18:04 · Downtown
The day finally lets go.
Rain on the window. Inbox at zero. Somewhere a long way north of here, the tide is turning.
Whale Dev Studios presents
The coast is waiting.
Best with headphones · you can mute any time
Pre-alpha · Early Access 2027 · PC
Anchor Point — a multiplayer fishing MMO on the coast of Alaska
Clock out. Cast off.
An open-world multiplayer fishing game on the wild coast of Alaska. Work the water at your own pace, fill your hold, and share the harbor with captains from all over the world.
18:04 · Downtown
Rain on the window. Inbox at zero. Somewhere a long way north of here, the tide is turning.
18:31 · Kettle on
Headset on. Boots on.
Log in, and the city drains out of the window like fog burning off a fjord.
05:12 · Anchorpoint Harbor
Your boat is right where you left it.
Coffee on the console. Mist lifting off the water. The crew is already chattering on the radio.
06:40 The coast
From a sheltered river mouth to the ice edge twenty-three kilometres out, every ground is cut from real survey bathymetry — with its own depth, fish, weather and risk. Here are six of them.
Z01Sheltered
Salmon stack up where the river meets the sea at first light. The bears figured that out long before you did.
Z04Moderate
Under the bull kelp: rockfish, lingcod, the odd yelloweye — and a giant octopus that has seen a lot of crab pots.
Z06High exposure
Waterfalls, whales and nearly three hundred metres of cold water between the cliffs. The kings run here.
Z05Moderate–high
Open water, a long swell and longline flags to the horizon. Cod, pollock, perch — and the first halibut big enough to scare you.
Z08Very high exposure
Where the shelf falls away to a thousand metres. Sablefish money — if the sea lets you keep it.
Z10Extreme
Twenty-three kilometres out. King crab, the aurora, and nothing at all between you and the weather.
09:15 The chart room
The world is 64 × 64 km of Southeast Alaska, cut from GEBCO survey bathymetry. What you're turning is that grid — the same one the game server reads to decide which fish live where.
Drag to turn the chart
14:00 The field guide
Every plate is the illustration from the game's own fish log. Open one for its variants, habits, depth and favourite bait — then go and find it on the water.
16:20 The fleet
Twelve hulls across five tiers, straight from the game's shipyard — the real models, floating on a live sea right here in your browser. Start in a 19-foot skiff. Retire on a 112-foot crabber.
Free$8.5K$22K$55K$110K
Fit it out in the configurator →18:05 The sky
One server-owned sky over every captain. Fog slows your hull, a gale shuts the outer grounds — and when supply tightens, everything already in the hold is worth more.
20:30 The harbor
Anchor Point is an MMO at heart. Every captain on a server shares one sea, one sky and one market — and the harbor lights stay on late.
A friend doesn't get a copy of your boat — they take a real station on your deck. One steers, one hauls, both get paid.
Every captain sells into the same ledger. Flood the dock with pollock and the price drops for everyone; land the only halibut of a stormy night and name your price.
Port festivals on a living calendar, crews and parties, tournaments, weekly quests and leaderboards — all on the slip and growing.
VHF CH 16 · Harbor chatter
Sample chatterCome down to the docks.
Join the Discord
22:10 The manifest
Pre-alpha, and already this much water. Every number on this page is read from the game's own data.
From a free skiff to a 112-foot crabber is roughly 76 to 108 hours of play in the game's economy simulations — six to nine weeks of evenings. And that's before you start chasing all 582.
23:40 The shipyard
Anchor Point is made by one developer at Whale Dev Studios in Istanbul. Here's the honest log: what's done, what's on the slip, and what's still only on the chart.
Feb 2026
A skiff on real water with four-point buoyancy, harbors, and a server-authoritative catch-and-sell loop.
Feb–Mar 2026
May–Jun 2026
Sep–Oct 2026
Now
Deck stations, the cinematic catch reveal, the fish log — a full evening on the water.
Next
Waitlist captains get the first call.
2027
On Steam. Then new coasts — on the chart, not a promise:
23:55 Before you sign on
Yes. Anchor Point is a massively multiplayer fishing game: every captain on a server shares one sky, one sea and one market. Fish alone or crew up — a friend takes a real station on your deck, not a copy of your boat.
That is the idea. A trip runs fifteen to forty minutes, passive gear soaks while you talk to your crew, and one in-game day passes in four real hours. Play an evening, or lose a weekend.
Early Access is planned for 2027 on PC (Steam). The game is pre-alpha and in active development. 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 and the Discord are the fastest way to hear the day it goes up.
It is a fishing career, not an arcade cast and reel: twenty-six real Alaskan species with seasonal and daily habits, a seafloor cut from GEBCO survey bathymetry, and server-owned weather that moves both your hull and the market. Every catch is rolled on the server from published odds.
No. The cinematic stills and films are AI-assisted concept art made to show the world being built, not in-engine footage. The fish illustrations, the vessel models, the map data and the numbers on this page are the real thing, taken straight from the game.
Ekin Arca, solo, at Whale Dev Studios in Istanbul, Türkiye. The Journal tells the truth about how it is made.
00:15 Calm water
Sign the manifest before the first boats go out: first-wave playtest access, a free premium equipment drop at launch, and honest dev logs straight from the shipyard. One email when it matters.
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.