The catch and the hull
Catch, process, and trade, then spend the haul on tackle or hull. Clear polyps and refuel before a night run.
Fishing and the trawler are not two hobbies. The catch pays for the hull, and the hull is what lets you make the next catch.

The boat is a tool with a limit
Dev Diary 6, 28 August 2026, is the studio's account of the vessel. The Submerged Lands are broken up by water, so walking from one safe point to the next is not the plan. The trawler carries you through swamps, holds what you fish and scavenge, and is the thing you return to. It starts fragile and worn, on purpose. Diary 6 says it should feel like something that already outlived its design, useful, and not a shield. If you are careless or unprepared, the boat will not save you. Safety depends on where you go and how ready the hull is.
That is why upgrades exist. Deeper water demands more preparation, so the ship is supposed to grow with the trip. The diary also wants attachment: you care because you relied on it and got home, not because a tutorial told you to. The practical list is still a list. The July 16 announcement of the October demo names a Ship Upgrade Skill Tree with four kinds of work.
| Upgrade | What was announced |
|---|---|
| Hull Armour Mk I | Hull protection on the ship tree |
| Two engine options | Two choices, not one linear step |
| Fish storage upgrade | More room for the haul |
| Roof-mounted lantern | A lantern on the roof |
Costs are not in that post. This page does not invent them.
The haul is the budget
The same announcement splits the water work into three jobs that share one boat. Catch peaceful fish and predatory fish. Process the catch into materials. Trade fish and salvage with people who still live in the Submerged Lands. Lures and tackle are crafted at the workbench. New fishing options come from a Fishing Skill Tree, separate from the ship tree.
Those two trees spend the same afternoon. A storage upgrade and a new lure are competing uses of one haul. Process and trade before you assume the next cast is free. Not everything worth taking is under the water. Search cabinets, crates, floating debris, and abandoned containers for materials the old world left behind. Locked containers are on that same July list: picking them is part of the salvage, not a separate heist mode. The ship's radio is how new destinations show up that are not already on your first heading. The grappling hook gun is the named tool for drifting cargo. A demo review in the first days described that hook gun as the way to collect objects that are neither a fish on the line nor something you can harvest in melee. That is the useful reading of the official tool: it extends your reach past the rod and past your hands.
Keep the hull in the trip
The July list of upkeep is the unglamorous half of every expedition:
- Refuel at isolated gas stations, or with fuel cans you find.
- Repair after a dangerous encounter.
- Remove Sea-Blight polyps from the vessel.
- Rest, to pass time.
- Carry the grappling hook gun and the harpoon launcher when you go deeper.
A demo review after roughly two and a half hours put "cleaning the barnacles off your boat" in the same satisfying set as crafting, upgrading, scavenging, and fishing. Official copy says polyps. The review says barnacles. Until the demo uses one label, treat them as two reports of hull upkeep, not as a confirmed rename. Either way, the chore is part of the loop, not a side quest you skip because the fishing was the fun part.
Diary 5 adds the reason the lantern upgrade is not cosmetic. Fishing at night will not feel like fishing by day. Calm water is not a safety certificate. The same diary says a new fish can glide through the water without announcing itself. A long cast far from the dry dock, after dark, with polyps still on the hull, is the trip both diaries are describing.
How a first loop should spend itself
- Wipe any old Saved folder and start at the harbour. Steps are on the demo page.
- Fish close to the settlement before you chase a farther mark on the compass.
- Process and trade. Then decide whether the haul buys tackle or hull.
- Refuel and clear the hull before a night run.
- The harpoon and the hook gun are the announced pair for deeper water. A more primitive weapon, teased in Diary 5, is for breaking objects, not a full combat kit.
The helm prompts in the official approach shot, NITRO, LIGHTING, and LEAVE HELM, are the controls for this loop. Nitro spends the engine you upgraded. Lighting is the night problem. Leave helm is how you reach the engineer and the dry dock the demo store page names as the place the ship gets work.
Why the water mutates what you catch, and why whole regions are avoided, is the Sea Blight page.
Sources: Dream Dock, Dev Diary 6 (28 Aug 2026); Dev Diary 5 (19 Aug 2026); July 16 demo announcement; early English Steam demo reviews.