TORCHWATER
Light the water, draw the shoal, land the season.
TORCHWATER is a free incremental for your browser about a cove's fire-fishing fleet. On dark summer nights your boats row out and light the fires at their bows. Shoals rise to the flame and leap at it, and the netters scoop them out of the air. The same flame that draws a shoal is the only light you can see it by, and the moon decides how far that light carries.
How it plays
- The night. Tap a boat, then tap the sea to row there. Its torch draws any shoal it reaches, and the fish swim up toward the light. Everywhere your fire does not fall, you see at most nervous water: the surface shivering over a shoal.
- The flare. A burst of fire pulls fish from much farther off (4.3 cells against a burn of 2.7) and makes a risen shoal leap hardest, but it burns fuel four times as fast. Flare too early and the fish are still deep; wait too long under one steady light and the shoal grows used to it and sinks away.
- The light is a field. Two lights that pull one shoal about equally split it in two, so where each boat sits matters. A full boat has to row home to unload and refuel, and distance is time.
- The moon runs in eights. On a new moon any torch draws hard; on a full moon the water is already bright and only a flare pulls fish in. You can stay in on any night. Gusts blow out resin torches and rain shortens every reach.
- The morning market. Every fish more of one kind sells for less that morning, so a big sardine night is only worth it once the smokehouse can take the cheap end of the catch.
- The chandler opens as the moons pass: a second, third and fourth boat, a fuel shed, a lookout tower, carbide lamps (a steady white flame that squid will come to), glass hoods, wide nets for flying fish, bigger holds, lug sails, a second kiln, fire-tenders who flare and unload by themselves, and master netters you can hire again and again, each crew dearer.
- Forty nights to Lantern Night, when the harbour board counts your catch against the licence quota. Meet it for a bronze, silver or gold season; miss it and the licence lapses for a year. Either way you can fish another season with every boat kept.
Controls
Mouse or touch for everything: tap a boat, tap the sea, tap the selected boat again to flare, tap any button. On a keyboard: 1 to 4 select a boat, the arrow keys move its order, Space or F flares, G switches the torch between DIM and BURN, H sends the boat home, X changes the speed (1x, 2x, 4x), P or Escape pauses and M turns the sound off and on. By day Enter puts out, B buys fuel and the number keys buy from the chandler's list. Landscape screens get the wide layout and upright phones a tall one.
The game saves every dawn and every purchase. A night interrupted part way returns to that night's dusk. CONTINUE on the title picks it up.
Made for AI Browser Game Jam 5, theme TORCH.
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Credits and disclosure. Made by Core Systems Asset Factory. The code and the text were written with AI assistance. The boats, the harbour buildings, the four fish and the cover scene are pixel art generated with PixelLab from our own prompts; the sea, the night and its torchlight, every flame and flare, the shoals, the leaping fish, the lanterns and every screen are drawn by the game's own code. The music and every sound are synthesised by the game's own code (the two music loops were rendered from it), with no generative audio model and no samples. Typefaces: Bowlby One SC and Alegreya Sans, under the SIL Open Font License, which ships beside them.
| Published | 3 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | CSAF — Core Systems Asset Factory |
| Genre | Simulation |
| Tags | Atmospheric, Economy, Fishing, Idle, Incremental, Management, ocean, Pixel Art, Singleplayer, upgrades |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| Accessibility | Interactive tutorial |
| AI Disclosure | AI Assisted, Code, Graphics, Text |









Comments
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Interesting game; I enjoyed it! At first, I didn't realize I could navigate the boat—hahaha! It would be good to include a tutorial later on, so the user knows they can click on the water to go after the fish.
Thanks for playing, and for saying so. You're right that moving the boats isn't obvious. Tapping a boat and then tapping the sea to row it toward a shoal is the core move, and nothing on the first night tells you that. We've logged it as a first night hint for the next build. Glad you enjoyed the nights on the water.
that was fun! Not sure if it was intended for the fish to lose interest mid-way but it was fun nonetheless (still annoying though. the upgrades I feel like are a bit too expensive early on, it was tough trying to save up and buying them. also the controls, it was hard to control which ship I want to go where. if I use keyboard then I often mistype the number boat I want and if I use mouse I accidentally use flare because I double click them by mistake, trying to move them a tiny bit.
Thanks for playing and for writing this up. The fish losing interest is on purpose: a shoal held under one light too long grows used to it and sinks away, and a flare makes a risen shoal leap before it tires. The game only says so in a short message, so it is fair that it felt like a bug.
The double click on a boat firing a flare while you nudge it is a real control problem. That goes on the fix list with the early upgrade prices and the number keys.