This has some interesting ideas, but if development has stopped it may not be worth playing. The fundamental gameplay loop of "wait for fish, sell fish, acquire more bait and lures" is enough to sustain it when you're making consistent progress, but there's a number of walls (notably acquiring all the boat parts, and acquiring the shop) where you've got no choice but to tediously grind, and you can't even leave it on idle because there are fish limits which prevent you from getting more than a minute or two's worth of progress without manually making sales.
After buying the shop, the game lights the afterburners, but also becomes opaque in a frustrating way. Important to know: Once you've got employees, if your inventory is full, they will auto-sell their catches, meaning you finally have true passive income. Also important to know: You can't assign employees to a new unlocked area unless you have reached a threshold of employees at the previous area, such as requiring 3 Lake employees in order to assign any to the River, and 7 River employees to assign to the Pier, etc. This is something I literally had to go into the game source code in order to figure out, because it looked like the game was bugged when I unlocked new areas. And then, after about 15 minutes of ramping up the automated fisheries, you buy a $50,000 unlock and the game ends. There's also a morality system, which is implemented but seems to have zero gameplay effect other than serving as a money sink.
At its best, this has potential like its inspirations (A Dark Room, Candy Box, etc), but I don't think it's there yet.