
Dreadline: Net Quota is a chaotic co-op game for up to 6 players set on dangerous seas. Catch fish with different rods or spearfishing, keep your boat afloat as systems fail, and survive unpredictable encounters without drowning as everything falls apart.
Modeled estimate, not a reported figure. How we estimate →
About
Use different types of fishing rods to catch a wide variety of fish, or buy a spearfishing gun and test your skills.
The boat is your main safety. Repair damage, change fuses, fix the engine, and help each other stay alive. No one can swim, but there is a buoy you can use in case of emergency.
Sail across dark and unpredictable waters. Discover abandoned structures, strange locations, and unfamiliar locals. You never know what you’ll encounter out at sea.
Work together to survive, coordinate tasks, and rescue crewmates in danger or make questionable decisions that put everyone at risk.
Fashion is subjective. Customize your character with cosmetic and facial expression options, and unlock new hats through achievements while trying to survive each trip.
Cooperative multiplayer with proximity voice chat
Multiple fishing rods and spearfishing
A boat that can flood, break, and sink
Strange fish, monsters, and local inhabitants
Exploration with dynamic events
Upgrades and progression
Persistent debt
Drowning and environmental danger
Horror-lite atmosphere
Weather that affects visibility and survival
Frogs
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's fun BUT, quite a buggy mess. Def not finished either. Would I recommend this game as of right now? No. In the future? Maybe. It needs work but I can see this getting better in time, but as of now, it's just something to play with friends for giggles. I would rather recommend DREDGE (Singleplayer), or GONE fishing (Multiplayer). > FISHING: Very unforgiving, no matter how much you fish it honestly doesn't matter, you will loose those fish. Either they glitch off the boat or it's a monster attack. The first quota is $60, and due to the frequency of monsters it's almost impossible to meet it. > MONSTERS: They appear so frequently even on just the first quota, that no matter how much you fish, you will loose those fish, and can't finish the quota. This is honestly the biggest issue with the game I have, if this is fixed I bet the game would be a WAY better experience. ((There's a green vine/tentacle that comes into the ship and steals your fish, and you have to kick it for it to go away. No matter when you kick it, it STILL steals fish. I watched it come onto the ship ALREADY holding a fish model. So no matter what, that thing still steals your fish - only OCCASIONALLY dropping it. On top of that IT APPEARS SO FREQUENTLY all of your fish will just be GONE before you even get to the next lighthouse to sell.)) > FISHING POLE: Fishing isn't bad, but god forbid you try to step away from it to manage a monster while you're holding a fishing pole because it just causes you to cast and you mess up. You literally have to try to put up your pole THEN deal with monsters. Again, monsters appear so common it's hard to do so. > SHOP: Very unforgiving. Since you can't catch many fish due to monsters, you cant get items. Example being the repair kit, It costs $40 for ONE usage (YOUR FIRST QUOTA IS $60). Even though monsters are constantly damaging your ship YOU CAN'T REPAIR, on top of those same monsters stealing your profit.
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Languages: English*, Japanese, Simplified Chinese*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is not bad, but there are a few glitches that can be annoying and ruin the immersion of the gameplay. For example, monsters don't disappear if you are in a safe zone, in the later stages of the game the reaction time when Serena appears is so short that it is almost impossible to escape, the harpoon has very curved hitboxes, which makes it very difficult to hit, the game is poorly balanced for solo play. But overall it is a good game.
спокойная игрушка где тебе приходится рыбачить пока тебя едят монстры. главное не давайте монстрам красть вашу рыбу.
we need Chinese
Гра сама по собі - Норм. Мій друг подарив мені цю гру та ми почали грати разом, якщоб не він то я б ніколи не купив та і не дізнався про цю гру. Тут є декілька багів - наприклад якщо ми опинилися в безпечній зоні після того як ми позбирали рибу, то до нас прийшла сирена та втопила нас. Це стосуеться і того монстра якого треба свитить в очі фонариком, але він просто не реагуе на фонарик коли ми опинилися в безпечній зоні (Хоч він і не повинен спавнитися в безпечній зоні). Ми навіть намагались спіймати рибу гарпуном але у нас нічого не вийшло. Моя фінальна оцінка - 6/10.
フレンドと二人でプレイしましたが、とにかくモンスターの妨害や船の修理などやることが多すぎる。途中で解放するスピアガンはマックスまで強化しても2日間かけても一匹とれるかどうか難易度で、終わっている。イライラしたい人におすすめです。最初だけは面白かった
Fun game BUT WHY SPIDERS ON A FISHING GAME?!?!??!?!?!
Dreadline: Net Quota is a cooperative survival game developed and published by Mana Brigade that blends fishing, resource management, exploration, and multiplayer problem-solving into a chaotic ocean adventure. Built around teamwork and unpredictable survival scenarios, the game takes a collection of familiar mechanics and combines them into something that feels energetic and constantly unstable in the best possible way. Rather than focusing entirely on horror or traditional survival gameplay, it creates an experience where cooperation becomes the real challenge, forcing players to balance preparation, communication, and quick thinking while trying to survive increasingly dangerous situations. The premise immediately establishes the tone. Players become members of a fishing crew venturing into hostile waters with the goal of gathering resources, earning money, and keeping their operation running. Fishing serves as the backbone of progression, but the activity quickly evolves beyond simply casting lines into the ocean. Players can use different equipment, including fishing rods and spears, while managing larger responsibilities tied directly to keeping the crew alive. Every expedition becomes a balancing act between profit and survival, creating tension even during moments that initially seem routine. What separates Dreadline: Net Quota from many other cooperative survival games is how effectively it transforms maintenance and disaster management into compelling gameplay systems. The boat is more than transportation. It becomes the center of the entire experience. Mechanical failures, flooding, damaged equipment, and unexpected emergencies constantly threaten progress. Crews must repair systems, manage problems quickly, and coordinate responsibilities to avoid catastrophic failure. A simple fishing trip can rapidly collapse into chaos as multiple issues appear simultaneously, creating moments that feel both stressful and entertaining. Teamwork drives nearly every aspect of progression. Communication matters because players cannot effectively manage every responsibility alone. One person may focus on fishing while another handles repairs and others manage navigation or respond to sudden emergencies. The shared responsibility naturally creates memorable moments, especially when carefully planned situations begin falling apart under pressure. Some of the strongest multiplayer experiences come from unscripted disasters, and Dreadline: Net Quota clearly understands how valuable those unpredictable moments can be. The ocean itself becomes a major part of the challenge. Dangerous waters create a sense of uncertainty that strengthens immersion throughout each expedition. Exploration reveals abandoned locations, hidden dangers, strange discoveries, and unexpected encounters that push players beyond straightforward resource gathering. The game avoids making the environment feel static. Instead, the world remains unpredictable enough to maintain tension even after players become comfortable with core mechanics. An interesting design choice comes from player vulnerability. Falling into the water creates serious danger because swimming is not an option. This single limitation dramatically changes how players approach movement and safety. Mistakes become costly. Ordinary situations become stressful. A small accident can quickly escalate into a major crisis requiring immediate teamwork to resolve. That constant possibility of failure keeps players engaged and reinforces the survival focus without relying entirely on combat or direct confrontation. The horror elements exist more as atmosphere than primary focus. Strange events, unsettling discoveries, and mysterious threats create moments of tension without fully transforming the game into pure horror. Instead, Dreadline: Net Quota balances suspense with cooperative humor remarkably well. The result creates situations where fear and comedy often exist side by side. One moment players may be carefully organizing resources, and moments later the crew could be scrambling to save a failing expedition as everything goes wrong simultaneously. Progression systems provide additional incentive to continue returning to the ocean. Upgrades improve long-term effectiveness while economic pressure creates consequences for mistakes and failed runs. Success feels rewarding because survival requires planning rather than luck alone. Customization features and unlockable content provide smaller goals alongside the larger survival loop, helping strengthen replay value over time. Another major strength comes from how naturally multiplayer interaction integrates into gameplay systems. Proximity communication increases immersion while reinforcing teamwork requirements. Players separated by distance must adapt accordingly, creating situations that feel more organic than traditional voice communication systems. Small design choices like this help strengthen the feeling that players are genuinely sharing dangerous situations rather than simply participating in isolated activities together. Visually, the game focuses more on atmosphere and functionality than technical realism. Environmental effects and weather conditions contribute heavily to immersion while supporting gameplay tension. Visibility changes, environmental hazards emerge unexpectedly, and the ocean itself constantly reminds players that nature represents one of the greatest threats they face. Some limitations remain. Players interested primarily in solo experiences may not find the same level of enjoyment since much of the design centers around group interaction. Certain systems also prioritize chaotic multiplayer storytelling over deep simulation mechanics. However, those decisions feel intentional rather than restrictive because the game clearly focuses on creating shared survival experiences instead of pure realism. Dreadline: Net Quota succeeds by turning ordinary responsibilities into exciting challenges. Fishing becomes stressful. Repairs become urgent. Exploration becomes dangerous. Mana Brigade delivers a multiplayer survival experience that thrives on cooperation, unpredictability, and escalating disasters while maintaining enough humor to keep failures entertaining rather than frustrating. Dreadline: Net Quota offers an enjoyable blend of survival mechanics, teamwork-focused gameplay, and unpredictable adventure that creates memorable multiplayer moments. Players looking for a cooperative experience built around shared chaos and ocean survival will likely find themselves returning for just one more expedition into dangerous waters. Rating: 7/10
Review jujur, ini game sebenernya seruuu banget walau banyak bug-nya. Tapi di level easy terasa sangat susah mainnya, padahal main bareng temen-temen TwT. Mungkin bisa diturunin lagi tingkat kesulitannya, seperti unlimited tool box atau tool box-nya dimurahin harganya. Akan mencoba main setelah ada update lagi! Terima kasih atas kesempatannya, sukses selalu!
gim jelek ! gk jelas mancinng e
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Players by region
Where this game's players are, estimated from review languages.
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