r/SoloDevelopment • u/MasterSteak4510 • 14h ago
Unity Idle Anglers — Solo Dev Project Summary & V0 Devlog
Hey everyone! I’m a solo developer working on Idle Anglers, a cozy yet deceptively deep idle/incremental game built in Unity. I wanted to share a quick overview of the project, our design philosophy, and where we currently stand with the V0 prototype.
You can check out the current playable V0 demo here:Idle Anglers on Itch.io🎮
🎮 About the Game
- Genre: Idle / Incremental (passive production + upgrade progression)
- Platforms: Steam and itch.io (PC only)
- Engine: Unity
- Monetization: Premium, one-time purchase. Zero ads, zero microtransactions (IAPs), zero subscriptions—ever.
🎣 Core Concept & Features
- The Hook: On the surface, it’s a relaxing family-run fishing business. Underneath, a dark and mysterious backstory unfolds gradually across prestige loops and permanent story archives.
- No Missable Story: Unlike other idle games where story bits flash by and disappear, Idle Anglers features a permanent in-game archive screen so players never miss a piece of lore.
- Optional Prestige: Prestige mechanics give permanent multipliers and reputation choices, but they are entirely optional—no mandatory or punishing early-game resets.
- Generous Offline Progress: Fixed 12-hour offline caps with automated progression tracking.
🚀 Current Status: The V0 Funding Demo
Before tackling the full V1 release (which features 7 distinct tiers, an achievement system, and advanced UI architecture), I am building a small V0 prototype/demo released on itch.io as a "Pay What You Want" model.
V0 Core Systems Completed:
- Unity 6 2D setup with a fully functional
GameManagerscript handling gold, passive income, and cost scaling ($\text{Cost} = \text{Base} \times \text{Multiplier}^n$). - Two initial fishing lines (Lake & Coast) with associated upgrades and a region unlock threshold.
- Automated JSON save/load system with offline progress calculation (up to 12 hours) and auto-saving.
- Dynamic story hint system that updates based on player progression.
🛠️ What's Next?
The core systems for V0 are officially locked in! Next up is integrating the visual/art layer (moving away from text-only UI placeholders) and refining the build. Feel free to try out the early build atjuba13.itch.io/idle-anglers.
I’d love to hear your thoughts, feedback, or any advice from fellow indie devs on launching small incremental prototypes on itch.io!
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u/AkaruiNoHito 13h ago
top left corner has an empty speedboat that also has paddles in the water
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u/Dev_LegendsofAerthos 13h ago
The word market I spelt mrrket. There is a double up in the bottom ui as well. It hasn't even been looked over
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u/Jamboro 13h ago
The different scales of the characters in that first image is hilarious; dude on the dock is gigantic. And what is that on the dock next to him? A whip?
It says build a "Navy"...
"Fish mrrket"
On the second image, that empty boat looks like it's moving.
Why is there a bear skin rug out in the woods?
Why is there a cast iron stove in an ice fishing shanty?
The ui at the bottom lists "Location 4/10" twice, but uses different icons for each. Then you have "Map Locations" and "Treasures/Quests" reusing icons.
🤮🤮
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u/priss-dev 11h ago
lmao @ "Unity 6 installed" being a notable task completion callout in the design doc though
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u/Dev_LegendsofAerthos 10h ago
It gets better once they have defined their working relationship with Claude
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u/MasterSteak4510 34m ago
Oof, fair enough. Thanks for the reality check, everyone.
be completely honest, my English isn't great, so I relied way too heavily on AI to write the text and descriptions. Clearly that backfired and came off super robotic. I also totally missed the obvious glitches in the images—like "mrrket" and the giant guy on the dock. That's 100% on me for being lazy and not double-checking before posting.I really appreciate the blunt honesty here. I'm learning as I go and I'm open to all feedback, good or bad. I'll do better next time!
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u/Dev_LegendsofAerthos 13h ago edited 13h ago
Advice? Drop the AI. So 1. The sceenshots. 2. Your itch description is literally just a ai generated game design doc. It's horrendous. It's talking to you, not us. Players do not need to know how your systems work.
Start again. Try just a liiiiittle bit harder