, and organic. I worked on interactive cinematics that will introduce you to the story, characters, and the world. I also worked with a voice-over artist to set the tone and mood of our character. And I’ve also made the story-based tutorials a lot more natural. You’ll learn gameplay mechanics as you progress, whether it’s bait digging, fishing, or exploring the world. 

The goal is to make learning feel like part of the adventure, not a chore. I want you to feel curious and reward you for acting on your curiosity. And of course, that curiosity will be tested when the night comes and horrors start to creep out ;)

Ok, I don’t want to overload you with too much on what I am doing. I hope that this was enough! There’s a lot more that I am working on, but I thought I’d leave that for another day and time. Can’t reveal everything at once, you know! 

Thanks a ton for Wishlisting my game and do let me know what you think of the dev blog. And if you have any comments or feedback, share away in the comments below. You can also join my Discord server and share your thoughts and suggestions with me there too. Looking forward to meeting you there!

Until next time,

Oswald | Mun Mun Games

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