A critical issue was discovered in this update, resulting in a significant number of customers receiving a build that rendered the game unplayable.
https://store.steampowered.com/news/app/3313310/view/497182532936139517?l=english
We deeply apologize for the inconvenience caused.
The issue has been resolved in the current version, ver1.1.1.
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Adjustments to Address Frequent Notifications About Basket Capacity
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Hello, and thank you for playing Fishing the Abyss!
Today, I’d like to address an issue that some players might have noticed regarding the frequency of notifications about basket capacity. This was a concern I had even before the game’s release.
However, as how players perceive this notification frequency varies from person to person, I decided to wait and see how much feedback I’d receive about this issue after launch.
While the amount of feedback I received was somewhat less than expected, I concluded that it would be worth easing this restriction slightly.
That said, while this game includes idle elements, it is not what you might call a typical idle game that revolves around tracking numerical changes.
I want players to experience the visuals, atmosphere, encounters with creatures, and the events along the limited journey I’ve crafted. The length of idle time can directly affect the richness of that experience.
However, if the intervals are too short, it can interrupt players’ focus on other tasks.
While it’s impossible to create a perfect balance that satisfies everyone, I’m sincerely trying to find a middle ground.
This update aims to adjust that balance.
Update Details:
■ Slight Increase in Basket Capacity
■ Adjustment to Capacity Growth Based on Basket Levels
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Instead of a flat growth rate, early to mid-game capacity will now grow faster, while the growth rate will slow down as players progress into the late game.
This change not only increases the maximum capacity but also makes the effects of capacity growth noticeable earlier in the game.
■ Reduced Point Multipliers Based on Depth
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This adjustment lowers the point multipliers associated with depth. While it might seem like it extends playtime, I’ve paired it with the next adjustment to avoid creating a purely grindy feel.
■ Adjustment to Point Multipliers Based on Rarity
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This adjustment works in tandem with the depth-based multiplier changes to ease the basket capacity limitation while ensuring the game doesn’t feel like it’s artificially dragging out playtime.
As a guideline, creatures with lower rarity will now yield fewer points than before, while higher-rarity creatures will yield significantly more points than before.
In other words, rather than feeling like the basket is always full from repeatedly catching low-rarity creatures, players will enjoy longer idle times in scenarios where only low-rarity creatures are caught. At the same time, catching high-rarity creatures will now accelerate progression more than before and provide a greater sense of satisfaction compared to before. This adjustment aims to create a more dynamic and rewarding experience.
When encountering high-rarity creatures during active gameplay, players will also likely level up as a bonus.
Since actively collecting and spending points during gameplay is unlikely to feel tedious, I’ve shifted the focus of point acquisition towards these moments.
This concludes the adjustments in this update.
It’s possible that some players might still find the intervals too short, while others might prefer the previous experience.
Although it may be difficult to create adjustments that feel perfect for everyone, I hope these changes make the game feel more worthwhile to as many players as possible.
Umaaaaaa