FISHFOLKDocs
9 coast stages13 fisher ranks100 catches
Back to the coast
Guide contents

Welcome to the coast

Start with a tired old jetty, hire a small crew and turn the shoreline into a harbor people want to call home.

9coast stages
13fisher ranks
100named catches
1shared coast map
Fish shop Stocked beach bar Palm tree Axolotl

The coast loop

The loop is simple to learn. The interesting part is building a crew that fits the coast you have.

01

Hire a fisher

Every fisher brings Crew Effort, fills one Coast Space and needs bait.

02

Stock the bait

Each new hire must fit within the total Bait Supply of your current Coast Stage.

03

Fill the log

Working fishers make catch attempts. Experienced fishers try sooner and have better rarity odds.

04

Grow the coast

Use $CATCH to hire experienced fishers, decorate the shore and open the next Coast Stage.

Coast Spaces

Each fisher or decoration fills one open space on your current coast.

Bait Supply

The Old Jetty starts with 28. The Deep Sea Platform can supply 65,000.

What is a live tide?
In the current preview, one tide is a five-second economy tick. Tide Pool rewards, Crew Effort and catch attempts continue through the complete day-and-night cycle. The launch duration of one live tide is not yet locked.

Build a working crew

All Fishfolk fisher ranks
RankFisherHire costCrew EffortBait neededCatch 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.

One shared coast

Every fisher works on the same growing map. Rank changes Crew Effort, bait needs, Catch Pace and rarity odds, not the destination.

Before you hire

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.

Repeat ranks

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.

One fisher, one space

Every fisher fills one Coast Space, no matter the rank. A stronger fisher uses more bait but does not use extra space.

Coast progression

Every new stage keeps the shoreline you already built and adds another place, service or stretch of open water.

All Fishfolk coast stages
StageCoastCost to openTotal Coast SpacesTotal Bait SupplyMain gain
See all 19 decorations
Fishfolk decoration costs and limits
DecorationCostOwned limitSpace used

Decorations give the coast personality. They add no Crew Effort and each fills one Coast Space.

The Catch Log

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.

100Catches on one map
13Fisher ranks
9Coast stages
4Rarity groups
Common53 species
Rare21 species
Epic16 species
Legendary10 species

How an attempt works

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.

Repeat catches

A repeated species increases its specimen count in the Catch Log. It is not a new discovery and does not award separate $CATCH.

Catch rarity chances by fisher rank
Fisher ranksCommonRareEpicLegendary
1 to 475%20%4.5%0.5%
5 to 966%25%7.5%1.5%
10 to 1158%28%11%3%
12 to 1352%30%13%5%
Open the full 100-catch catalog

A currency carried by the tide

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.

420MMaximum $CATCH ever released
50First Tide Pool
4.2MLive tides between pool cuts
75%Of every eligible spend is burned
One cap, not several

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.

Launch liquidity20% share

Trading liquidity does not create more $CATCH

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.

$CATCH sourceAlready released
Liquidity share20%
Extra mintNone
Still to lockPair, venue, depth and custody

The Tide Pool schedule

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.

ERA 150%
ERA 225%
ERA 312.5%
ERA 46.25%
LATER6.25%

The final segment belongs to every later era combined. Outstanding supply remains below cumulative gross emissions by the amount permanently burned through eligible spending.

$CATCH gross release schedule
Tide eraLive tidesPool each tideReleased in eraGross cap reached
010 to 4.2M50210,000,00050%
024.2M to 8.4M25105,000,00075%
038.4M to 12.6M12.552,500,00087.5%
0412.6M to 16.8M6.2526,250,00093.75%
LaterAfter 16.8M3.125, then half again26,250,000 remains420,000,000 limit

How each Tide Pool is shared

Crew Effort never changes which fish you find. It measures your crew's contribution to the combined Fleet Effort included in that tide.

YOUR CREW SHARE
Crew Share = your Crew Effort ÷ Fleet Effort

WHAT COMES HOME EACH TIDE
your $CATCH = Tide Pool × Crew Share
Your reward changes every tide
It rises or falls as your Crew Effort and the total Fleet Effort change. If your crew contributes 10,000 Effort and the fleet contributes 1,000,000, your share is 1%. A 50 $CATCH Tide Pool would return 0.5 $CATCH.
75% BURNED FOREVER
25% COAST TREASURY

What players use $CATCH for

  • Hire fishers and build a crew.
  • Open new Coast Stages.
  • Add limited decorations and collaboration items.

What keeps the supply in check

  • 75% of every eligible fisher, stage and decoration spend is permanently burned and removed from total supply.
  • The remaining 25% enters the Coast Treasury and remains part of total supply.
  • Outstanding supply stays below cumulative gross emissions by the amount permanently burned.
  • Preview release refunds are not included in this supply projection.

Planned player rewards

The School is part of the Fishfolk design, but it is not active in the current preview.

The School

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

Still to be locked before launch

These parameters remain undecided and are not included in the current projections:

  • Final chain and the calendar length of 4.2 million live tides.
  • Trading pair, venue, opening depth, market-making budget, LP custody and any lock.
  • Coast Treasury custody, permissions and allowed uses.
  • Fisher minting, transfer and secondary-market rules.
  • The reserve and settlement model for a launch fisher release return.
  • Whether the School share comes from the recruit or a separate pool.
See launch rules and preview timings
Maximum gross release420,000,000 $CATCH
Preview starting purse100 $CATCH
Launch liquidity sourceAlready released $CATCH
Launch liquidity share20%
One preview tide5 seconds
First Tide Pool50 $CATCH
Pool step at launchHalf every 4,200,000 live tides
Pool step in the previewHalf every 1,000 tides
Before the next Coast Stage at launch24 hours
Before the next Coast Stage in the preview120 seconds
Minimum crew stay at launch24 hours
Minimum crew stay in the preview60 seconds
Away time remembered8,640 tides / 12 hours
Wider fleet begins400 Effort
Wider fleet grows+0.6% (×1.006) each tide
Wider fleet ceiling50,000,000 Effort
Every eligible $CATCH spend75% burned / 25% treasury
Preview fisher release return50%; launch reserve not locked

Day and night

A full day on the coast lasts 200 seconds. Everyone shares the same sun, and refreshing the page does not move it.

Day130 sec
Crews work
Dusk15 sec
Crew heads home
Night40 sec
Lanterns glow
Dawn15 sec
The coast wakes

Day

Fishers cast, vendors work and bobbers stay active.

Dusk

Crew members and vendors finish work and head home.

Night

The visible shift pauses and the coast lights take over. Economy ticks and catch attempts continue.

Dawn

Crew members and vendors return to their usual places.