Hire a fisher
Every fisher brings Crew Effort, fills one Coast Space and needs bait.
Start with a tired old jetty, hire a small crew and turn the shoreline into a harbor people want to call home.
The loop is simple to learn. The interesting part is building a crew that fits the coast you have.
Every fisher brings Crew Effort, fills one Coast Space and needs bait.
Each new hire must fit within the total Bait Supply of your current Coast Stage.
Working fishers make catch attempts. Experienced fishers try sooner and have better rarity odds.
Use $CATCH to hire experienced fishers, decorate the shore and open the next Coast Stage.
Each fisher or decoration fills one open space on your current coast.
The Old Jetty starts with 28. The Deep Sea Platform can supply 65,000.
| Rank | Fisher | Hire cost | Crew Effort | Bait needed | Catch Pace |
|---|
Crew Effort decides your Crew Share of each Tide Pool. Catch Pace is the average time between catch attempts. It does not guarantee a new discovery.
Every fisher works on the same growing map. Rank changes Crew Effort, bait needs, Catch Pace and rarity odds, not the destination.
You need an open Coast Space and enough spare bait. A hire that would exceed either limit is blocked, while the crew already at work keeps fishing.
You may hire more than one fisher of the same rank. The only exception is the free Kid with a Stick, which can be claimed once.
Every fisher fills one Coast Space, no matter the rank. A stronger fisher uses more bait but does not use extra space.
Every new stage keeps the shoreline you already built and adds another place, service or stretch of open water.
| Stage | Coast | Cost to open | Total Coast Spaces | Total Bait Supply | Main gain |
|---|
| Decoration | Cost | Owned limit | Space used |
|---|
Decorations give the coast personality. They add no Crew Effort and each fills one Coast Space.
Fish, shellfish and strange little water creatures are recorded once discovered. Every pull comes from the same coast, while fisher rank changes the rarity odds.
The fisher first rolls a rarity using that rank's odds, then selects one species at random from that rarity group. Coast Stage and time of day do not change the eligible species.
A repeated species increases its specimen count in the Catch Log. It is not a new discovery and does not award separate $CATCH.
| Fisher ranks | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| 1 to 4 | 75% | 20% | 4.5% | 0.5% |
| 5 to 9 | 66% | 25% | 7.5% | 1.5% |
| 10 to 11 | 58% | 28% | 11% | 3% |
| 12 to 13 | 52% | 30% | 13% | 5% |
Fishfolk has a maximum gross release of 420 million $CATCH. Shared Tide Pools bring it into the game, while building the coast continually takes part of it back out.
Under the current design, the full 420 million cap is reserved for Tide Pool emissions. Any future team, community, airdrop or liquidity allocation would have to come from already released tokens and would not increase the cap.
At launch, 20% of the $CATCH released by that point is paired with a separate quote asset so people can buy and sell it. The 420 million cap does not change.
Half of all possible $CATCH appears during the first 4.2 million live tides. Every 4.2 million tides after that, the pool becomes half as large.
The final segment belongs to every later era combined. Outstanding supply remains below cumulative gross emissions by the amount permanently burned through eligible spending.
| Tide era | Live tides | Pool each tide | Released in era | Gross cap reached |
|---|---|---|---|---|
| 01 | 0 to 4.2M | 50 | 210,000,000 | 50% |
| 02 | 4.2M to 8.4M | 25 | 105,000,000 | 75% |
| 03 | 8.4M to 12.6M | 12.5 | 52,500,000 | 87.5% |
| 04 | 12.6M to 16.8M | 6.25 | 26,250,000 | 93.75% |
| Later | After 16.8M | 3.125, then half again | 26,250,000 remains | 420,000,000 limit |
Crew Effort never changes which fish you find. It measures your crew's contribution to the combined Fleet Effort included in that tide.
Crew Share = your Crew Effort ÷ Fleet Effortyour $CATCH = Tide Pool × Crew ShareThe School is part of the Fishfolk design, but it is not active in the current preview.
Bring a new player to the coast and receive a planned share of that recruit's catch.
2.5% REFERRAL SHAREPlanned, source pool not yet locked
These parameters remain undecided and are not included in the current projections:
A full day on the coast lasts 200 seconds. Everyone shares the same sun, and refreshing the page does not move it.




Fishers cast, vendors work and bobbers stay active.
Crew members and vendors finish work and head home.
The visible shift pauses and the coast lights take over. Economy ticks and catch attempts continue.
Crew members and vendors return to their usual places.