Indie Game

Let the Whale Breach

Pixel-art management simulation / Community building / Role‑playing / Adventure and conflict

Explore the Game

Background Story

A century ago, a brutal war reduced this land to ruins. Its people were slaughtered or scattered. Now, as the community's Delegate, you return with ambitious workers and artisans who have grown tired of the kingdom's oppression. Together, you rebuild a home from abandoned wreckage. Some NPCs are survivors from that era, or their descendants, and their personal histories are tightly woven into the rebirth of the land.

Player Role

You play as the community's Delegate. You hold core decision-making power and determine how resources are distributed and which public buildings are prioritized, directly shaping the future of your new homeland.

Core Positioning

The game delivers a highly personalized, human-centered management simulation. Through close collaboration with NPCs, it reduces repetitive chores common in the genre. At the same time, it links community economic growth to resistance against the kingdom's tyranny, giving every construction and production decision long-term narrative weight.

Game Features

Personalization & NPC Cooperation

NPCs respond to your preferences. If you enjoy farming but dislike mining, characters such as Grandma or the blacksmith's daughter can voluntarily cover the tasks you avoid, so you can focus on the activities you truly enjoy.

Deep Economic Progression

Early on, the settlement relies on unstable "Kingdom Coins." Over time, you can establish and lead a regional "New Community Currency" system. Economic expansion becomes a strategic way to sanction the kingdom while advancing the larger story.

Dual-Mode Fishing

"Calm Fishing" is a Pomodoro-style mode detached from in-game time, ideal for relaxed idle sessions and unique anti-bragging easter-egg rewards. "Immersive Fishing" runs in first person with in-game time flow: you can fish endlessly without fainting, but NPC efficiency drops, creating meaningful strategic trade-offs.

Dynamic NPC System

NPCs are not just labor units. They have individual proficiencies and relationships, learn from one another, share experience with the player, and may even fall into conflicts that you can step in to mediate.

Character Growth & Safety Nets

Your Delegate grows through skill proficiency and hospital research that raises HP and stamina caps. Carry weight limits are removed in favor of inventory slots, and robust recovery systems such as buyback and insurance claims reduce frustration and keep setbacks manageable.

Strategic Community Construction

Every building choice matters, from restoring abandoned landmarks like schools, taverns, and hospitals to creating core production sites such as blacksmiths and farms. The school is the first project most NPCs unanimously support, highlighting the central role of knowledge.

Unique Experience

Build deep emotional bonds with NPCs and feel the warmth of mutual support. Preserve history by repairing ruins, collecting relics, and building a museum. Enjoy a cozy pace while still facing meaningful management, strategy, and anti-kingdom challenges.

Development Log

2025-09-17

Demo战略定型与开场方案确立

Demo战略:采用“序章 + 花絮”模式,主体为沉浸式开局,结尾附带Meta风格的“杀青梗”。

Demo strategy and opening approach locked in

Demo structure: A "prologue + extras" format—an immersive opening as the main beat, closing with a meta-style "wrap gag."

Stratégie du démo et proposition d’ouverture validées

Structure du démo : mode « prologue + bonus » — ouverture immersive au centre, puis clin d’œil meta façon « générique de fin ».

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2025-09-16

钓鱼系统核心玩法与驱动模型

玩法定型:确立“听声辨位、单键反应”模式(灵感来自《动森》),支持闭眼游玩。

Fishing core loop and reward drivers

Loop: "Listen, aim, single-button react" (inspired by Animal Crossing)—playable eyes-free.

Boucle principale et modèle récompenses de la pêche

Boucle : « entendre, viser, une touche » (inspiré d’Animal Crossing) — jouable sans regarder l’écran.

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2025-09-15

核心设计哲学与风险评估

哲学基调:确立“心理避难所”地位,强调 NPC 无条件关怀,避免功利性。

Core design pillars and risk triage

Tone: Position the game as a "psychological refuge"—NPC care without transactional grind frames.

Philosophie centrale et évaluation des risques

Ton : « refuge psychologique » — attention des PNJ sans logique trop utilitaire du joueur.

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