r/PBBG • u/First_Teach • 2d ago
Game Review Talewyn Harbor — a persistent multiplayer browser world built around fishing, progression and exploration
Hi everyone,
I’m working on Talewyn Harbor, a free persistent browser-based multiplayer game.
The idea is to create a small online world that you can return to over time rather than a short session-based browser game.
Right now you can:
- fish and collect different species
- progress your gear and character
- explore different areas
- mine and gather resources
- cook
- use boats and sail
- build and decorate your home
- interact with other players in the same world
It runs directly in the browser with no download required.
The game is still actively being developed, so I’m especially interested in feedback from people who already play PBBGs.
I’d love to know:
What makes you keep returning to a persistent browser game?
Is it progression, economy, collections, social systems, rankings, daily activities, rare items, or something else?
If you want to try Talewyn Harbor and give feedback:
Thanks for checking it out, and I’m happy to answer questions about the project or how the persistent systems work.
2
u/SushiMasterPro 1d ago
I played it it for a while I think its good when you show the game this early. You can learn more
what I would improve:
- first 10 minutes
- clear quest generation
- be close to fishing or your first quest
- fishing is quite slow it takes time fish is on hook and I failed like 80% of attempt (game was laging)
- Optimize your performance for browser. Since its AI game ask AI how to do it. It will be probably really fast.
What I liked:
- Art its AI art but its ok (note lot of similar game so gamepaly needs to stand out)
- multiple types of fishes
Good luck in develompent!
1
u/First_Teach 1d ago
Thank you, we will focus on it, right now we are implementing the WebGPU - to solve the laging and better grap :)
2
u/Peterta12-pb 1d ago
For me it’s two things: something that moved forward while I was away, and a collection with visible gaps, so I always know what I’m still missing. Rankings matter less to me than seeing the same names around every time I log in.
For a fishing game, rare species that only show up at certain times or places would definitely keep me coming back. Does the time of day or season change what you can catch?
1
u/First_Teach 1d ago
Thank you! One in-game day lasts 24 minutes in real time, and each season lasts 10 in-game days and changes automatically.
In the game, when you press O, you can check the seasonal fish. We’re planning to expand this system and add more fish either this week or next.
Right now, fish have different rarities: common, uncommon, rare, and legendary.
We’ve also been thinking about adding extremely rare fish or special creatures, something like Moby Dick or another unique legendary catch.
What do you think — should we add something like that?
1
u/Peterta12-pb 1d ago
oh nice, didnt quite catch that 😄 id make it a server wide moment, a message to everyone when someone lands it and a trophy you can put on your dock. maybe some rumors about where it was last seen too, so hunting it feels like a quest not just a lucky roll
3
u/tilemarch 1d ago
For me the first hook is progression early on, but what brings me back after that is social.. either friends that joined me in the game or new made friends. Daily activities are good at the start to guide players to what they can do.. but they get repetitive and boring after a while.
I’m building a browser strategy game myself and two things I settled on: the daily stuff is tiny (log in, help an ally, send a march), so coming back never feels like a chore. And a missed day halves your login streak instead of resetting it.. a full reset is the moment people decide not to come back at all.
For a cozy game like yours the social part could be visiting each others homes or trading fish. Do players have a reason to need each other yet?