| Core Identity |
| Developer | Supercent, Inc. | Ten Square Games S.A. | MOBIRIX | Nexelon | Gamegos Teknoloji A.S. | Auxbrain, Inc. | Hyper Hippo Publishing Ltd. | Kolibri Games GmbH |
| Category | Games | Games | Games | Games | Games | Games | Games | Games |
| Platform | Android, iOS | iOS, Android | iOS, Android | Android, iOS | iOS, Android | Android, iOS | iOS, Android | Android, iOS |
| Store Metrics |
| Rating | 4.6 / 5 | 4.8 / 5 | 4.6 / 5 | 3.8 / 5 | 4.6 / 5 | 4.8 / 5 | 4.7 / 5 | 4.7 / 5 |
| Ratings Count | 24 | 153,273 | 1,359 | 830 | 36,110 | 555,500 | 382,183 | 846,717 |
| Price | Free | Free | Free | Free | Free | Free | Free | Free |
| Release Date | Oct 1, 2025 | Oct 24, 2017 | Mar 14, 2016 | May 16, 2019 | Feb 21, 2017 | Jul 14, 2016 | Feb 19, 2015 | Jul 1, 2016 |
| Last Updated | Jan 8, 2026 | May 14, 2026 | Dec 8, 2025 | Apr 7, 2026 | May 2, 2026 | Apr 1, 2026 | May 1, 2026 | May 6, 2026 |
| Sentiment & Reviews |
| Sentiment | negative | positive | positive | negative | mixed | excellent | terrible | positive |
| Score | 35/100 | 75/100 | 74/100 | 25/100 | 65/100 | 87/100 | 15/100 | 75/100 |
| Praises | - Core fishing mechanics provide an enjoyable experience for short play sessions
| - Relaxing fishing mechanics provide a satisfying boredom buster for casual mobile gaming sessions
| - Nostalgic Appeal
- Engaging Gameplay
| - Calming audio and visual design provide a relaxing escape from daily stress
| - Addictive restaurant simulation loop provides a relaxing escape for long-term players
- Absence of forced advertisements allows for uninterrupted and engaging gameplay sessions
| - Non-Intrusive Ad Model
- Offline Playability
| - Core idle gameplay loop provides long-term entertainment value for returning veteran players
| - Core idle mining mechanics provide a satisfying and addictive gameplay loop for long-term players
|
| Complaints | - Technical glitches during boat docking prevent players from selling fish and progressing
- Aggressive ad placement and monetization pressure detract from the core gameplay experience
| - Aggressive pay-to-win monetization gates progression in new locations and ruins competitive fairness
| - Intrusive Advertisements
- In-Game Economy Balance
| - Aggressive forced ad frequency disrupts the relaxing atmosphere of the core gameplay
| - Removal of visual hints for celebrity dish preferences creates frustration and slows progression
| | - Forced ad popups during menu navigation disrupt the flow of the core experience
| - Excessive frequency of pop-up advertisements disrupts the user experience and creates navigation friction
|
| Requests | - Additional content and level expansion required to sustain long-term player interest
| - Fairer matchmaking systems to prevent F2P players from facing whale-tier opponents in tournaments
| - | - Clearer tutorial guidance on advanced mechanics like bait usage and inventory management
| - Bulk action options for cleaning stoves and managing inventory would improve efficiency
| - | - Permanent ad removal purchase option requested to replace the current subscription model
| - Expanded shop utility allowing players to exchange earned coins for premium currency
|
| Strategic Intel |
| Strengths | - Idle-income loop drives daily check-in frequency
- Arcade-idle mechanics lower the barrier to entry
| - High-fidelity 3D fish models sustain visual immersion
- Deep skill-tree progression creates long-term retention
- Global fishery variety supports diverse player interests
| - Full offline functionality
- Low storage/data requirements
- Strong nostalgic brand loyalty
| - ASMR-focused audio design sustains a unique healing brand identity
- Offline-first architecture expands addressable market to data-constrained segments
| - Community-driven team features foster collaboration [Social Mechanics]
- Absence of forced ads differentiates the experience [Monetization Strategy]
- Deep interior design customization drives creative engagement [Core Loop]
| - Highly praised optional ad model
- Proprietary 3D chicken swarm visualization
- Deep 'Artifact' and 'Space' meta-game
| - Prestige-based Angel Investor mechanic sustains multi-year DAU/MAU ratios
- Rotating event structure drives recurring FOMO-based engagement spikes
| - Offline-first architecture maintains stability for low-connectivity users
- Proven event-mine retention loop drives daily active usage
|
| Weaknesses | - Docking glitches halt progression at level milestones
- Content exhaustion occurs within two hours of play
| - Aggressive pay-to-win progression gates
- Technical instability during multiplayer sessions
- Unresponsive customer support interactions
| - Aggressive ad frequency (top churn risk)
- Lack of guided onboarding/tutorials
- Imbalanced economy (high consumable costs)
| - Forced ad frequency contradicts the core relaxing value proposition
- Pay-to-win bait mechanics create high-churn frustration points
| - Removal of celebrity dish hints slows progression [Progression Friction]
- Inconsistent ad reward delivery [Technical Friction]
- Low-contrast text elements create accessibility barriers [UI/UX]
| - Late-game progression walls
- Perceived P2W shift in contracts
- Lack of robust social/guild structures
| - Forced ad popups during menu navigation erode core experience flow
- Lack of one-time ad-removal purchase option frustrates users
| - High-frequency ad-popups drive navigation friction
- Technical instability during ad playback hinders reward collection
|
| Pricing | freemium | freemium | freemium | freemium | freemium | freemium | freemium | freemium |
| Momentum | Maintenance | Active | Maintenance | Maintenance | Active | Maintenance | Steady | Active |
| Update Cadence | 4 versions, 1 majors/6mo, ~45d avg | 5 versions, 3 majors/6mo, ~8d avg | 5 versions, ~61d avg | 5 versions, 2 majors/6mo, ~33d avg | 5 versions, 5 majors/6mo, ~5d avg | 5 versions, 2 majors/6mo, ~47d avg | 5 versions, 3 majors/6mo, ~18d avg | 5 versions, ~9d avg |