Skill-based casting
Read the current, choose a swim and place your float where fish are feeding. A neat cast beats a wild one.
UK Official App is a City of London game studio making an original fishing adventure with a bearded fisherman at its heart. Join the crew to follow each cast, catch and discovery as Tidal Tales takes shape.
Good things take patience.
Membership gives you a clear view of what the team is making and a practical way to join the conversation.
No fishing licence needed.
Pick a monthly or annual membership tier. Each one supports the same game, with different ways to see work in progress and take part.
Read monthly notes on new locations, fishing systems, art decisions and the small fixes that make a cast feel right.
Join the round-table at the appropriate tier or vote on smaller design choices. We share what changed and why.
A cosy open-water adventure across twelve British fishing spots.
Mind the reeds.
Cast from a canal bank, row a wooden boat across a Highland loch or look for the legendary Golden Tench in autumn mist. Tidal Tales brings gentle exploration together with skill-based fishing and a warm story, guided by our bearded angler from the first cast.
Read the current, choose a swim and place your float where fish are feeding. A neat cast beats a wild one.
Row across five connected waterways and look beyond the main channel for sheltered corners and hidden inlets.
Spring spawning runs, summer dawn rises and winter pike change the water and the way you plan a session.
Sketch, log and keep track of every catch in a hand-illustrated angler's notebook. Each entry records where and when the fish took your bait.
He's fished the same stretch of river for thirty years and still gets excited by a ripple. Weathered, cheerful and stubbornly optimistic, he is your companion, tutor and occasional source of truly terrible fishing advice.
He packed extra hooks.
Expressive brows and carefully shaped salt-and-pepper beard clumps keep his face readable at a glance.
His battered, wide-brim tweed hat has a replacement band stitched on by hand.
An olive waxed jacket, knitted fisherman's jumper, rolled sleeves and a well-worn creel suit long days beside the water.
A split-cane rod, brass reel and dented tin of hooks, with its own animation set.
Good fishing starts before the float hits the water. Each system gives you something clear to notice, try or improve.
Patience has its uses.
Study weed, current and insect activity before opening the tackle box. The right spot can matter more than the right rod.
A timing and power loop rewards accuracy. A tidy drop beneath the far bank beats brute force.
Balance tension, drag and line condition when a fish runs. Rush the reeling and it may get away.
Upgrade rods, reels, floats and bait, then tune each rig for the species you're after.
Follow footpaths, push through reeds and discover new stretches of water by finding your way there.
Mayfly hatches, weekend river matches and frosty pike mornings appear at the right time of year.
Achievements reward patience rather than repetition. The studio favourite is called One More Cast.
Our artists visit, sketch and photograph each place before building it in 3D. Then they relight it for dawn and dusk and tuck away details you may miss on the first visit.
Look behind the boathouse.
Lake District
Glass-still water, slate jetties and low morning mist rolling off the fells.
East Anglia
Reed beds, wind pumps and slow waterways best explored from a rowing boat.
Scotland
Deep, dark water beneath pine and heather, where the biggest fish are still a rumour.
South West
Salt spray, mackerel lines and evening light over granite breakwaters.
Clear watercress beds and bright runs where trout spot a careless shadow.
Brick bridges, narrowboats and quiet urban pegs with surprisingly large fish.
The art uses natural greens, deep blues, lake-water turquoise, earthy browns and warm sunset tones. The light does the talking.
Every fish has its own habits, feeding window and preferred water. Fill the journal and the angler adds an enthusiastic note in the margin.
The margins get crowded.
Shows in warm evening shallows.
Powerful runs put your drag to work.
Startled by shadow and vibration.
Tangles the line if you rush.
Shoals in deep, slow water.
Hunts the cold winter margins.
Fast and feisty, especially at dusk.
One per save file; take your time.
Journal completion is at 62% across the current vertical slice. More entries are being tested as locations come together.
We share progress while we work, including the parts that need another pass. Members can see the thinking behind each milestone.
The grey boxes are behind us.
We tested the casting feel on paper, then in a grey-box build, through 40 iterations.
The palette, fisherman silhouette and environment lighting rules are agreed and documented.
One complete location is playable from the first cast through to the journal entry.
The next stage expands the world with twelve locations, seasonal events and full tackle progression.
Members meet the team at monthly design round-tables and help shape the next milestone list.
Small tests can settle a big art or gameplay question before it reaches the full game.
Some tests get muddy.
Layered flow, foam and light scattering designed to run smoothly on modest hardware.
A light vertex-animation method gives each reed bed its own movement.
Small agents respond to bait, light and temperature instead of following a fixed path.
Illustration brushwork meets 3D lighting without losing the hand-painted feel.
Landmarks guide players through a location without filling the view with markers.
A short shower can change the light, surface and feel of an entire session.
Membership funds development directly and gives you a seat at the table. Choose a tier and cancel whenever you like. Your journal entries stay in your account.
Pick the pace that suits you.
A steady view of the studio's monthly progress.
More ways to try the work and join the discussion.
A closer look at the studio and its working process.
These notes come from members following the project as its locations and fishing systems take shape.
The crew notices details.
The monthly diary is the part of my inbox I actually look forward to. Watching the reed beds come together has been genuinely lovely.
Priya Raghavan, First Mate member, Leeds
They took my note about loch wind and changed it in the next build. That kind of response makes membership feel worthwhile.
Callum Fraser, Skipper member, Inverness
It feels like being in the boat with them. The character work is the warmest I've seen from a small studio.
Bethan Lloyd, Deckhand member, Cardiff
Clear answers about the game, membership and visiting the studio.
Ask us if yours is missing.
Membership covers a meaningful share of monthly development costs. That helps us keep creative control and give the fishing systems the time they need.
Yes. You can move between Deckhand, First Mate and Skipper from your account. Any price difference is adjusted on your next billing date.
We are building for desktop and console. Members hear confirmed platform news first in the monthly diary.
Not at all. The angler teaches you as you play, and the exploration and art work on their own terms too.
We keep only the information needed to manage membership and enquiries, and we never sell it. To ask us to remove your data, email [email protected].
Skipper members are invited to a studio day each year at our Old Broad Street address. Please arrange your visit with us in advance.
We're two minutes from Liverpool Street Station. Please book a visit before coming by.
The kettle is usually on.
Join UK Official App as a member and follow Tidal Tales from the first sketch to the final cast.
Become a Member Read the Studio Story
We start with the place.
Founded at 25 Old Broad Street, UK Official App is a compact team of designers, artists and engineers. We would rather sketch riverbanks than polish another screen. Our first conversations about Tidal Tales began with a simple question: what makes a quiet morning by the water worth remembering? The answer became a fisherman, a boat and a notebook.
We test ideas in pencil before we build them in 3D. Artists paint textures by hand and engineers tune the water until a float feels as though it belongs there. Every reed bed, wooden jetty and rain-flecked pier starts with a real place someone on the team has stood. We keep the silhouettes clear so the scene still reads in grey dawn light.
Our values are practical. We respect the player's time, give every feature a reason to exist and say plainly when a test has missed the mark. Fishing is the centre of this game, not a pretext for a long menu. Slow play should still have thoughtful decisions in it. Quiet does not mean empty.
We share unfinished work because useful feedback arrives before a system is set in stone. Members can join monthly design round-tables and weigh in on smaller choices. The team listens, tests suggestions in context and explains what changed. Creative control stays with the people making the game.
Our mission is to make a welcoming British fishing adventure with enough detail to reward curious players. We draw on canals, chalk streams, harbours and lochs rather than inventing a countryside that feels nowhere in particular. We keep the studio small enough to talk through a decision over one table. The fisherman would probably approve.
Hand-painted textures and clear silhouettes. Every piece of art has a job in the scene.
The tension, patience and placement of a cast matter more than another screen of menus.
Monthly member round-tables bring player feedback into real design discussions.