
What’s down there?Īnd Dredge truly has some nasty things lurking in the deep. A feeling I know I always associate with the ocean. Just looking at it from a place of logic shows you it’s a bad idea, but there’s also that other feeling. Visibility is low and the encroaching darkness clearly unsettles our fisherman. In the early hours of Dredge there’s almost no reason to be out late. Other islands are out there, but can take an entire day to travel to. Progress means heading far beyond the relative safety of The Marrows. The risk here either way is in the time you have and the fragility of the boat. Fishing makes the money to pay for the upgrades, but you need the materials to upgrade as well. So each day in Dredge you’ll need to have a plan of action. The tradeoff here is that the salvage you need for upgrades takes up the same space as the fish you catch. But to open up Dredge’s story, the boat needs more space, and better equipment. There’s very little room to begin with, so the pattern is to catch a few, sail back to town, and sell them before they lose freshness and value. Some slots are needed for engines, fishing equipment, and lights, but the space between them is where you must store fish you catch. The boat has an inventory-style layout a la Resident Evil 4’s attache case. So much as a bump against rocks can do serious damage. Try starting too far too early and you’ll quickly discover just how slow and fragile the boat is.

If that is to happen, you’re going to need a bigger, better boat. Someone wants you to recover artifacts that point to the greater mystery of these waters.

Or foghorns, I suppose.īefore long, it becomes more than about fishing. Then there’s the lighthouse keeper whose ominous mumblings should really be setting off alarm bells. The woman in charge of the shipyard can fix your boat and help upgrade it with the salvage you find in the ocean. He’s way too keen to pay a high price for the abnormal catches you occasionally find. In It For The Long HaulĪs the debt is paid off, the rest of the town is introduced. It’s quickly clear something lurks out there, but for now, getting on with the job is all that matters. But as the sun sets and the gloom of darkness creeps in, an unsettling atmosphere creeps in alongside it. The townsfolk warn you that staying out late is a bad idea without elaborating on exactly why that is.
