A fishing game that lives in a transparent strip at the bottom of the screen — or behind your desktop icons. It fishes on its own while you work; clicking pays more, but keeping watch was never required.
Five places in Brazil, from the Araguaia to Fernando de Noronha. Sixty fish to collect, a pet on every map, and the weather turning over on its own above all of it.
This page is what sits behind the numbers — if you just want to fish, you do not need it.
Fish bite on their own. On average every 18 s, with a spread of 0.7× to 1.3× — and faster as your rod, boat and pets improve.
A “!” shows up in the strip. You have 2 seconds to click.
Clicked inside the window: perfect hook — the fish is worth +50% and cannot get away.
Did not click: the game rolls your bait's failure chance. On a failure the fish is gone; otherwise it goes into the boat as usual.
Boat full, fishing stops. Sell everything from the bar or buy a bigger box.
At night the good fish show up more: rare +20%, epic +40%, legendary +60% at the deepest hour of the night (the effect fades in and out with the transition). The Midnight Rod only works in that window — and the Blood Moon happens only there.
Bait is the most important decision in the game: it changes everything at once — the chance of a good fish and the chance of losing it. Better bait misses less.
| Bait | Lands | Extra effect | Common | Uncommon | Rare | Epic | Legendary | Celestial |
|---|---|---|---|---|---|---|---|---|
| 🍬 Jujuba (free) | 65% | — | 70.0% | 22.0% | 6.4% | 1.30% | 0.28% | 0.010% |
| Uncommon | 78% | +20% speed · +8% gold stars | 54.1% | 30.0% | 11.5% | 3.40% | 1.00% | 0.050% |
| Rare | 85% | +25% sale value · +18% gold stars | 37.1% | 32.1% | 20.1% | 8.02% | 2.71% | 0.150% |
| Epic | 92% | +35% sale value · +29% gold stars | 23.3% | 29.3% | 26.3% | 14.7% | 6.37% | 0.403% |
| Legendary | 96% | +20% sale value · +43% gold stars | 13.5% | 22.8% | 29.0% | 21.7% | 12.9% | 1.026% |
| Celestial (chest only) | 98% | +15% speed, +40% sale value and +61% gold stars | 6.0% | 14.0% | 25.0% | 28.00% | 24.0% | 3.000% |
Every map sells its own bait, with different names but the same five tiers. This is the chance that a fish which bit actually reaches the boat. Your rod and your pets still move it, in both directions.
Good bait pays for itself. Besides landing more, each tier carries a bonus of its own — speed on the uncommon, sale value on the top three. The exception is the legendary: it costs more than it returns. It is not bait for making money — it is the one that pulls the celestial hardest among the baits you can buy, and without a celestial no collection is complete.
The price climbs from map to map. The same legendary bait costs 10,000 on the Araguaia and 32,000 at Noronha — roughly triple from the first map to the last.
At the top of the Bait tab there is a chest, and it costs half the price of the legendary bait pack for that map — 5,000 on the Araguaia, 16,000 at Noronha. Opening it draws one bait from the map, in the amount of a normal purchase.
| Bait | Gives | Chance |
|---|---|---|
| Uncommon | one pack | 44.8% |
| Rare | one pack | 29.9% |
| Epic | one pack | 16.9% |
| Legendary | one pack | 7.9% |
| Celestial | 10 baits | 0.5% |
The celestial is the only bait with no price: it only comes out of the chest. And it is the only one good at everything at once — more rare fish, bigger fish, faster and worth more. Every map has its own: the Muçum de Ouro on the Araguaia, the Tucunaré de Prata on the Rio Negro, the Camarão Gigante Dourado at Furnas, the Corrico de Cristal on the Coast, and the Isca Abissal at Noronha.
Every 1 min the game rolls; the chance of an event starting is 5% (the first one only after 30 s of play) — on average, one event every 20 min. It warns you 10 s ahead and lasts 5 to 7 min, rolled on the spot. Every event has one guaranteed bite — somewhere between 20% and 80% of the way through, a fish of that rarity arrives, no roll needed.
| Event | Weight | Guarantees | Effect | Where |
|---|---|---|---|---|
| 🌧️ Rain | 50 | Epic | Bites 30% faster | anywhere |
| ✨ Shining Waters | 16 | Epic | ×20 on the celestial chance | anywhere |
| ⛈️ Storm | 12 | Legendary | ×1.8 on the high rarities · +10 pp failure | anywhere |
| 🩸 Blood Moon | 8 | Legendary | ×5 on the legendary chance | night only |
| 🌊 Pororoca | 8 | Legendary | ×2.4 on the high ones · +15 pp failure | Araguaia e Rio Negro |
| 🫧 Turn of the Waters | 8 | Legendary | ×2 on the high ones · commons drop to ¼ | Furnas |
| 🌀 Hurricane | 8 | Legendary | ×2.4 on the high ones · +15 pp failure | Costa de SC |
Weight is how much the event counts in the draw, not a percentage: Rain alone accounts for more than half of all draws. Map events only enter the draw while you are there — the Pororoca, for example, only happens on the two rivers.
They all cost 700 as a base, but every rod bought makes the next one 50% more expensive. Only one is equipped at a time.
| Rod | What it does |
|---|---|
| 🎋 Bamboo | The starter, no bonus. |
| 🎣 Fiberglass | +40% speed, but misses 25% more. |
| 🪝 Steel | Lands 40% better. What it hooks, it brings in. |
| ✨ Carbon | +30% quality (more rare fish), −20% speed and misses 25% more. |
| 💰 Merchant | Fish are worth +20% when sold. |
| 🌙 Midnight | At night: +40% speed and +25% quality. By day it is an ordinary rod. |
The boat sets how many fish fit before fishing stops. Every boat bought makes the next one 15% dearer. The last two require a trophy, on top of the money.
| Boat | Slots | Price | Extra |
|---|---|---|---|
| 🛶 Canoe | 12 | — | the starter |
| ⛵ Reinforced Dinghy | 24 | 2,000 | balanced |
| 💨 Speedboat | 28 | 6,000 | +25% speed |
| 🎣 Trawler | 48 | 14,000 | −15% speed — for leaving it running |
| 🐟 Factory Ship | 36 | 55,000 | +25% sale value · requires 2 🏆 |
| 🔱 Ocean Trawler | 36 | 90,000 | +20% quality · requires 3 🏆 — the top of the fleet by the numbers |
The boxes multiply the boat's capacity and stack — each one requires the previous: Styrofoam ×1.5 (25,000), Cooler ×2 (80,000), Hold ×2.5 (250,000 + 1 trophy), Cold Room ×3 (600,000 + 2 trophies).
A trophy is a map's complete collection — see Maps and trophies.
Every map has an animal. It shows up on its own, at 0.1% chance per fish caught. You will fish a long while before seeing your first. You can keep 3 active at once, and the bonuses stack.
| Pet | Map | Bonus |
|---|---|---|
| 🐊 Caiman | Rio Araguaia | Lands 8% more of what bites |
| 🦦 Giant Otter | Rio Negro | +6% sale value |
| 🦢 Jabiru Stork | Lago de Furnas | +7% quality |
| 🐬 River Dolphin | Costa de Santa Catarina | −10% time between bites |
| 🐢 Sea Turtle | Fernando de Noronha | +8% quality on the high rarities |
You start on the Araguaia. Each new map opens by paying — or free, if you hold the previous one's trophy. The trophy comes from completing the collection of that place: all 12 fish, at least one of each.
The Celestial column is how often that map's celestial fish appears, compared with the Araguaia: there it comes at the full chance; at Noronha, at a tenth of it. Since the collection includes the celestial, that is where each map's trophy usually gets stuck.
| Map | State | Cost | Celestial | Own event |
|---|---|---|---|---|
| Rio Araguaia | TO/GO | starting | ×1 | 🌊 Pororoca |
| Rio Negro | AM | 55,000 | ×0.60 | — |
| Lago de Furnas | MG | 200,000 | ×0.35 | 🫧 Turn of the Waters |
| Costa de Santa Catarina | SC | 330,000 | ×0.20 | 🌀 Hurricane |
| Fernando de Noronha | PE | 900,000 | ×0.10 | — |
Every fish that reaches the boat has a length and a weight, and both show up on the catch card: “Dourado · 75.3 cm · 8.1 kg”. The biggest of each species is kept as a record, and that is what the Collection shows.
Weight is not rolled separately: it follows length, as in a real fish. Each species' ranges follow Brazilian sport-fishing measurements, with the ceiling at an exceptional specimen — not at the world record.
Big fish are rare. Three choices push the size up — and bait pushes hardest:
| With what | Average |
|---|---|
| Nothing — jujuba, no click, daytime | 56.5 cm |
| Night only | 58.0 cm |
| Perfect hook only | 58.3 cm |
| Legendary bait only | 61.8 cm |
| Celestial bait only | 63.8 cm |
| All together, with the legendary | 68.1 cm |
| All together, with the celestial | 71.1 cm |
The celestial pushes even harder than the legendary: the three centimetres between the last two rows are its alone. The rod does not change size, and neither does time with the game open.
In the Collection, every fish shows the record and a star — the band your biggest specimen fell into. It is the star of the record, not of the last fish.
| Star | From | What it means |
|---|---|---|
| 🥉 Bronze | — | Caught one. |
| 🥈 Silver | 45% | A specimen above average. |
| 🥇 Gold | 80% | A genuinely big fish. |
| 💎 Platinum | 97% | Near the species' maximum. |
Each catch earns gold 6.6% of the time with no gear at all, 13.8% with legendary bait, a clean click and at night, and 16.5% swapping the legendary for the celestial. Platinum walks the same path: from 0.9% to 2.5%.
The choice lives in Settings, between metric (cm and kg) and imperial (in and lb).
A boat that comes by once an hour, empties your hold and pays a share of the value. You only have one at a time, and buying a better one replaces the old. It is what makes the game actually earn on its own — at a toll.
| Collector | Costs | Pays | When it is worth it |
|---|---|---|---|
| 🪵 Raft | 3,000 | 20% | Still on the Araguaia, when 3,000 is money. Pays little, but it is the one that shows you what a collector is for |
| 🛶 Dinghy | 40,000 | 50% | Right after the Factory Ship, when the hold starts filling without you watching |
| 🚤 Ship | 120,000 | 70% | After the Ocean Trawler, when every cast is already worth a lot |
None of them pays as well as selling by hand. You trade money for not having to be there — and sometimes that is worth it.
Apart from the fish, the strip has a life of its own: animals crossing, the sky changing, and a thing or two we would rather not tell. None of it is clickable or changes any number — it is scenery, and what shows up in each place is yours to discover.
Do not confuse these with pets: those you unlock, activate, and they give bonuses. See the Pets section.
It runs two ways, and the switch is in the menu (▲ button) under Settings. Switching mode restarts the game, and the choice is remembered.
In wallpaper mode the HUD bar moves to the bottom right (the icons live on the left), and panels open in a little window of their own — close with Esc, by clicking outside, or through the fish icon in the system tray, next to the clock.
The strip has an Always on top. Switched on, the strip sits above everything, the taskbar included; switched off, it disappears behind any window — the taskbar included. It is the difference between having the game always in sight and having it only when the desktop is clear.
Also under Settings: with more than one monitor you can choose which screen the game lives on (switching also restarts), and there is a Start with Windows, which makes the game open by itself when the computer turns on.
The game has music, effects and weather — and all three turn on and off separately, each with its own volume, under Settings › Sound.
The fisherman starts with the straw hat. The others drop while you fish, and they are real items in your Steam inventory: you can wear them, trade them and sell them on the Market.
You fish. The game counts real fishing time — not time with the window open. With the hold full the rod leaves the water and the counter pauses: empty the hold and it picks up where it left off.
After roughly 3 hours of it, at some drawn moment, a stork crosses the strip carrying a sack.
There is a “!” hopping over it. You have to click the stork before it leaves the screen.
Once you click, the request goes to Steam, and the one handing over the item is Steam, not the game. Whatever came appears in the Wardrobe, inside the game.
At most 2 a day, with at least 6 hours between one stork and the next. If you are away from the computer when a stork goes by, you lose nothing: the fishing time stays banked and it comes back later.
Every hat has its own bonus: it helps your fishing and counts toward your collection. The rarer the hat, the bigger the push — from 1% on a common to 5% on a legendary, and the pristine condition adds another half point.
| Hat | Rarity | Effect | Chance | |
|---|---|---|---|---|
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Straw Hat | Common | +1% chance of a good fish | — |
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Ball Cap | Common | +1% value | 11.3% |
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Tyrolean Hat | Common | lands 1% more of what bites | 11.3% |
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Pirate Bandana | Common | +1% speed | 11.3% |
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Rain Hat | Common | lands 1% more of what bites | 11.3% |
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Sheriff's Hat | Uncommon | +2% value | 7.3% |
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Captain's Cap | Uncommon | +2% speed | 7.3% |
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Miner's Helmet | Uncommon | +2% chance of a good fish | 7.3% |
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Aviator Helmet | Uncommon | +2% chance of a good fish | 7.3% |
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Santa Hat | Uncommon | +2% value | 7.3% |
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Pirate Tricorne | Rare | +3% speed | 2.7% |
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Top Hat | Rare | +3% value | 3.0% |
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Wizard Hat | Rare | +3% chance of a good fish | 3.0% |
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Bamboo Hat | Rare | +3% chance of a good fish | 3.0% |
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Starving Fish | Epic | +4% speed | 1.00% |
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Pecking Seagull | Epic | +4% chance of a good fish | 1.00% |
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Viking Helm | Epic | lands 4% more of what bites | 1.00% |
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Bear Hood | Epic | lands 4% more of what bites | 1.00% |
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Shark Head | Epic | +4% speed | 1.00% |
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Imperial Crown | Legendary | +5% value | 0.33% |
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Musketeer Hat | Legendary | +5% speed | 0.33% |
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Halo | Legendary | +5% chance of a good fish | 0.33% |
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Laurel Crown | Legendary | lands 5% more of what bites | 0.33% |
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Boi-bumbá | Celestial | 1% to 3% chance of hooking two | championship only |
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Jester's Hat | Celestial | 1% to 3% chance the bait is not used up | championship only |
Every hat drops in one of three conditions, and it shifts the bonus by half a point either way. The worn one is the value in the table above; the battered one takes half a point off, the pristine one adds half.
| Condition | On the bonus | Chance | |
|---|---|---|---|
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Battered | -0.5 pp | 55% |
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Worn | — | 35% |
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Pristine | +0.5 pp | 10% |
They are three different items on Steam. Each condition has its own number in the inventory, so they are bought and sold separately on the Market — and since the pristine one is the rarest of the three, it is the one worth most.
On the two celestial hats the condition weighs more, because their effect is not a bar but an event — the bait that is not spent, the fish that comes in pairs. There the ladder is 1%, 2% and 3%.
The straw hat is the only one left out: everybody starts with it, so it only has the usual version.
The celestials — the Boi-bumbá and the Jester's Hat — never come from the stork. They are the prize of the monthly championship, and the podium takes the same hat in three conditions:
| Place | Takes |
|---|---|
| 1º | the celestial hat, pristine |
| 2º | the celestial hat, worn |
| 3º | the celestial hat, battered |
Each edition is worth one of the celestials. The first one is worth the Jester's Hat. The prize is an item like any other hat: you can wear it, trade it and sell it.
It is the screen where the hats live — through the menu (▲ button). It shows what is missing and lets you wear what you have.
Every hat is a row, and the three conditions are three columns with how many of each you have. Clicking a cell puts that hat on; clicking the one already on your head takes it off. A slot you never had shows a dash; one you had and sold shows a zero.
What you have not seen yet shows up as ???, with only the rarity.