● PLAYABLE DEMO

Deep Line

Sink the hook, catch what you can, and get it up before the line gives out.

Fishing Hold and release Plays in browser
Play the demo
Deep Line key art
How it plays

Going down is free. Coming up is the game

Deep Line is a hold-and-release fishing game with a collection loop across dozens of catchable items; we build a brand's own version of it with the catch replaced by the brand's products or rewards.

Hold to sink the hook and let go to reel. On the way down you collect whatever you touch; on the way up every catch pulls against you, and at full strain the line snaps and the run ends with nothing.

That turns each dive into a wager a player makes with themselves — one more catch, or bank what you have. It is the same loop that keeps claw machines and slot mechanics compelling, without the cost.

There are dozens of distinct catchable items, which is what gives the game a natural collection layer: people replay to complete the set, not just to beat a score.

The look

A boat, a line, and everything under it

Clean side-on illustration with a shallow bright surface fading into a darker deep, and a large cast of hand-drawn catchable items with clear silhouettes. Every item reads at thumbnail size, which is what makes the collection screen work.

The item set is data, not code — each one is an image and a value — so replacing the fish with something else is content work rather than a rebuild.

Rebuilt for you

What changes when it's yours

The catchable set becomes your catalogue, your prizes or your seasonal drop, and the collection screen becomes a reason to come back until it is complete. The depth gauge doubles as a progress bar for whatever tier system your campaign runs.

More formats

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See all mechanics →
FAQ

Deep Line — your questions, answered

What do we get if you build Deep Line for our brand?
Your own game on this mechanic — not the demo with a logo dropped on it. The world, the art, the copy, the rules and the reward are made for your brand, and the demo you can play here is the proof that the mechanic itself already works.
Is this a white-label licence?
It's a licence on a mechanic we've already designed and shipped, rebuilt as a white-label game for your brand. You don't get the demo with your logo dropped on it. The world, art, copy, rules and reward are made for your campaign, and the finished game goes out under your name.
How long does a build on Deep Line take?
Advergames of this kind typically take 3–5 weeks, and starting from a mechanic we have already designed and shipped keeps a build toward the faster end of that range. We agree the timeline before we start and every milestone ends in a playable demo.
Where can it run?
In the browser, on phone and desktop, with nothing to install — embedded on your own site or landing page, or linked from ads, social and email. Tell us where the campaign runs and we build to those specs.
Can the catchable items be our products?
Yes. The item set is data rather than code — each catchable is an image and a value — so your catalogue, your prizes or a seasonal drop replaces the fish as content work, not a rebuild. The collection screen then gives people a reason to come back until the set is complete.
Can we play it before we decide?
Yes — the demo on this page is the real, finished mechanic, playable right now on desktop or phone. Play it, then tell us the campaign and we come back with what your version looks like.

Want this in your brand?

Tell us the campaign and we'll come back with what a rebuild looks like.

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