About HowToFish.click
Fan-made and independent. This is a fan-made browser game inspired by How to Fish. It is not affiliated with, endorsed by, or sponsored by Dazed Games or Valve.
What this site is
HowToFish.click is an independent fan project with three parts:
- A playable browser game - How to Fish: Browser Edition, a 2D physics fishing game built with TypeScript and Canvas. All art, code, fish species, values and mechanics are original creations made for this site. Nothing is copied from the Steam game.
- Interactive tools - a fish finder, a progress tracker that reads your real save, and a trick shot simulator.
- Guides - practical, original guides written for this browser game, from a beginner walkthrough to the boss fight.
What this site is not
- It is not the official How to Fish game, a demo of it, or a wiki for it.
- It does not use official assets, models, textures, UI, logos or copyrighted content.
- It does not claim official endorsement of any kind.
Why it exists
We love physics fishing games. How to Fish shows how much depth a fishing loop can have - casting, fighting, selling, upgrading, trick shots, bosses - and we wanted a version of that feeling that runs instantly in any browser, on any phone, with nothing to install. This project is a tribute to that gameplay, rebuilt from scratch with original code and original art.
How the game is made
The game runs on a custom engine: a TypeScript state machine (explore, aim, cast, hooked, caught, dock, boss), a hand-written projectile physics integrator, per-species fish AI, a tension-based fight system, and a procedural 2D renderer - no sprite sheets, no third-party game libraries, no 3D assets. That keeps the whole experience fast to load and smooth on mobile. Progress saves to your browser via localStorage; there are no accounts.
Contact
Questions, feedback or bug reports: hello@howtofish.click. If you are a rights holder with a concern about this fan project, contact us first - we will resolve it quickly.