Cozy Fishing Life-Sim
The current work is a phased product and technical definition—not a released game—with approval gates covering the core loop, economy, business model, architecture, art direction, and production plan.
Problem and constraints
Mobile fishing games are commonly organized around energy gates, limited-time pressure, randomized purchases, and phone-first layouts. This concept instead has to support meaningful three-minute sessions and long relaxed play, remain fully usable offline, adapt honestly to both iPhone and iPad, and stay achievable for a small team in twelve months.
Engineering approachArchitecture and implementation
The pre-production framework evaluates every decision against five explicit pillars: calm, zero FOMO, respect for session length, collection as self-expression, and native treatment of both device classes. Seven gated phases move from discovery through game design, economy, monetization, technical architecture, audiovisual direction, and a cuttable production plan.
Player experience
Fishing across distinct biomes feeds equipment, boat, community, and aquarium progression without stamina systems, punitive absence, or permanently missable rewards.
Platform
The target is a universal iOS/iPadOS 17 app with offline play, CloudKit conflict handling, accessibility-first controls, Core Haptics, and device-appropriate layouts.
Current gate
Discovery assumptions, title direction, scope, engine choice, monetization, content volume, and production risks must be resolved before implementation claims are made.
Work in progress.
Design and implementation records remain private while this work is in development.
Private development record
Design notes and implementation records are not public while this work is in development.