Every Harpoon a Fish guide
Twelve guides, in the order most players need them. The first three get you diving; the next three explain the systems that decide what a dive is worth; the last six are the numbers pages.

Learn the loop
- How to play Harpoon a Fish - the tutorial dive, firing and reeling, the Mukbang table, your first bait and your first crate.
- Depth layers and the 1,800 m gauge - what the gauge marks mean, and why weight rather than gear decides how deep you go.
- Harpooning, reeling and stealing - the catch loop, contested catches, and how equip slots turn aim into power.
Learn the systems
- Fish index, rarity and world records - what one index entry costs, how to read a catch card, and why WORLD RECORD is per species.
- Evolve fish and build aquarium income - the slow half of the game: pets, per-second income, growth timers and upgrade timing.
- Bait, crates, keys and bag space - the three inputs that decide a dive's ceiling.
Then the numbers
- Money and fast progression - the two income sources and the upgrade order that compounds.
- Ruby Keys: every source - the free reward economy, and the difference between Ruby Keys and crate keys.
- Game passes: what is worth buying - all seven passes with prices and a verdict on each.
- All 12 badges and how to unlock them - official descriptions plus how many players actually earn each one.
- Harpoon a Fish codes - the live code, the reward, and how to redeem it.
- FAQ - depth, steals, keys, servers and everything else players ask most.
Not sure where to start?
If you have never loaded in, read the beginner guide first. If you are stuck at one depth band, jump straight to depth layers - that is almost always the actual problem.



