How to play

Peek… tap… catch! The whole game in one thumb — and from level 3, the whole sea plays along.

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  • Works offline
Boop, the little fish with a bobber on his head

Peek. Tap. Catch.

Peek

Every fish shows a shrinking ring before its mouth opens. That is the moment to get ready — and to decide which fish comes next.

Peek: Every fish shows a shrinking ring before its mouth opens. That is the moment to get ready — and to decide which fish comes next.

Tap

Tap the open mouth. A miss shows a splash and, from level 3, costs sun — from the third miss in a round on Normal, every miss on Pro.

Tap: Tap the open mouth. A miss shows a splash and, from level 3, costs sun — from the third miss in a round on Normal, every miss on Pro.

Catch

Gems drop and the catch gets a grade. Chain catches into a streak, start a splash party every tenth catch, and dodge the old boot, the tin can and the soggy sock that spin past in a Splash Dash.

Catch: Gems drop and the catch gets a grade. Chain catches into a streak, start a splash party every tenth catch, and dodge the old boot, the tin can and the soggy sock that spin past in a Splash Dash.

Moonlight

When the sun runs out, the moon comes up and the fish come to say hi. With fish left that is a “Not yet”: replay for free, or keep fishing for gems from the continue card.

Moonlight: When the sun runs out, the moon comes up and the fish come to say hi. With fish left that is a “Not yet”: replay for free, or keep fishing for gems from the continue card.

Perfect, Good, Late

Every open mouth is graded by when your tap lands inside its window. Gems are the same at every grade — the grade is for you, your streak and your mastery.

The sweet-spot arc

A thin gold arc drains across the mouth while it is open. A tap in the first third is a Perfect, the middle is Good, the last quarter is Late. Full width until Frog Lake, thin from Icy Cove, hidden on Pro.

The streak meter

Streak at 2, Hot at 5, Blazing at 10, Legend at 20. The gem multiplier stays at ×1, ×2 and ×3; the tiers are for bragging. A miss shatters it.

Splash Fever

Eight Perfects in a row and the pond slows for four seconds while the sweet spot grows. A miss ends it early. Schools from level 25, every Dash from 31.

The golden peek

Once per school level from 13: if you have not missed yet, a golden fish surfaces beside Boop for one short open. Catch it for 25 gems — once per level, never announced.

Three kinds of level

School

Catch them all!

A school of fish, and nobody swims back in. When only a few are left they get quick and switch lanes — the last-fish window is the real test, and the very last fish has a personality of its own.

Splash Dash

Fish keep coming!

30 seconds, and the fish keep coming. It is the only level where they respawn, and from level 19 junk drifts in too. The last 8 seconds pay double, and every Dash from 19 runs on Momentum.

The Big One

Wake the Big One!

The sea’s legendary fish naps under its crown on the outer ring. Tapping it early only earns a “Shh…”. On level 12 it wakes when four fish are left; from level 24 it sleeps until the Last One — the final plain fish, with its own personality — is caught. Awake, it takes three strikes: three bites, 1.5 seconds apart, each shorter than the last. Land all three and it pays ×3.

Six set pieces

Every boss level is a scene before the last-fish window, played by the sea’s own cast. A set piece never touches the Big One, pays nothing, and steps aside the moment the window opens — in the moonlight it comes back to say hi.

The Heron’s Take-off · level 12

The grey heron watches the fish that opens next. When the Big One wakes it lifts off across the twilight, two feathers drift down, and the Rainbow Trout yawns awake.

The Giant Pike · level 24

The reeds part, a long shadow glides once under the ring and every fish changes lane, then the pike surfaces, yawns and naps under the bridge. From tide 2 it only comes in the rain.

The Bite before the Big One · level 48

The shark makes one pass before the Aurora Fish wakes. Then the aurora cracks the ice, Blackfin’s ship floats free, and Pip & Pop applaud from the iceberg.

Captain Coral’s Galleon · level 36

The galleon anchors with the crab at the wheel: a confetti cannonball scatters the fish near its splash, Marina’s call draws the outer fish one lane in, and the parrot names the next three fish early. The bell rings at the window.

The Kraken’s Hug · level 60

The water dimples at four points and two huge, kind eyes rise over the rim. Four tentacles each hug a closed fish; three boops free one, and the third boop is the catch. Ignored, she lets all four go wide open and waves goodbye.

Poseidon’s Three Peeks · level 72

A trident rises at the pond’s centre and glows three times with six seconds of plain play between: the Moon’s BOO, the ribbon twins on two outer fish, then both rings pulled in tight. The trident sinks; the Star Whale wakes once the Last One is caught.

One more peek!

Moonlight

The sun is the level’s clock, with digits on every bar. When it is down with fish left, the continue card is offered once — then the moon rises for 20 seconds.

The fish come to the inner ring with their mouths open to say hi, and you catch them for the gems. The level still reads “Not yet”: no star, the node stays unlit, and the replay is free.

Real stakes

A level is passed when every fish is caught before the clock ends. Nothing buys the sun back quietly; here is what costs what.

The sun clock

Stars are the sun left when the last fish is caught. No bait, pet or continue buys a star; worms, Shelly and a continue add a striped reserve that only drains after the sun.

“Not yet”

Sun out with fish left: no star, the node stays unlit, the fish still come to say hi, and the replay is free — as often as you like.

The continue ladder

At the sun’s end the card offers more time for gems: 100, then 200, then 400 within one round, at most three times, never with a countdown. “No thanks” is always one tap; a short wallet sees the smallest pack that covers it.

Miss drip

Normal: from the third miss in a round, each miss costs a second of sun, eight seconds at most. Pro: every miss, twelve at most. The reserve is never touched.

Boomerang peaks

On the marked peaks — 18, 22, 30, 42, 46, 54, 58, 66 and 70 — the first and second miss send your last catch back into the water. Catching it again pays nothing.

The pity hook

Four tries without a star on the same ordinary level and the next try comes with a bigger hook and two fish fewer, announced on the card: “Big hook today”.

Five gates

Five levels need a piece of gear before they open, shown on a priced card and never in free play: level 45 the Magnet rod, 54 a worm bucket, 57 the Golden rod, 66 the Rainbow rod, 69 rainbow flakes. Everything on that list is bought with gems from fishing.

Modifiers

From Frog Lake on, a level carries one or two of these, drawn from its number and announced on the card. Never on a breather, never in a seeded round, and always inside the game’s speed limit.

Momentum

Each catch speeds the ring up a little, each miss slows it down. Every Dash from 19, and levels 27 and 62.

Counterflow

The inner ring turns one way, the outer ring the other, at the same speed. Levels 40 and 57.

Chorus

Twice a level every closed fish on one ring opens together for one window — three quick taps. Level 16, every Dash from 31, and level 70 as the star net.

The Wave

Opens travel round a ring one slot after another; tap one slot ahead of the crest. Levels 28, 47 and 64.

The Last One

The final fish draws a personality — Dodger, Teaser, Dasher, Peeker, Sleeper or Shy — with a name tag and its own tell. The ten marked peaks and every boss.

Last Lap

At the last-fish window the two rings merge into one lane at one speed, and the finale becomes a pure timing read. Bosses from level 36.

The three-strike Big One

Three bites, each shorter, 1.5 seconds apart; a strike in each lands it, and the third strike inside the golden window is a Perfect strike. Every boss from level 12.

Peek chains

Linked fish: catch one and the next link opens at once for half a second, plucking a note higher each time. A missed link closes the chain. Levels 42, 46 and 66.

Yawns

Some fish only yawn — eyes shut, round mouth, no ring. Tap one and it counts as a miss. Levels 59 and 69, never inside a chorus.

The hook tree

Twig → Bamboo → Oak → Magnet → Golden → Rainbow is still the rod ladder: a bigger hook and a quicker line. Five branches hang off it, unlocked by Perfects and bought with gems from fishing — never in seeded rounds, and never changing which fish bites or what it pays.

Sweep net

Off the Oak rod after 25 Perfects. Drag the hook and one cast catches every open fish under the path; junk or a yawner on the path breaks the streak.

Twin hook

Off the Magnet rod after 60 Perfects. A tap catches the nearest open fish and a second open fish within reach — “twin!”.

Magnet pull

The Magnet rod’s free upgrade — claim it once. After a cast, fish nearby drift toward the hook for a moment, so a near miss on an open mouth becomes a catch.

Big hook

Off the Golden rod after 100 Perfects and every boss of two seas. The first strike inside the golden window lands the Big One in one.

Steady hand

Off the Rainbow rod after 500 Perfects. The sweet spot grows by a tenth, visible on the arc.

Mastery

Replay pays brag, never gems: grades, a ghost to beat, a log and twelve titles.

Bronze to Opal

Every finished round from level 3 earns Bronze, Silver, Gold or Opal — Opal needs a clean round, extra sun and every condition the level sets, listed on its card. Grades only go up; a moonlight finish never grades.

The ghost bar

Replay a three-star level against yourself: your best run’s catches sit as ghost ticks on the sun bar, and the bar reads ahead or behind.

The Captain’s log

A page per sea, one row per level: stars, grade, best sun, perfect share, longest streak, the golden stamp, personalities beaten — and a lifetime page.

Twelve titles

Pond Peeker, Island Hopper, Lily Leaper, Bridge Keeper, Reef Rover, Lamp Lighter, Ice Breaker, Aurora Chaser, Deep Diver, Lantern Bearer, Star Sailor — and Sea King at level 72.

Stars and the map

Stars come from the sun

Stars are the sun left when the last fish is caught — and nothing else. No bait, pet or continue buys a star.

Chests

A treasure chest waits on the 4th, 8th and 12th level of every sea.

Peaks

Marked on the map. Shorter bites, a smaller hit spot, the Last One with a personality, and the boomerang on a miss.

Valleys to breathe

Every sea has calmer levels between the peaks — no actor, no weather, no modifier.

Tide 2

After level 72 the map starts over with sharper fish, and Poseidon sets the same seas as his challenge.

All 72 levels

Bait, rods, pets and boats

Every gem comes from fishing. Purchases never change the fish, the levels or the base odds.

Bait you can see

Bread crumbs

Rare fish twice as likely for one round.

Worm bucket

Rare fish 4× as likely, plus 10 extra seconds after the sun.

Rainbow flakes

A legendary fish is guaranteed to show up.

Sprinkle it at the start of a level and watch the rarer fish come to sniff. Stars still come from the sun alone — and three clean rounds in a row start the next one with crumbs already sprinkled.

Rods

Twig → Bamboo → Oak → Magnet → Golden → Rainbow. A bigger hook and a quicker line, step by step; the hook tree branches off it.

Boats to new seas

Log raft → Rowboat → Sailboat → Speedboat → Submarine → Rocket boat. Each one unlocks the next sea.

Pets that help you fish

Pearl the seal

Claps for shiny things. +10% gems every round.

Shelly the turtle

Slow and steady. 4 extra seconds after the sun sets.

Inky the octopus

Grabs your line! Saves your streak once per round.

Whiskers the cat

Sniffs out extra treasure bubbles.

Glimmer the lanternfish

Lights up the deep. Rare fish bite a little longer.

Modes

Normal

Quick fish from level 3, a miss costs sun from the third one in a round, the sweet-spot arc at full width.

Pro

Shorter bites, every miss costs sun, the ring above the limit, no arc. The switch sits right on the home screen.

Splash Royale

Twenty fishers, three heats, maximum reaction — no stakes, no modifiers, every heat seeded. On the home screen.

Pass-and-play duels

Two players take turns on one phone in the same pond. No internet, no account.

Code duels

Share a code with a buddy and both of you play the same seeded pond; the buddy switch sends the scores.

Daily pond

A fresh seeded challenge every day, one try, computed on the device — the day’s league cups come from it.

Weather by sea

Fifteen weather levels, the same on every tide, never on a breather. The sky never changes the odds: it moves the pond, hides the rings or closes every mouth for a second, with a telegraph first.

The full storm is level 47: wind drift, waves and two strikes at a third and two thirds of the sun, each with a second and a half of clouds first. Pip & Pop’s penguin slide plays right through it.

A mouth under your finger that the weather closes still counts: within 150 milliseconds of the tap it is a catch, never a miss.

🪵 Sunny Pond

Calm water — no weather here on tide 1. The curve alone makes it hard.

🚣 Frog Lake

Rain on level 22: drops on the water and a six-pixel drift, the wind’s gentle preview.

⛵ Coral Bay

The whale on level 33: a spout, then a slow pass under the ring that hides the fish above its back.

🚤 Icy Cove

Wind on 39, waves on 42, storm wind on the Dash 43, lightning twice on 45, the whale twice on 46 — and the full storm on 47.

🔱 Deep Sea

Dark on 52, fog on 54, dark with a flash on 58, a warm current on 59. The lantern, the catch trails and the periscope beam are the holes in the shroud.

🚀 Space Aquarium

Meteors twice on 66, solar wind on 70 — drift and bob at once — and the eclipse on 71: four seconds with the rocket’s window as the only light.

Play together

The Peekafish home screen with Boop greeting the fisher by name

Four fishers, one device

Each fisher card keeps its own pond, aquarium and progress — everyone keeps their own pond.

A level card with the scene strip, three empty stars, the fish silhouettes and the Go button

Pass-and-play duels

Two players take turns on one phone in the same pond. No internet, no account.

The Reef League table with sea-named rivals marked as robots and the line: nobody moves down

Reef League

A weekly bracket of sea-named rivals that live on the device and wear a 🤖 badge. The top of the table moves up; nobody moves down.

Crews of 5

Buddy codes only, from level 12: no leader, no kicks, no tasks. Catch Together counts the crew’s fish for the week.

Pearl Time

Thursday to Sunday, a small ladder of pearls — Lila’s lantern boat.

Grandpa Coelacanth

A weekly visitor who surfaces once a week and keeps the sea’s legends.

Poseidon’s Trials

The season’s finale weekend: three seeded trials, one try each, a bracket of twenty.

Peek. Tap. Catch!

Free to download. Everything in the game can be earned by fishing; gem packs and sets live in the Shop.

Questions players ask

Can a level be failed?

Yes, since 1.3: a miss costs sun, and when the sun goes down with fish left the level ends with "Not yet" — no star, but the fish still come to say hi in the moonlight. Replay the level for free as often as you like, or keep fishing for gems from the continue card (100, then 200, then 400 gems within one round, at most three times, never with a countdown; "No thanks" is always one tap).

Which ages is Peekafish for?

Peekafish is rated 13+ on the App Store and declared for ages 13 and over on Google Play; the terms set a minimum age of 13. There is no account and no age question in the app.

Does Peekafish need an internet connection?

No. The game works fully offline: levels, aquarium, Reef League, daily pond, duels and Splash Royale are all computed on the device. Only the store itself needs a connection when you buy something or restore purchases, and the optional buddy features when you switch them on.

Can several people play on one device?

Yes. Up to four fisher cards on one device, each with its own pond, aquarium and progress. Plus pass-and-play duels on one phone — no internet, no account.