A sky that bills you
A live weather engine runs the whole server at once — dock prices, hull speed, catch behaviour and storm risk, moving together for everyone.
Whale Dev Studios · Pre-alpha · 59.77°N 151.83°W
A massively multiplayer fishing RPG. A commercial career on the edge of Alaska — run like a business, priced by the sky.
A live weather engine runs the whole server at once — dock prices, hull speed, catch behaviour and storm risk, moving together for everyone.
Sixty-four kilometres of ocean cut from real survey bathymetry — ten grounds, from a sheltered estuary down a thousand metres to the wall at the ice edge.
Every captain sells into the same ledger. A storm you never sailed into can still move the price of the fish already in your hold.
Feature 01 — The Weather Engine
Weather is a financial instrument.
One server-owned engine runs the sky for every player at once. Every state it moves through carries four consequences — dock prices, hull speed, catch behaviour and storm risk. When a gale closes the outer grounds, supply tightens and everything already landed is worth more. The forecast is the market.
Feature 02 — The Ocean
A real seafloor, 1,025 metres down.
The bottom is cut from real GEBCO survey bathymetry — sixty-four by sixty-four kilometres of it. Ten grounds run from a sheltered estuary to a wall at the ice edge, each with its own depth, current and life. Your hull rides the swell on real four-point buoyancy, and the fish keep real schedules.
Feature 03 — The Catch
582 outcomes. Public odds. Server-side.
Species, variant and quality roll independently — five hundred and eighty-two possible reads on the sounder, weighed in kilograms. The odds are published: Normal fifty percent down to Legendary one. No pity timers, no loot theatre, no client-side dice.
Feature 04 — The Market
The tide moves every ledger.
Freshness decays, ports pay differently, and storms move the index for the whole server. Sell well, refit, and buy your way into deeper water — where the fish are bigger and the weather is the only thing that can sink you.
Every figure is public
Odds public — Normal 50% to Legendary 1%. Rolled server-side. No pity timers, no client-side dice.
Built in the open
Anchor Point is developed by one person at Whale Dev Studios on Unreal Engine 5. The tech logs and the Journal tell the truth about how it's made — greybox today, a working coast tomorrow.
Read the Journal →
The weather engine, the ocean, and how a storm becomes a price.
Read the log →
The seafloor, the fish, and the ledger that ties every captain together.
Read the log →
The one-person shipyard behind Anchor Point.
Visit the studio →Latest from the Journal
Before you sign on
What Anchor Point is, when it sails, what it runs on and who is building it — answered plainly, the same way the odds are.
Yes. Anchor Point is a massively multiplayer fishing simulation — one server-owned sky and one shared ledger for every captain on the server. Work the grounds alone or run with a crew; a storm you never sailed into can still move the price of the fish already in your hold.
Early Access is planned for 2027. The game is pre-alpha and in active solo development at Whale Dev Studios. Founding captains on the waitlist get first call when public playtests leave the harbor, plus a free premium equipment drop at launch.
PC — Windows, built in Unreal Engine 5. There is no Steam page yet; the waitlist is the fastest way to hear about it the day it goes up.
It simulates a commercial fishing career, not an arcade cast and reel. The seafloor is cut from real GEBCO survey bathymetry, the water is an in-house simulation with physical buoyancy, and the fish keep real seasonal and daily schedules. Every catch is three independent server-side rolls — 582 outcomes, with the odds published: Normal 50% down to Legendary 1%.
Ekin Arca, solo, at Whale Dev Studios in Istanbul, Türkiye. The tech logs and the Journal tell the truth about how it is made — greybox today, a working coast tomorrow.
Founding Captains
First-wave playtest access, a free premium equipment drop at launch, and honest dev logs straight from the shipyard. No spam — just the tide report.
Your address is only ever used to tell you about playtests and launch — never sold, never shared. How we handle it, and how to leave.