Cozy Coast
An idle fishing game that lives as a borderless widget in the corner of your screen, built solo in Electron and Phaser.
Solo developer
A game that sits in the corner of your screen
Cozy Coast is a small idle fishing game shaped like a desktop widget. It is a borderless window that sits in front of or behind whatever you are actually working on, and it keeps fishing while you do. There are no timers to beat and no way to fall behind. Close it and offline progress keeps ticking, then tells you what happened while you were away.
It shipped to Steam Early Access on 14 August 2026 for Windows and macOS, built by one person.
- Store: Cozy Coast on Steam
- Site: cozycoast.website
- Public tally: cozycoast.website/stats
Fishing with friends
Stepping off the dock opens a hub village. Host one and invite friends straight from Steam, or browse the open hubs and join somebody else’s. Everyone walks the same village, sees each other move, and wears the outfit they picked.
There are no servers behind it. Steam holds the lobby list, brokers the connections and relays packets when a direct route is not available, and the host relays player positions to everyone else.
What you do
- Four waters to fish: sea, deep sea, pond and deep pond, each with its own fish pool and rod-tier gate
- An almanac to fill, sorted from common up to a new exotic tier that only opens 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 turns material into trinkets
- Character creation, a wardrobe, an effects tab for auras, and treasure chests that wash up on the sand
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.
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 they are neither casually editable nor portable between accounts. One packaging pipeline produces both platforms, into a single Steam build carrying a depot per operating system.