A loaded net of fish and king crab swinging over the rail, water streaming off it, with a grey running sea behind

The Game · Whale Dev Studios

A commercial fishingsimulator for PC

Anchor Point takes the working sea seriously. Fuel, ice, bait and permits come off your margin before the lines are off the cleats — and everything after that is a job done properly, on a coast cut from real survey data, under a sky the server owns.

What you do

01 — The job

A career, not
a cast and reel

You start at the dock, not on the water. Fuel, ice, bait and permits are bought before you sail, and every litre of that comes off the margin you have not earned yet. Casting off is a decision with a number attached.

Out on the grounds the work is the game: real deck stations, real gear, a hold that has to be sorted and iced, and a run home that has to beat the weather and the clock. Fish do not keep, and the price waiting for you at the dock is not the price you left with.

You grow the way a real operation grows — from a gillnet skiff into a crabbing vessel, one season and one repaid loan at a time.

02 — The world

A seafloor
nobody sculpted

The coast is not concept art. It is a 64 × 64 km slice of Southeast Alaska whose seafloor is cut from real GEBCO survey bathymetry — the same dataset hydrographers use. Shelves, channels and drop-offs sit where the survey says they sit, down to 1,025 m at the wall.

That is why local knowledge is worth something here. The channel that funnels current funnels weather too, and the shelf break where the depth lines crowd together is exactly where the money fish hold. Ten fishing grounds run from a sheltered estuary out to the ice edge.

How the world and its ecology were built →

03 — The weather

A sky that
bills you

The forecast is server-owned: one sky per world, running from clear to blizzard across five severity bands. When a front rolls in, it rolls in for every captain at the same moment. There is no client-side weather to lag your way out of.

And it is never only scenery. Every state feeds four channels at once — the price your catch fetches, the speed and fuel burn of your hull, which species are feeding, and how much gear and cargo a real storm can take off you.

How the weather engine and the ocean work →

04 — The market

One shared
ledger

Every captain on your server sells into the same port economy. Land a glut of the same species and the price softens for everyone; a storm that thins the fleet tightens supply and pays the captains who stayed out. The market moves like weather because it is driven by one.

What lands in your hold is decided server-side across 582 catch outcomes, and the odds are published rather than hinted at — Normal 50% down to Legendary 1%. No pity timers, no client-side dice, nothing you have to take on trust.

05 — Platform & release

Where it runs,
and when

Anchor Point is a PC game, built in Unreal Engine 5 for Windows. Early Access is planned for 2027; the build is pre-alpha today and in active development by one person.

There is no Steam page yet — when there is, it will be announced rather than quietly appear. The waitlist is the fastest way to hear about it, and founding captains get first call when public playtests leave the harbour.

Common questions about the game → · Devlogs from the build →

Sign on before the first boats go out.

Pre-register for first-wave playtest access — and a free premium equipment drop when Anchor Point launches.