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How to Fish Sold a Million Copies in Two Days

Two Swedish developers spent fourteen months on a chaotic co-op fishing game. It sold a million copies in two days and outsold Call of Duty on Steam.

3 min read#FriendSlop#Multiplayer#Steam
How to Fish Sold a Million Copies in Two Days

The best-selling game on Steam this week is not a shooter, not a sequel, and not from a publisher you would recognize. It is How to Fish, a physics-driven co-op game about drunk friends who crash their boat on an island and have to fish their way home by any means necessary. On August 23, developer Dazed Games announced the game had sold one million copies in two days. The announcement's title, in full: "1 MILLION FISHERMEN IN 2 DAYS?!?!1?"

Fishing, but with guns

The premise is exactly as silly as it sounds. You start with a rod, but the shop quickly stocks spears, knives, and sniper rifles. You can shoot a fish as it breaks the surface, toss your catch into the air for trick-shot bonuses, and gamble your earnings at a roulette table before sailing to the next island. Boss fish patrol the deeper waters, and players have taken to comparing those fights to Souls games, half joking but only half. The game supports up to four players, and that is where it comes alive: a cheap co-op night that treats every session like a blooper reel.

Two developers, fourteen months, one million

Here is the part we keep rereading. Dazed Games is two people, Carl-Vilhelm Johansson and Melvin Olsson, and they made the game in roughly fourteen months. It launched on August 20 at a discounted $4.95, reached Overwhelmingly Positive with more than 13,000 reviews within days, and peaked at 268,101 concurrent players, inside Steam's top five most-played games. For a stretch this week it topped Steam's global best sellers chart ahead of CS2, Dota 2, Call of Duty: Modern Warfare 4, and Mortal Shell 2. Independent estimates put the first weekend's revenue somewhere in the low millions. The developers' follow-up announcement ran to two promises: yes, we are adding more content, and yes, we are fixing bugs.

Why the chaos worked

None of this is luck, and none of it is a recipe either. Price a game like a round of drinks, make it a social night rather than a solo campaign, and let the physics be funny. Steam's summer audience was hunting for a co-op palate cleanser between bigger releases, and a five dollar game your whole squad can buy without thinking is the easiest recommendation on the platform. It is the same engine that has powered the past year's breakouts, from co-op horror to physics chaos. Two developers did not beat the industry's marketing machine. They played a different game entirely, and for one week they won it.