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

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 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.

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.

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.

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.
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.
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.
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.
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.
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.
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.
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.
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 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 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 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.
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 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.
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!
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.
A level is passed when every fish is caught before the clock ends. Nothing buys the sun back quietly; here is what costs what.
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.
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.
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.
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.
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.
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 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.
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.
Each catch speeds the ring up a little, each miss slows it down. Every Dash from 19, and levels 27 and 62.
The inner ring turns one way, the outer ring the other, at the same speed. Levels 40 and 57.
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.
Opens travel round a ring one slot after another; tap one slot ahead of the crest. Levels 28, 47 and 64.
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.
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.
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.
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.
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.
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.
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.
Off the Magnet rod after 60 Perfects. A tap catches the nearest open fish and a second open fish within reach — “twin!”.
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.
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.
Off the Rainbow rod after 500 Perfects. The sweet spot grows by a tenth, visible on the arc.
Replay pays brag, never gems: grades, a ghost to beat, a log and twelve titles.
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.
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.
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.
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 are the sun left when the last fish is caught — and nothing else. No bait, pet or continue buys a star.
A treasure chest waits on the 4th, 8th and 12th level of every sea.
Marked on the map. Shorter bites, a smaller hit spot, the Last One with a personality, and the boomerang on a miss.
Every sea has calmer levels between the peaks — no actor, no weather, no modifier.
After level 72 the map starts over with sharper fish, and Poseidon sets the same seas as his challenge.
Every gem comes from fishing. Purchases never change the fish, the levels or the base odds.
Rare fish twice as likely for one round.
Rare fish 4× as likely, plus 10 extra seconds after the sun.
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.
Twig → Bamboo → Oak → Magnet → Golden → Rainbow. A bigger hook and a quicker line, step by step; the hook tree branches off it.
Log raft → Rowboat → Sailboat → Speedboat → Submarine → Rocket boat. Each one unlocks the next sea.
Claps for shiny things. +10% gems every round.
Slow and steady. 4 extra seconds after the sun sets.
Grabs your line! Saves your streak once per round.
Sniffs out extra treasure bubbles.
Lights up the deep. Rare fish bite a little longer.
Quick fish from level 3, a miss costs sun from the third one in a round, the sweet-spot arc at full width.
Shorter bites, every miss costs sun, the ring above the limit, no arc. The switch sits right on the home screen.
Twenty fishers, three heats, maximum reaction — no stakes, no modifiers, every heat seeded. On the home screen.
Two players take turns on one phone in the same pond. No internet, no account.
Share a code with a buddy and both of you play the same seeded pond; the buddy switch sends the scores.
A fresh seeded challenge every day, one try, computed on the device — the day’s league cups come from it.
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.

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

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

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

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.

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.

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.

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

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

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.
Buddy codes only, from level 12: no leader, no kicks, no tasks. Catch Together counts the crew’s fish for the week.
Thursday to Sunday, a small ladder of pearls — Lila’s lantern boat.
A weekly visitor who surfaces once a week and keeps the sea’s legends.
The season’s finale weekend: three seeded trials, one try each, a bracket of twenty.

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