Press Kit · Whale Dev Studios

Anchor Point
press kit

Everything you need to write about, film or stream Anchor Point — factsheet, descriptions, developer story, key art, logo and contact. Watermark-free, individually and as a ZIP. No permission needed; monetised coverage welcome.

  • PC / Steam
  • Unreal Engine 5
  • One-person studio
  • 2027 · Early Access
01

Factsheet & description

One-liner

A server-authoritative commercial fishing MMO set in Alaska — the working sea, built by one person.

Short description

Anchor Point is a commercial fishing MMO on the Alaskan coast. Run your boat, work real deck stations, read weather that can kill you, and sell into a living port economy shared with every other captain on your server. Grow from a gillnet skiff to a crabbing vessel — and into the sea's older mysteries.

Long description

Anchor Point takes the working sea seriously. You start at the dock with fuel, ice, bait and permits — every litre comes off your margin before the lines are off the cleats — and from there the game is a job done properly: real deck stations, real gear, a hold that has to be sorted and iced, and a run home that has to be earned. Weather is not decoration. One server-owned forecast runs the sky for every captain at once; it moves dock prices, hull speed, catch behaviour and the genuine risk of losing your gear and part of your cargo. Reading the sky is the core skill of the game.

Every captain on a server sells into one living port economy. Prices move with supply, season and weather, and they are rolled on the server, never on your machine — a storm you never sailed into can still move the price of the fish already in your hold. The coast keeps a calendar: runs open and close with the seasons, ports celebrate, and the market remembers. Under the hull is an in-house simulated ocean cut from real survey bathymetry, ten grounds deep, from a sheltered estuary to the wall at the ice edge. Twenty-six species keep real depth ranges and schedules; and out past the charted grounds are the sea's older stories — legendary fish that are found, not farmed.

Bring a crewmate aboard with Deck Crew co-op: they take a real station on your deck, not a copy of your boat. Grow from a gillnet skiff to a crabbing vessel. And know that all of it — design, code, ocean, economy — is built by one person, documented in the open.

02

Developer story

Anchor Point is built by one person: Ekin Arca, a developer in Istanbul who shipped a smaller game first and then spent three years building the fishing MMO he wanted to play.

The whole thing — design, C++ systems, the FFT ocean, the server economy — is one pair of hands, documented in the open. The Journal covers scope, systems and the realities of shipping a big game solo; the tech logs publish the figures the server actually enforces. The approach is to build a few deep systems that touch everything rather than many shallow ones: the weather engine, the real seafloor and the shared market are the three that carry the game.

It began with a single design rule — if a system doesn't change a decision the player is making, it doesn't ship — and a refusal to fake the sea. That led to a server-owned weather engine, a world cut from real GEBCO bathymetry rather than sculpted terrain, and public odds rolled server-side.

About the developer

Ekin Arca is the solo developer behind Anchor Point and the founder of Whale Dev Studios, the one-person studio he started in Istanbul, Türkiye in 2025. He shipped Reel & Deal on Steam first, and has built Anchor Point alone since — design, code, systems and the world itself. Press enquiries reach him directly at ekinarca40@gmail.com.

03

Key features

  • Server-authoritative single economy

    Every captain on a server sells into the same living port economy. Prices move with supply, season and weather — rolled on the server, never on your machine. A storm you never sailed into can still move the price of the fish in your hold.

  • Real deck-station work

    The loop is the job. Gear, ice, haul, sort, stow — real stations on a real deck, in weather that has a bill attached. Grow from a gillnet skiff to a crabbing vessel.

  • An FFT ocean and weather that matters

    An in-house simulated sea under a server-owned forecast. Swell, hull speed, catch behaviour and the risk of losing gear all follow the sky — one sky, for everyone at once.

  • Seasonal calendar and port festivals

    The coast keeps a year. Runs open and close with the seasons, ports celebrate, and the market remembers what the fleet landed.

  • Legendary fish as naturalistic mysteries

    The sea's older stories are out there — rumoured, tracked and found, not farmed. No glowing markers, no loot theatre.

  • Deck Crew co-op

    Station-slot co-op: a crewmate takes a real station on your deck — not a copy of your boat — and the work gets shared the way it does on a real vessel.

04

Videos

The trailer will be embedded here and published on the studio's YouTube channel, with a downloadable b-roll cut alongside it so you can drop raw footage into your own video.

Trailer — in production
Trailer

Cut from pre-alpha footage; embedded here the day it goes live. Early footage can be arranged for coverage on request.

B-roll MP4 — coming
B-roll (MP4)

30–60 seconds of raw gameplay, 1080p60, no logo, no music — made to be embedded in your own edit.

05

Images

Key art and concept renders from the pre-alpha — watermark-free, downloadable one by one or as a single ZIP. These are not in-engine gameplay captures; please caption them as concept art. Gameplay screenshots (1920×1080+ PNG, clean and with UI) land here with the first capture pass.

Anchor Point harbour seen from the sea — breakwater, cranes and warehouses under snow-dusted hills
01 · The harbourDownload
A deckhand in orange oilskins hauling line as a front builds over the water
02 · The weatherDownload
Light shafts through cold water over a kelp-covered seafloor
03 · The oceanDownload
A full net coming aboard, water streaming off the catch
04 · The catchDownload
Fishing boats tied up at the dock market
05 · The marketDownload
A low-pressure system rolling into the harbour at dusk
06 · Sky & seaDownload
Snow-covered peaks above a glassy fjord — the coast the chart is cut from
07 · The chartDownload

Files are named anchorpoint_keyart_01_harbor.jpg through 07; screenshots will follow the same pattern as anchorpoint_ss_01_harbor.png. Need a specific shot — a weather state, the sounder, the market screen? Email and ask.

07

AI transparency

Anchor Point is built by one person, and AI tools play a small, supporting role in the pipeline: some concept and texture exploration during the art pass; every asset that ships is hand-finished. Localization outside English is AI-assisted with native review on major languages; the English source text is human-written. Design, code, systems, the world itself: one human, three years. This statement mirrors our Steam AI disclosure.

Statement v1 · August 2026Identical on Steam, this page and Discord
08

Monetization permission

Content creators are welcome to publish and monetize videos and streams of Anchor Point on any platform. No permission needed — this page is your permission.

Applies to all assets on this pagePlease caption concept renders as concept art
09

Request a key

Covering the game? Email ekinarca40@gmail.com with your outlet or channel and keys go out as playtest builds become available. Keymailer and a public demo will be linked here when they're live.

Press & creatorsPlaytest builds · 2026–2027
10

Selected press

Nothing here yet.

This section fills as coverage lands — festival selections, first videos, first write-ups. If you've covered Anchor Point, send the link and it goes here.