Cozy Coast

An idle fishing game that squats as a borderless widget in the corner of your screen, built solo on Electron and Phaser.

Solo runner

Electron Phaser TypeScript Steamworks

A game that squats in the corner of your screen

Cozy Coast is a small idle fishing game shaped like a desktop widget. A borderless window that sits in front of or behind whatever you are actually grinding on, fishing the whole time. No timers to beat, no way to fall behind. Close it and offline progress keeps ticking, then hands you the rundown of what went down while you were gone.

It dropped on Steam Early Access on 14 August 2026 for Windows and macOS, built by one choom.

The Cozy Coast widget at night: an angler on a wooden dock casting into the sea, a lit torch on the sand, a seagull, and the coin and catch-rate counters along the top
The widget after dark. Keeps fishing at full rate while it sits buried behind your other windows.

Fishing with your crew

Step off the dock and a hub village opens up. Host one and pull your crew straight in from Steam, or browse the open hubs and drop into somebody else’s. Everyone walks the same village, sees each other move, and wears the threads they picked.

There are no servers behind it, choom. Steam holds the lobby list, brokers the connections and relays packets when a direct route is not there, and the host relays angler positions to everyone else.

The Cozy Coast hub village with three anglers, a party list in the top left showing Angler, Rebecca and Falco with kick and ban controls, name plates above each character, and a notice reading Rebecca joined your hub
The hub, with the party list, name plates and join notice. The buildings are placeholders while the kitchen, crops and bar get built out.

What you do

  • Four waters to work: sea, deep sea, pond and deep pond, each with its own fish pool and rod-tier ICE
  • An almanac to fill, sorted from common up to an exotic tier that only cracks open past the Aurora Rod
  • A skill tree across three branches: Tideline, Stillwater and Shorecraft
  • A shop with buy, sell, a scrapyard for salvage, and a forge that cooks material into trinkets
  • Character creation, a wardrobe, an effects tab for auras, and chests that wash up on the sand
The Cozy Coast almanac open beside the wooden main menu, showing sea fish including Mackerel, Atlantic Bass, Pollock, Tuna and Lionfish, with uncaught species blacked out
The almanac. Uncaught fish stay as silhouettes, and some only bite after dark.
The Cozy Coast skill tree showing the Tideline and Stillwater branches, with nodes such as steady hands, sharp eye, deep lure, patient float and ripple reader, some locked behind milestones
The skill tree. Points land with levels, and the deeper nodes sit behind milestone ICE.

How it is built

Electron for the shell, because the product is a desktop widget first and a game second. Phaser draws the coast inside it. TypeScript runs across the main process, the renderer, and the message types shared between them. Clean loadout.

It runs zero servers. Steam hosts the lobbies, Steam Cloud holds the saves, and those saves are encrypted with a key derived from the Steam ID, so no gonk is editing them and they do not travel between accounts. One packaging pipeline spits out both platforms, into a single Steam build carrying a depot per operating system.

Let's link up, choom.

Always down to trade notes, talk shop, or just ping. The net is the fastest way to reach me.

Ping me