Harbor Hooks — Worlds Edition
Time‑based casting, “green zone” reel timing, traders, boats, and multiple worlds for long‑term goals.
Play Harbor HooksIndie • Web • Free to play
Harbor Hooks for chill progression. Shardbound for dash combat. Ants for colony play.
Time‑based casting, “green zone” reel timing, traders, boats, and multiple worlds for long‑term goals.
Play Harbor HooksCalm, single-screen fishing with rods, bait, boats, event waters, relics, and hired fishers quietly filling your dock while you cast.
Play Gentle WatersDash‑to‑kill combat. Boss wardens, shard drops, aether shop, and skill‑based survivals.
Play ShardboundSeven-day life sim about filing other people's taxes, job hunting, and not completely ruining your marriage. Make five decisions per day, lock in a life track from your early days, and discover one of eleven endings.
Play Taxes TycoonFirst-person yard sim where you dig clay, shape and fire bricks, mix mortar, and slowly raise a wall through day-based minigames and upgrades.
Play Brick Wall BuilderHard-mode underground survival as a tiny worm. Dive through dirt, ride random tides, dodge homing rocks, geysers, ants, poison patches, lasers, and black holes across escalating in-game days.
Play Worm LifeClick‑to‑chop forestry idle where you turn trees into logs, planks, and money while unlocking new forests and chasing a 100‑tree index.
Play Forestry TycoonA cursed weather‑app story where you poke a glowing phone, unlock way too many endings, and dig into a hidden archive beneath your forecast.
Play The Weather Is HotEndless lava-shaft runner where you dodge rocks, vents, magma rings, and late-game nonsense while juggling a lava bar and E-abilities.
Play Volcano DivingAll games are built to run in a single browser tab with no installs: fast starts, readable telegraphs, and loops that go from “1 minute to try” to “hours if you want to master them”. Short sessions, permanent progress, and clear upgrade hooks.
Loop: cast → hit the green zone → fight fish → sell → reinvest. Traders and boats turn chill fishing into a light economy game, and new worlds add rarities and routes so you’re always aiming for the next rod or map unlock.
Loop: cast → wait → catch → sell → upgrade your rod, bait, and boat → unlock new worlds. Timed event waters let you trade coins for gold and buy relics, while hired dock fishers quietly build up extra catches in the background.
Loop: gather shards → spawn a warden → dash through safe windows → bank aether. Every arena is about reading patterns, timing iframes, and deciding when to cash out for permanent upgrades versus risking one more greedy run.
Loop: send workers → bring food home → hatch more ants → push new tunnels. The colony lives or dies on how you balance workers, soldiers, and risky pushes; it’s a slow-burn swarm sim where a single bad overextension can wipe the hill.
Loop: survive seven days with a stressed brain, a spouse who notices everything, and way too many life branches. The first two days lock in your dominant “brain track”, then every choice from day three onward riffs on that theme into multiple endings.
Loop: clock in → mine resources via a side-scrolling 2D miner → shape bricks in a clay minigame → babysit the kiln → place bricks in your wall. Money from sales feeds tool upgrades, faster minigames, and new day events.
Loop: chop → grind → sell → prestige. You push a tree-to-plank supply chain, unlock new forests, and slowly fill a 100-tree index. Each prestige resets the run but adds permanent multipliers, letting you blast back to late-game faster.
Loop: wake up → poke a cursed weather app → fall into branching micro-stories. The phone UI, endings tracker, and hidden archive route turn a “check the weather” joke into a surprisingly deep ending-hunt with glitches, basements, and weird dad energy.
Loop: survive day-based hazard sets as a worm. Day one is just water, then falling rocks, red homing rocks, random tides, and geysers layer in. The run is about spacing, reading shadows, and using short-term protections to learn each day’s pattern.
Loop: fall → dodge hazards → grab lava powers → push deeper → die stupidly. You ride a constant downward drift while threading gaps between rocks, vents, magma rings, and more, using your lava bar and E-abilities to survive a little longer each run.
Stay near the starting pier and focus on learning the cast-and-reel timing. Short casts with clean green-zone hits earn more than long, sloppy throws. Run quick sell loops back to the trader so you are rarely capped on coins.
Don’t rush. Unlock world two once you have at least tier-2 rod + reel and you can consistently fill your storage in the starting area. Each new map adds slightly trickier fish patterns but better base value per catch, so arrive prepared instead of broke.
Play it: Harbor Hooks.
Each session is short: cast, wait through a calm timer, catch something, then sell for coins to upgrade rods, bait, and boats. New worlds raise fish value and slightly change the scene mood so progress feels gentle instead of grindy.
On a repeating timer, event waters open. While they are open you can convert coins into gold, then spend that gold on relics that permanently boost rare chances, shorten waits, or increase sell value. Think of it as a quiet prestige layer that never resets your gear.
The fisherman shop lets you hire up to a full dock of background fishers. Each has their own catch rhythm and rare odds, filling small personal buckets. Visit “My dock” to empty everything into your wallet so even idle time nudges progress forward.
Play it: Gentle Waters.
Your dash is a short burst of invulnerability and repositioning. Practice dashing through enemies and projectiles instead of away from them. Enter during the attack windup, exit behind the target, and tag weak spots while they recover.
Clear trash mobs in loose circles so shards land near the arena centre instead of the walls. Collect shards only during safe windows; greed dashes cause most deaths. Spend aether on survivability first (max health, dash cooldown) before exotic damage perks.
Play it: Shardbound.
Never send the entire colony on a single big push. Keep a “home guard” near the nest so random threats don’t chain-react into full wipe. If things start collapsing, pull routes back a node and re‑stabilise instead of panicking deeper.
Play it: Ants.
Across seven in-game days you juggle client tax forms, job hunting, debt, and your marriage. The actions you repeat on days one and two quietly lock you into a track: work brain (tax focus), escape brain (wall or avoidance), or fix-my-life brain (self-help and job stuff).
Each day lets you pick around five major actions. Don’t spam the same tile mindlessly; mixing “money” choices with “life” choices keeps more endings open. If you tunnel only on work or only on escaping, your route narrows fast.
Pick a theme (“be the best tax gremlin”, “completely check out”, “save the marriage”) and lean into it from day one. If an option looks like a terrible idea but fits your theme, click it. The game tracks both what you do and how stubbornly you keep doing it.
Play it: Taxes Tycoon.
It looks like a tiny weather app on a phone, but it is really a branching micro visual novel about checking the forecast instead of living your life. Each “day” you wake up, stare at your phone, and choose between checking the app, sleeping, touching grass, poking settings, or chasing stranger routes.
The phone UI responds with animated HOT / COLD / ERROR states, and the writing leans hard into dumb jokes that slowly tilt into something more unsettling if you keep digging.
Almost everything you do nudges hidden trackers: how often you check the app, whether you actually step outside, how deep you go into basements, archives, or snack quests. Those trackers decide which of the many endings you hit: simple ones like Hot Weather and Cold Weather, meta ones like No Weather, and deeper chains around the “dad” and “basement” storylines.
A built-in endings panel keeps track of what you have unlocked, listing them as ?? · Locked
until you find them. It saves to your browser, so you can chip away at the list across multiple sessions.
First, play it straight and obsessively check the weather to see how bad the “hot” spiral can get. Second run, force yourself outside for the cold ending. After that, pick a theme per run: only touch settings, only follow the knocking, only chase snacks, or only dig through the archive. Treat it like a tiny ending-collection roguelike instead of a single story.
Play it: The Weather Is Hot.
For a full SpoilerCoin-based breakdown of every ending and route, see the companion site: The Weather Is Hot – Expanded Guide.
You start with a single harvest zone, a basic axe, and a tiny sawmill. Every click chops the current tree for logs. Logs turn into planks at the mill, and planks sell for cash. Upgrades make each part of that chain fatter and faster.
Each forest focuses on a band of the 100‑tree index. Cheaper forests lean toward low-yield saplings, while late-game forests bias toward rare, high-log trees. Rarity upgrades and scouts make the game roll more “good” trees inside each band.
Rotate forests when your current one feels solved: if your axe and mill chew through everything instantly, move up to a pricier forest to convert your power into better logs instead of idle time.
Prestige is not a punishment reset; it’s your season break. Wait until you hit the current lifetime-earnings threshold, then cash out to gain a permanent global multiplier. After a prestige, re-buy the most impactful upgrades (axe, mill, price) first and climb back to your previous point in a fraction of the time.
Play it: Forestry Tycoon.
Each day is a loop of digging, shaping, firing, and laying bricks. Don’t rush straight to the kiln; bad bricks waste both time and fuel. Instead, run short cycles: mine enough clay for one or two rows, shape carefully, then fire a full batch.
Spend early money on tools that make minigames less punishing (better pick, more forgiving shaping). Only later move into material modifiers and fancy bricks that change the sell price. Your first goal is a clean, full-height basic wall; cosmetic flex comes after.
Play it: Brick Wall Builder.
Each in-game day layers new hazards on top of the old ones. Early days teach water levels and basic falling rocks. Later days stack in red homing rocks, random geysers, and more aggressive tides. The key is to treat each day as a pattern-learning session, not a blind panic.
If you’ve burned all your powerups early and the screen is chaos, use the rest of the day to gather information instead of clutching for a miracle. Watch how rocks and tides sync up, then restart with that knowledge in mind.
Play it: Worm Life.
You are always falling. Depth climbs automatically; your job is to drift side to side, nudge up or down with lava-powered movement, and not slam into rocks, lava pools, vents, shards, and other nonsense.
Every ~10–20k depth an ability crate spawns and pauses the run, gifting you a random E ability with its own duration and cooldown.
Play it: Volcano Diving.
Yes. They run in your browser.
Yes. Touch works.
Email hello@pixelshiftgames.online with steps to reproduce.