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
1coast layout
Fish shop Stocked beach bar Palm tree Axolotl

Launch status

Fishfolk is still in development. This page separates the public project today from the rules intended for the playable launch.

Project statusPre-launchDocs are live

No token or fisher contract is live yet

The Fishfolk website and these docs are public. The playable economy, the $CATCH token, fisher NFT minting and official trading are not open. Any token or NFT claiming to be official before addresses appear here should be treated as unrelated.

Available now
The public website, this rules reference and development updates.
Not live yet
The public game, $CATCH contract, fisher NFT contract, minting, staking, marketplace links and official liquidity pool.
Published before launch
The final EVM-compatible network, supported wallets, contract addresses, security review or audit links and canonical trading links.
Planned first steps
Connect a supported wallet, arrive at the Old Jetty with 4 Coast Spaces and 28 Bait Supply, claim the one free Kid with a Stick fisher NFT and put that fisher to work.

What lives onchain

ItemFormOwnership rule
$CATCHFungible onchain tokenTransferable after its contract and official market are live.
FishersERC-721 NFTsPlayer owned; transferable only while unstaked.
Standard decorationsAccount itemsNot NFTs and not transferable.
Coast progressGame account stateStages, spaces and Bait Supply are not separately tradable.
Catch Log and clockGame account and scene stateCatches do not mint NFTs; day and night are not assets.

Pre-launch disclaimer

The tables describe the intended game. These launch decisions are still open and will be updated here before contracts go live:

  • Network, supported wallets, contract addresses and security review or audit links.
  • Launch tide duration and the calendar time represented by 4.2 million tides.
  • Liquidity provider, bootstrap window, exact earned balance and pool share, quote asset, venue, opening price and depth, LP custody and any lock.
  • Coast Treasury custody, permissions and allowed uses.
  • Fisher metadata storage, marketplace links and the reserve for the 50% release return.
  • Referral funding, attribution and anti-abuse rules, plus the final choice between shared Coast Spaces and separate Decoration Spaces.

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.

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.

Your own coast

Every player develops their own version of the same coast layout. Fisher rank changes Crew Effort, bait needs, Catch Pace and rarity odds, not the map itself.

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.

Every fisher is an NFT

Hiring is the in-game name for minting. Each fisher is a player-owned ERC-721 asset that can work on the coast or move through the player's wallet.

Asset standardERC-721Player owned

Mint a fisher, then put them to work

Spending $CATCH on a hire mints a fisher NFT, automatically stakes it on your coast and starts its work immediately. The fisher's rank sets its Crew Effort, bait use, Catch Pace and rarity odds.

  1. 01Mint and deploy

    You need an open Coast Space and enough Bait Supply. The hire cost follows the standard split: 75% is burned and 25% enters the Coast Treasury.

  2. 02Work on the coast

    A newly minted fisher is auto-staked and begins contributing Crew Effort. While actively working, the NFT is locked and cannot be transferred or traded.

  3. 03Unstake after 24 hours

    At launch, the minimum crew stay starts when the mint or staking transaction confirms. After 24 hours, the fisher can leave the active coast and be withdrawn to the connected wallet.

  4. 04Transfer or trade

    An unstaked fisher can be transferred or sold. Secondary sales carry a 5% royalty to the Coast Treasury. A new owner must stake the fisher into an open Coast Space with enough Bait Supply before it can earn.

  5. 05Release back to the game

    An eligible fisher can be released in-game for 50% of its original hire cost. The NFT is permanently burned and cannot return to circulation.

What remains yours

Releasing a fisher does not remove $CATCH already earned or discoveries already recorded in the Catch Log.

What identifies a fisher

FieldRecordGameplay use
Token IDUnique NFT identityLinks the wallet asset to one fisher.
Name and visual seedFisher appearanceKeeps that character visually consistent.
RankOne of 13 ranksSelects the fixed stats and rarity bracket in the tables below.
Derived statsCrew Effort, bait, Catch PaceRead from the fisher's rank; no rank-up system is currently defined.
Crew stateStaked or unstakedStaked fishers work but cannot move; unstaked fishers can move but do not earn.

Coast progression

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

Launch wait

After a Coast Stage opens, the next stage cannot open for 24 hours. The timer begins when the opening transaction confirms.

Crew during the wait

The cooldown blocks only the next stage opening. Fishers already deployed keep contributing Crew Effort and making catch attempts.

Ownership

A Coast Stage is account progression, not an NFT. Coast Spaces and Bait Supply cannot be transferred separately.

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

In the present balance model, each decoration and each fisher uses one of the same Coast Spaces. Decorations use no bait, add no Crew Effort and have no transfer or sellback rule. The owned limit is per player, and each purchase follows the 75% burn and 25% Coast Treasury split.

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 in one catalog
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

At launch, $CATCH is the fungible onchain game token. Its maximum gross release is 420 million. Shared Tide Pools release it, while eligible coast spending permanently removes part of it.

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

The full 420 million cap belongs to Tide Pool emissions. Liquidity must use $CATCH that has already been earned from those emissions; it never adds a second allocation or raises the cap.

Liquidity bootstrapEarly-earned $CATCH

Not twenty percent of total supply

The first official pool uses $CATCH earned by its liquidity provider during an opening bootstrap period. The working reference is about 20% of that provider's early earned balance, not 20% of the 420 million cap. It is not an extra mint, and no $CATCH is taken from ordinary player balances.

Working shareAbout 20%
DenominatorProvider's bootstrap balance
$CATCH sourceEarned Tide Pool rewards
Player balancesNever deducted

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
Launch Fleet Effort

The denominator is the Crew Effort of every eligible staked fisher across all participating player crews in that tide.

Who counts

Only eligible staked fishers contribute. Unstaked NFTs, decorations and Catch Log entries add no Fleet Effort.

75% BURNED FOREVER
25% COAST TREASURY

What players use $CATCH for

  • Hire and mint player-owned fisher NFTs.
  • Open new Coast Stages.
  • Add standard decorations and any separately announced limited 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.
  • The 50% fisher release return depends on a contract settlement reserve and is excluded from this simple gross-minus-burn projection.

Planned player rewards

The School is the planned direct-referral system.

The School

A direct referrer is planned to receive a reward equal to 2.5% of the referred player's Tide Pool earnings. The funding source is not fixed, so this guide does not treat it as a 2.5% tax on the invited player or as extra emission.

2.5% PLANNED REFERRAL REWARDFunding model still open

Balance preview reference

This accelerated model lets the team test progression without waiting through launch-length timers. Its values are development controls, not token or contract promises.

Starting purse100 $CATCH
One preview tide5 seconds
First Tide Pool50 $CATCH
Preview pool stepHalf every 1,000 tides
Coast Stage wait120 seconds
Minimum crew stay60 seconds
Offline reward cap12 hours / 8,640 preview tides
Simulated Wider Fleet begins400 Effort
Simulated fleet growth+0.6% (×1.006) each tide
Simulated fleet ceiling50,000,000 Effort

Day and night

The coast follows a 200-second visual scene cycle. Everyone in an active session shares the same clock, 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.