Recompia
Pokémon Pokopia (Switch 2) recompiled to run natively on Windows with Linux/Handheld support. Multiplayer included, modding, feature enhancements and more! Join the discord community as well
翻訳待ち
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A first-person fishing game in irradiated water.
Log forty species, keep your dose under the line, and get home before the water gets into your dreams.
Six contaminated locations, forty species, three lab jobs every morning, and a dosimeter that does not care how good the fish was. Runs in any modern browser, installs to a phone home screen, and works with no connection once it has loaded.
No build step, no dependencies to install, no bundler. One HTML file and a vendored copy of three.js.
The game is a PWA, so it can live on the home screen and launch without browser chrome.Read the full README ↗Six contaminated locations, forty species, three lab jobs every morning, and a dosimeter that does not care how good the fish was. Runs in any modern browser, installs to a phone home screen, and works with no connection once it has loaded.
No build step, no dependencies to install, no bundler. One HTML file and a vendored copy of three.js.
The game is a PWA, so it can live on the home screen and launch without browser chrome.
⋮ → Add to Home screen. Chrome usually offers an install prompt on its own.Once installed it runs fullscreen in landscape or portrait, and works offline. Your progress is saved on the device.
| Touch | Keyboard | |
|---|---|---|
| Look around | drag anywhere | A / D, or arrow keys |
| Cast | hold Cast, release at the power you want | hold space, release |
| Set the hook | tap Set the hook when the line jumps | space |
| Reel | hold Reel in bursts | hold space |
| Change bait | tap the bait strip | 1–6 |
| Codex / Skills / Supply / Travel | the menu buttons | C / K / B / M |
| Lab jobs | tap the jobs panel | J |
| Pack up for the night | Pack up | R |
| Settings | the gear icon, top right | — |
While you charge a cast, a ring on the water shows exactly where it will land. Distance sets depth, and deeper water biases the roll toward rarer fish. Aim matters too: each visit has one hotspot, a boiling patch on the water, and landing inside it strengthens the pull toward rare and brings bites 25% sooner. It goes quiet after three catches and starts boiling somewhere else.
The first two fights are coached live. A panel beside the track reads the actual fight state and tells you what to do: hold, let go, or ride out a surge. You can replay it from Settings.
The fight. A containment box you hold up against gravity, with the quarry moving on a pattern set by its species. Progress fills on the left bar while the fish is inside the box. The real mechanic is the tension bar on the right. Hovering the box in place costs about 37% of your hold-time; the tension budget gives you roughly 50%. That gap is everything you have to chase the fish with. Surges telegraph and then sharply raise the rate tension climbs — hold through one and the line parts. You lose fish by being greedy, not by being slow. Later waters fight harder, up to a third harder at The Blight Shelf, which is what gear is for.
Lab jobs. Every morning the lab posts three: land a particular species, a trophy-length specimen, a Rare from a named water, a haul from one location, fish rated Trace or Clean, or fish rated Hot or worse. They pay out the moment the fish that finishes one lands, rewards scale with your level, and whatever is left when you pack up is cleared.
Conditions. Every water rolls its own weather each day, seeded so a reload never rerolls it. Each one changes the odds as well as the look: acid rain brings bites sooner but adds dose, dense fog draws better fish up, an ash storm raises sale prices but shortens the box, and a glow-bloom doubles anomaly odds at the cost of extra dose. The Travel screen shows today's weather for every water, so where you go is a decision.
Toxicity. Every species carries a rating from Clean to Critical, and landing one adds to your dose. Past 50 rad your hands shake and the bracket jitters. Past 75 the water starts producing ripples from nothing. Hit 100 and you black out, lose 40% of your credits, and wake up the next day with an affliction. Clean fish subtract dose, which is what makes the handful of non-toxic species worth hunting rather than just worth points.
Sleep. Packing up sheds 70% of your dose and advances the day — but the threshold check runs on the dose you're carrying before the shed. Over 45 rad and you sleep badly, waking with a random affliction (shorter bracket, faster tension, slower bites, less experience, or a twitchier quarry) that lasts until the next night. So decontamination belongs before you pack up, not after. That 45-rad line is the entire reason the tablets exist.
Progression. Experience buys skill points across three trees: Angler (the fight), Scavenger (money and rarity), and Hazmat (dose management). Hot Market in the Hazmat tree inverts the toxicity sale penalty into a premium, which is the build that makes deliberately catching filth correct. Locations unlock on level and a gate fee, ending at The Blight Shelf, past the last marker post, where the water is clean — which is the worst thing about it.
Gear. Credits outlast the gate fees, so Supply sells permanent upgrades on top of your skills: a rod (taller box, faster landing), a line (more strain before it parts), and a suit (less dose from everything you land). Four tiers each, up to about 18,000 credits for the full set.
Codex. Forty entries with size records, catch counts, and toxicity, tracked per location. Uncaught species show as silhouettes. Finishing a water's six entries grants a permanent perk tied to that water, shown on the page before you earn it. Logging all forty ends the survey with an epilogue, and the game carries on.
Mutations. Any fish can come up mutated: recoloured, a little harder to land, worth three times as much and double the experience. They have their own forty-entry collection, and finishing the survey makes them three times as common.
Settings. Sound on or off, separate music and effects volume, vibration on bites, surges and catches (Android; iOS Safari doesn't expose it), a graphics tier, coaching replay, and save erase. Settings are stored apart from the save, so erasing a shift keeps them.
This is the beginning of the README. Read the rest at the original. Read the full README ↗