
A short incremental game where you collect fish for your lab. Synced to music.
Modeled estimate, not a reported figure. How we estimate →
About
A short incremental game where you collect fish for your lab. Synced to music.
Hover your cursor over fish to collect on the beat. Use a variety of tools to collect as many fish as you can.
Every fish you collect earns you money. As you play the lab automatically grows.
Decide which tools get extra power.
Write grants to unlock big equipment upgrades on top of the 200+ upgrades in the tech tree.
Sandbox
Endless
Zen - installable as a real Windows screensaver
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 85 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
You don't actually get money for the fish you catch. The game just gives you whatever amount is needed for an upgrade at the end of a round. It doesn't matter what you do in the game, you could just do nothing and the progress would be the same. That completely ruins the game for me.
Visually stunning but repetitive mechanics and unsatisfying progression made it difficult to enjoy.
Not fun. could just do nothing and the progress would be the same
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Languages: English, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian +19 more
Hours played at review time, across 85 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
sub 3 hour finish, not worth the 7$ price. fish don't actually get you money, you just hit the round button and get enough money for another upgrade. I personally dislike how the upgrade tree resets to 0 unlocks after each new expedition, makes the overall skill tree feel small compared to other games As you complete expeditions, you unlock new mechanics, like Bots, mines, whirlpools. Cool! But the game does NOT explain what any of these things do? You just kinda figure it out? and again, actually "catching" the fish doesn't do anything, so they don't really matter too much. Bot succs things in to start, get electric AOE, shoots lasers. Mines clear the screen and also succ things in. Whirlpool JUST succs things in, it's just an off screen fish vacuum Loadouts are a cool concept, but AGAIN, catching fish does NOT equate to money gained. It's really just about how much of XYZ do you want on your screen. Do you want a million lasers? Go for it! Do you want 6 whirlpools so you can just hover over the button and interact with nothing else? Go for it!
i love killing billions of fish and putting their corpses in my claude datacenter
Repetitive gameplay
I will preface this review with the fact that this game is very visually pleasing. I don't want to undermine the work that went into that aspect of this game. Anything visual done for this game was very well made, and I can tell a lot of work went into that aspect. The problem is, that's it. This considers itself an incremental game, with upgrades that act like they impact how your interact with the game changes how much money you make throughout your own progress. The issue? It's a complete lie. You can go an entire round not collecting a single fish and come out making more money than the round before where you had caught the most fish you ever had in a single dive. This makes zero sense. Why consider yourself an incremental game if the entire experience is automated? This is just a glorified sandbox experience where you catch random fish species and tack on an upgrade system that's practically guaranteed every round because the game just gives you an arbitrary amount of money based on the upgrades you have available and what they cost. You spend all this time designing an entire game to being an incremental, and don't bother with the actual incremental part of the game. Makes no sense to me. If they ever change this aspect, I may come back to this game and give it a second chance, potentially changing my review, but as it stands now, this is only half the experience I came for.
i waited half a year for this game and finally got to try it out. Sadly its very underwhelming in comparison to other incrementials. The particular worth of a fish seems to be dynamic, it isnt clear at all. Unlocking more different species of fish seems like anti-boredom tool more than it having a particular effect. New species dont seem to have a different worth than ones you allready scan in the beginning. After about 8 or 9 runs you find that youre catching hundreds of fish, a multiple of the amount you got before but somehow, the more you fich, the less all fish are worth. Usually you get hooked to these games because you see growth right away, this one however feels like youre losing progress rather than gaining it. I Also noticed the devs allready pushed an economy update rigth after release, addressing income. I tried the game after that Update. IDK what else to say.
This game is a scam. Collecting fish, upgrading your skill tree or doing anything in general doesn't affect your income in any way. This "game" just gives you the required amount of money for a singular upgrade at the end of every round. If this product was intended to be a mesmerizing screen full of fish it would be a different story but right not it markets itself as a game and the game is nowhere to be found
This game feels very vibecoded. I 100%'d it in about 3 hours. The first half is satisfying and vibey, but after a bit the mechanics break down. It feels like there's almost no difference between a good run and a bad run, since you have enough money to buy the next upgrade after each run anyway. A run becomes triggering one laser and aiming it to chain the rest. You barely even touch the cursor, but for some reason you're still forced to buy cursor upgrades. By the end you don't even have to aim the lasers, so it's basically AFK. Some upgrades and the tech tree's structure don't make sense either.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
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