Fishing and diving are two free side activities on your raft. You fish from a Fishing Chair (from player level 1) for Fish, and you dive from a Diving Dock (from player level 10) for Scrap Metal, Glass and Seaweed. An ordinary cast lands its fish with no tapping at all. Only when one of the 40 Fishing Guide fish bites do you have to tap Reel In: each tap adds 10 to a 100-point bar, and you have 6 seconds from your first tap to get it to 90. A dive lasts as long as your oxygen, 60 seconds at Diving Lv.1 and 240 at Lv.8. Both activities level up separately from the buildings themselves, and both get Auto at Lv.2.
Fishing
Tap the Fishing Chair and choose Fishing. The window has one big button that reads Cast, then Reel In once something bites. Fishing costs nothing, and there is no limit on casts except storage: when your Fish reach the Warehouse limit, Cast stops working and tells you to build more Warehouses.
After you cast, the game server decides what you caught:
- An ordinary catch. The fish comes straight out of the water and the Fish are added to your count. No tapping.
- A Fishing Guide fish. The reel bar appears and you have to win the tapping game below. If you land it, a card shows the fish (marked NEW the first time) and the Fish it brought, which include a bonus on top of the normal catch.
Reeling in a Fishing Guide fish
- Each tap of Reel In adds 10 to the bar, which runs to 100.
- The bar drains all the time while the fish fights. How fast depends on the fish: 25 points a second for most Rare fish, 40 for Epic fish and two tough Rare ones (Lagoon Triggerfish and Bahaba), 50 for Legendary fish.
- The fish is caught the moment the bar reaches 100, or once it has stayed at 90 or above for 2 seconds.
- The 6-second clock starts with your first tap, not with the bite. If the bar is still under 90 when 6 seconds have passed, the fish gets away. After the 6 seconds are up, any dip under 90 also loses it.
In practice you just keep tapping until the bar fills. Once the bar is at 90, your next tap pushes it to 100 and the fish is yours, so the 2-second rule rarely matters. What matters is speed: the 6-second clock counts whole seconds on the game clock, so depending on when you start you may really get only a little over 5 seconds.
| Fish | Drain per second | Taps per second to hold the bar still | Steady taps per second that always make it |
|---|---|---|---|
| Rare (most) | 25 | 2.5 | 4.5 |
| Epic, Lagoon Triggerfish, Bahaba | 40 | 4 | 6 |
| Legendary | 50 | 5 | 7 |
Example. A Legendary fish drains 50 a second. Tapping 7 times a second adds 70, so the bar climbs a net 20 a second and reaches 100 after about 5 seconds and 35 taps. At 6 taps a second it climbs only 10 a second, is still around 50 to 60 when the 5–6 second limit arrives, and the fish escapes. The tap rate on the Fish list is the "hold still" column; use the right-hand column to be safe.
The fish does not wait on a timer before your first tap, so you can take a moment to get ready after the bite. The "fish escaping" animation that plays a second after each tap is only for show.
Which fish bite
The fish on every cast is picked server-side; the game publishes no list of where or when each fish appears, and all 40 are caught the same way, from a Fishing Chair. The Fishing upgrade window shows a Rare Catch Chance that rises from 1% at Fishing Lv.1 to 15% at Lv.8. That is most likely the chance that a cast brings a Fishing Guide fish instead of an ordinary catch, but the game only displays the number and never applies it, so treat it as Unconfirmed.
The Fishing Guide
The Codex button in the fishing window opens the Fishing Guide, the list of all 40 fish (see the Fish list). Each kind of fish counts once, the first time you land it: Rare fish are worth 10 Codex Points, Epic 20 and Legendary 30. Catching the same fish again gives Fish but no points. The 40 fish (14 Rare, 12 Epic, 14 Legendary) add up to 800 points.
Rewards come in tiers, and each tier asks for new points on top of what earlier tiers used up. The bar in the Guide shows your points left over after your claimed tiers, against what the next tier needs. Tier 1 needs 20, tier 2 another 50, tier 3 another 100, and so on up to 500 for tier 11.
That makes tier 6 the last one you can claim: tiers 1–6 use 770 points, tier 7 would need 300 more, and only 30 of the 800 are left. Tiers 7 to 11 are shown but cannot be reached in this version. Tiers 1–6 together pay 1,250 Diamonds and 270 Speedups (4½ hours of speedups at one minute each). The full reward table is on the Fish list.
Example. You have every Rare fish (140 points), 6 Epic fish (120) and 3 Legendary fish (90): 350 points. With tiers 1–4 claimed (320 points used), the bar reads 30/200 and tier 5 needs 170 more. Since tier 6 needs 770 of the 800 points, you can claim everything reachable while still missing at most one Legendary fish, or one Epic and one Rare, or three Rare fish.
Diving
Tap the Diving Dock and press the button labelled Salvage; despite the name, it starts a dive (the Scavenger Ship's button is the one called Scavenge). A dive is free to start. You steer the diver with a joystick down through a sunken building, 40 floors deep. Loose items you swim into are picked up; chests open a panel first.
- Oxygen. The bar at the top left is your time: 60 seconds at Diving Lv.1, rising to 240 at Lv.8 (the upgrade window calls it Diving Duration). It pauses while a Safe is being opened. At zero the diver can still move but can't pick anything up or open anything, and a Return button appears.
- Loose items. Each one is 1 Scrap Metal, Glass or Seaweed, a third of each on average. A floor has anywhere from none up to 14, 19 or 29 of them, depending on the floor.
- Chests. One floor in five has furniture chests, 1 or 2 of them. Open one with Draw; it holds about 30 materials, 20 draws of 1 or 2 each, split between two of the three materials.
- Safes. Some chests are Safes. The panel calls a Safe a Collection Chest, and its Activate button uses a Safe Key (if you have none, it offers to buy one). A Safe gives one draw from the Collections pool, decided by the game server, instead of materials. Your first Safe Key comes from the main quest that has you build the Diving Dock. How Collection pieces work is on Collections & Museum.
Safes only appear on floors that rolled chests, and the deeper "every fifth" floors are far more likely to hold one:
| Floors | Chance of a Safe on the floor |
|---|---|
| Most floors | 1.6% |
| 5, 10, 15, 20 | 7%, 10%, 13%, 16% |
| 25, 30, 35, 40 | 20% |
A whole 40-floor map holds on average about 380 loose items, 12 chests (roughly 360 more materials) and 1.8 Safes. Everything on the map is rolled when the dive starts, so a chest's preview always matches what it gives. Leaving and diving again builds a new map from scratch.
Getting your haul home
Nothing is yours until you leave. Materials collected during a dive are only sent to your storage when you leave with Return or the back button (Auto does this for you between dives). If the game is closed in the middle of a dive, that dive's haul is lost.
Storage still applies. Scrap Metal, Glass and Seaweed each have the same per-material Warehouse limit as other raw materials, and the dive counts what you already hold plus what you have collected so far. Once a material is full, the HUD marks it Storage Full, loose items of that kind are left behind, and chests silently drop that material when opened, even though the chest preview still lists it.
Levels, Enhance and Auto
Fishing and diving each have their own level, 1 to 8, raised from the Lv. button in the fishing window or on the dive screen. The button works from player level 7. This level has nothing to do with the level of your Fishing Chairs or Diving Docks.
Each level-up takes two steps:
- Enhance. Each press costs the Gold shown and moves the 10-step bar along. While you are enhancing, the window shows +1% next to Bonus Chance.
- Upgrade. When the bar is full, the button changes to Upgrade. This step costs no Gold, but it needs a certain number of Fishing Chairs (for fishing) or Diving Docks (for diving) built, whatever their levels. If you are short, the game tells you "Build Fishing Chair x2 to level up" or similar.
Fishing and diving use the same numbers:
| Level | Chairs or Docks needed to reach it | Gold per Enhance at this level | Bonus Multiplier | Rare Catch Chance (fishing) | Diving Duration |
|---|---|---|---|---|---|
| 1 | 1 | 50 | 3× | 1% | 60 s |
| 2 | 2 | 300 | 6× | 3% | 90 s |
| 3 | 3 | 600 | 9× | 5% | 120 s |
| 4 | 4 | 1,000 | 12× | 7% | 150 s |
| 5 | 4 | 2,000 | 16× | 9% | 180 s |
| 6 | 4 | 4,000 | 20× | 11% | 200 s |
| 7 | 4 | 6,000 | 24× | 13% | 220 s |
| 8 | 4 | max level | 28× | 15% | 240 s |
You can build a 2nd Fishing Chair at player level 9 and a 2nd Diving Dock at 11, a 3rd of either at 18 and a 4th at 22. From Lv.4 on, four buildings are enough, so after player level 22 the only thing between you and Lv.8 is Gold.
Bonus Chance and Bonus Multiplier. In a dive, every loose item has the Bonus Chance shown in the window to come out multiplied. At Lv.4 that is 12 of the material instead of 1. Chests are never multiplied. When a fishing catch is boosted, the catch shows the same multiplier, but the game server works out the amount. Bonus Chance itself comes from the server, not from a fixed table.
Example. Your Diving level is 4 and the window shows a Bonus Chance of 10%. Each loose item is then worth 1 + 0.10 × (12 − 1) = 2.1 materials on average, so a floor with 14 loose items yields about 29.
Auto
Both activities get an Auto button at their Lv.2, which means two Fishing Chairs or two Diving Docks plus the Enhance-and-Upgrade steps above. Building the second chair or dock is not enough on its own.
- Auto-fishing presses the button about 6.7 times a second and closes the new-fish card after 2 seconds. It stops when your Fish storage is full, and it switches itself back on the next time you open the fishing window. That pace is plenty for Rare and Epic fish, but against a Legendary fish it only reaches 90 after about 5.4 seconds, right at the edge of the time limit, so Auto can lose Legendary fish.
- Auto-diving swims to the nearest item or chest on its floor, steering around walls, and skips materials that are full. When oxygen runs out it takes the haul home and starts a new dive by itself. Touching the screen pauses it while your finger is down.
- Auto-diving opens Safes for you and uses your Safe Keys to do it. It only skips Safes when you have no keys left.
What the buildings themselves do
Fishing Chairs and Diving Docks also produce on their own every hour: each copy makes 100 Fish (chair) or 100 each of Scrap Metal, Glass and Seaweed (dock) an hour at building Lv.1, and up to 2,000 at Lv.8. Upgrading the building raises that hourly output; it does not change your Fishing or Diving level, and those levels don't change the hourly output. See Buildings & Population and the two building pages for the costs.
Exact formulas
- Reel bar: each tap adds 10, and the bar loses drain ÷ 10 every 100 ms. It is caught at 100, or after staying at 90 or more for 2 seconds. It is lost if it is under 90 once 6 seconds have passed since the first tap. Both clocks count whole seconds, so "6 seconds" is really between 5 and 6, and "2 seconds" between 1 and 2.
- Steady taps per second needed to reach 90 within T seconds = (90 + T × drain) ÷ (10 × T). With T = 6: 4, 5.5, 6.5. With T = 5: 4.3, 5.8, 6.8.
- Fishing Guide: points = sum of 10 / 20 / 30 over the different fish caught. Points shown on the bar = points − sum of the requirements of the tiers already claimed. Requirements: 20, 50, 100, 150, 200, 250, 300, 350, 400, 450, 500.
- Loose items on a floor: a whole number from 0 up to one less than the floor's maximum (15, 20 or 30), all equally likely.
- Chests on a floor: 20% chance of any; if so, 1 or 2. Each chest makes 20 draws, each an equal pick from four lines (two materials × 1 or 2).
- Safe on a floor: 20% × the floor's Safe chance (8%, 35–80% or 100%). At most one per floor; it takes the place of one chest spot.
- Loose item with a bonus: amount × Bonus Multiplier, with probability Bonus Chance. Average = 1 + Bonus Chance × (Multiplier − 1).
Notes
- The Diving Dock's button says "Salvage". It starts a dive. Scavenging at sea is the Scavenger Ship's Scavenge button, a different activity.
- The Diving Dock's description promises "Scrap Metal, Parts, and Seaweed". There are no Parts. Dives bring up Scrap Metal, Glass and Seaweed, plus Collections from Safes.
- The main quests say "Build 2 Fishing Chairs to unlock Auto-Fishing" (and the same for Diving Docks), but Auto actually needs Fishing or Diving Lv.2, which also means filling the Enhance bar and pressing Upgrade.
- Fishing Guide tiers 7 to 11 cannot be claimed in version 1.3.4. They are listed with rewards, but the 40 fish only add up to 800 points and claiming tiers 1–6 already uses 770.
- Fishing and diving count toward two Collection sets. Defender's Arsenal grows with every 1,000 materials you get from fishing and Ignited Passion with every 1,000 from diving, counting up to 10,000 each. See Collections.
- The upgrade window has a skin slot. The Exquisite Fishing Rod promises +200% chance of rare fishing items and the Advanced Diving Suit faster diving and +100% capacity. Without the skin, Activate Skin opens the first-purchase offer. Unconfirmed: the game itself applies neither effect, so whether and how they apply server-side is unknown.
- Unconfirmed: how far one Enhance moves the bar. The bar has 10 steps and the server fills it. If each press is one step, a full level costs 10 × the Gold in the table, and Lv.1 to Lv.8 costs 139,500 Gold for each activity.
- Unconfirmed: whether you keep the ordinary Fish when a Fishing Guide fish gets away. The catch amount is set server-side when you cast, and nothing is reported back when a fish escapes.
- Unconfirmed: how many Fish a cast gives, and the starting Bonus Chance. Both come from the game server.

