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Devlog April

Dreadline Devlog #1 – Playtest Recap & What’s Next

[previewyoutube][/previewyoutube]


Hey everyone! 👋


Welcome to our very first devlog for Dreadline. We recently wrapped up a playtest, and we wanted to take a moment to break down what we learned, the feedback we received, and where we’re heading next.
[h3]🎣 First off, thank you![/h3]
A huge shoutout to everyone who jumped in and helped us test the game. Seeing players explore the world we've built (and get spooked by our big fish monster) was incredible. Your feedback is already helping shape the future of Dreadline.
[h3]🐟 What’s Working[/h3]
  • The fishing gameplay and minigame mechanics got a big thumbs up—awesome news since that’s the heart of the game.
  • The big monster encounters hit the mark (yes, it’s supposed to be that scary).
  • The atmosphere? Chef’s kiss. Players really felt the tension and unease we were aiming for.

[h3]⚙️ Quality of Life Fixes Incoming[/h3]
We’ve got some quick wins and planned tweaks on the way:
  • A proper settings menu (including mouse sensitivity)
  • VOIP controls yes, you’ll be able to mute it
  • Motion sickness fixes we hear you and are working on smoothing things out
  • Private lobbies 100% yes, coming soon
  • Crouching and emotes on the wishlist, with emotes coming in a future sprint

[h3]🚢 Boat Life Updates[/h3]
We’re expanding what life on your vessel looks like:
  • More tools, creatures, and events on the boat
  • Additional boat upgrades and eventual customization
  • Better collision detection and improved boat physics
  • Lures? Still debating. TBD!

[h3]👹 Monsters & Mechanics[/h3]
Our deep-sea horrors are getting refined:
  • More dramatic monster appearances with better telegraphing
  • Diverse counterplay some monsters need brains, not brawn
  • No more getting attacked while docked (oops!)
  • Lifebuoys, spotlight mechanics, and yes more radio chatter

[h3]📈 Game Progression & Balance[/h3]
We're dialing in the game's core loop:
  • More fish types are on the way
  • Quota system is evolving think somewhere between Lethal Company and Content Warning
  • Showing fish value is under review we’re toying with keeping parts of the economy mysterious
  • A day/night cycle is coming, and with it, new threats and flexible selling times
  • Jump height = being fixed (no more low-orbit fishing)
  • Engine breakdowns will tie into new boat interaction systems like a fusebox

[h3]💬 Final Thoughts[/h3]
Just a reminder—this was a playtest, not a demo. We’re still in active development, and these sessions are key to making Dreadline the best it can be. If you played, we’d love to hear more from you. Your feedback is shaping the experience in real time.

Thanks again for joining us. Until next time, stay safe out on the water…

🧜‍♂️ You never know what’s lurking beneath.

💬 Like and follow for more updates. We’ll sea you next time... if you make it back to shore.

☀️Please help us spread the word about our game and join our Discord if you want to be a part of shaping the future of our game.