Pick Calm, Standard, or Busy, then three babies. Each fish is born with its own temper — bold, wary, social, solitary, greedy, delicate. Click one and the rail names what it is.
A meal makes a fish grow faster and live longer. No food for about a day and a half, and that fish dies. Flakes fall from a hand. Top-feeders race for them, mid-water fish cut across, and bottom-feeders wait for what settles. LYGO Claw, the lobster, and Pincer the crab walk the sand, take food only after it lands, and sidestep a hunter along the bottom. A pellet adds a day to whoever reaches it first.
While this page is open they patrol, school, glide, graze the gravel, rest, shelter in the weeds, and shove each other off the food. Bigger fish push smaller ones around. All of it earns points. Points buy more fish and cleaners. The Firsts list pays for milestones.
Watch temperature, algae, and quality on the scoreboard. Every species has its own comfort range: too warm and they gulp at the surface, too cold and they hang low and slow. Snails and algae eaters scrape green. Corys and the turtle lift waste. A water change costs 10 points.
Keep the water clean and two grown fish of the same species will court and leave eggs on the rockwork. The eggs hatch into fry that inherit their parents' tempers and traits, and each generation is marked in the list. Foul water kills eggs.
Fish swim near the glass and back in the tank. A bite, a bump, and a meal only land when they share that depth. Click a fish for its character card: bio, health, hunger, growth, and how it lives with the others. The tank holds 50 fish. Hunters are not part of that count. The hunter line holds 10, babies included. Only one octopus. It jets between two poses. When a hunter chases it, it throws black ink, and that cloud takes 10% off the bite. Each species grows on its own hour count. A fed hour counts double. Crowding and dirty water drain health.
Hunters, including their babies, stay small in the far water so they do not cover the fish. They come forward for a hunt or a fight, then slip back. Now and then one leaves the glass for a few minutes and returns. One tank hour is the hunter clock. One hunter can enter in a quiet hour. A bite still targets the weakest fish. A full, fed fish is only a 25% bite. A success leaves one baby that hour, and that baby grows into another hunter. Two misses and it dies. Greymaw the shark becomes JAWS after three clean meals in a row. JAWS is larger, can take two fish on an eat hour, heals 25% for each, and dies if it misses food for two hours. Another hunter can fight JAWS, once a tank hour, with hit points. Two fights will usually finish JAWS. You cannot stop them. Tank sounds, including the air pump and the low music while JAWS is in the glass, turn off in Options. The radio has its own volume.