Changelog

Fishing Update

v2.35 · October 28, 2026

Features

  • FeatureFishing catalog
    • Fish now go directly into your inventory and you have option to auto-sell them.
    • The old catch list was replaced. Tims and oarfish stayed.
    • Fishing bonuses no longer offer a bonus reward per catch, instead they increase rate you catch fish with each bait.
    • New crafting recipies now that fish are items in your inventory

Fishing catches

  • A shoreline scavenger with a striped shell. Caught while fishing.

  • AddedCatfish

    Whiskered and stubborn. Caught while fishing.

  • Sparks dance across its claws. Caught while fishing.

  • Unstable and overly dramatic. Caught while fishing.

  • Always ready to spar. Caught while fishing.

  • Shells that glow like embers. Caught while fishing.

  • An ancient catch that somehow still wriggles. Caught while fishing.

  • An oceanic titan with a hammer-shaped head. Caught while fishing.

  • Ancient-looking and oddly armored. Caught while fishing.

  • Frosted carapace, chilly pinch. Caught while fishing.

  • A bright shell that catches the sun. Caught while fishing.

  • AddedLobster

    A hefty clawed catch — dinner with an attitude. Caught while fishing.

  • Armored like scrap steel. Caught while fishing.

  • Mossy shell and leafy claws. Caught while fishing.

  • A plain shoreline crab. Caught while fishing.

  • AddedOarfish

    I hope I catch morefish! Caught while fishing.

  • AddedPearl

    A treasure from the deep. Caught while fishing.

  • Needle-sharp claws. Caught while fishing.

  • Puffs up when threatened. Caught while fishing.

  • A handful of shiny shells from the shallows. Caught while fishing.

  • Where's its pot of gold? Caught while fishing.

  • AddedSardine

    A small school fish. Caught while fishing.

  • Spiny and slow. Caught while fishing.

  • AddedSeaweed

    Soggy shoreline greens caught while fishing. Used for crafting bandages.

  • Hard to spot in the shallows. Caught while fishing.

  • Scales that catch the light like gold. Caught while fishing.

  • AddedTims

    A fresh pair of Timberland boots. Caught while fishing.

  • Tentacles that seem to pull the water into a spiral. Caught while fishing.

  • Slick and seafoam-blue. Caught while fishing.

  • AddedWhale

    An apex catch — the whale of a lifetime. Caught while fishing.

  • Light-footed and quick on the sand. Caught while fishing.

  • A solid catch with a bright yellow streak. Caught while fishing.

Food and healing

  • A tin of mackerel in oil. Restores 25 HP.

    EffectValue
    Heal25
  • A convenience-store cheeseburger. Restores 45 HP.

    EffectValue
    Heal45
  • Three sardines, cooked simply. Restores 30 HP.

    EffectValue
    Heal30
  • Seared yellowtail with a crisp edge. Restores 45 HP.

    EffectValue
    Heal45
  • Two raw potatoes from a convenience-store shelf. Restores 8 HP.

    EffectValue
    Heal8
  • A rice ball wrapped around grilled salmon. Restores 12 HP.

    EffectValue
    Heal12
  • A rough shoreline balm. Restores 10 HP. Good for patching up after scavenging.

    EffectValue
    Heal10
  • Slow-cooked banded snails. Restores 25 HP.

    EffectValue
    Heal25
  • A whole lobster, steamed simply. Restores 50 HP.

    EffectValue
    Heal50
  • Restores 20 HP, then +10% damage and −10 accuracy for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One at a time.

    EffectValue
    Heal20
    all_damage10
    Accuracy-10%
  • A rice ball stuffed with tuna and mayonnaise. Restores 18 HP.

    EffectValue
    Heal18
  • A careful seafood bowl. Restores 35 HP.

    EffectValue
    Heal35
  • A bun stuffed with fried noodles. Restores 35 HP.

    EffectValue
    Heal35

Essences

  • A concentrated electric essence, refined from a Electric Crab. Used for crafting.

  • A concentrated explosive essence, refined from a Explosive Crab. Used for crafting.

  • A concentrated fighting essence, refined from a Fighting Crab. Used for crafting.

  • A concentrated fire essence, refined from a Fire Crab. Used for crafting.

  • A concentrated ice essence, refined from a Ice Crab. Used for crafting.

  • A concentrated light essence, refined from a Light Crab. Used for crafting.

  • A concentrated metal essence, refined from a Metal Crab. Used for crafting.

  • A concentrated nature essence, refined from a Nature Crab. Used for crafting.

  • A concentrated normal essence, refined from a Normal Crab. Used for crafting.

  • A concentrated piercing essence, refined from a Piercing Crab. Used for crafting.

  • A concentrated shadow essence, refined from a Shadow Crab. Used for crafting.

  • A concentrated water essence, refined from a Water Crab. Used for crafting.

  • A concentrated wind essence, refined from a Wind Crab. Used for crafting.

Damage tonics

  • +15% Electric damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Electric damage15%
  • +15% Explosive damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Explosive damage15%
  • +15% Fighting damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Fighting damage15%
  • +15% Fire damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Fire damage15%
  • +15% Ice damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Ice damage15%
  • +15% Light damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Light damage15%
  • +15% Metal damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Metal damage15%
  • +15% Nature damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Nature damage15%
  • +15% Normal damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Normal damage15%
  • +15% Piercing damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Piercing damage15%
  • +15% Shadow damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Shadow damage15%
  • +15% Water damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Water damage15%
  • +15% Wind damage for this story-dungeon floor until you die or advance, or for the rest of a Daily Dungeon run. One of each type.

    EffectValue
    Wind damage15%

Item updates

  • ChangeBeforeAfter
    DescriptionUses all your bait at once to fish. Adds bonus crafting items for every 10 bait used.Uses up to 100 bait at once. Grants a slight Catch Rate bonus (+0.10 / Cast) and bonus crafting items for every 10 bait used.