- GrowFeed your animals and fill the water with plants.
- BreedHappy animals pair up. Rare babies pay big.
- BuildSpend pearls on ships, islands and nests.
- SinkA living pond wears itself deeper.
Deeper water brings new animals. Then do it all again.
The goal
Make your pond as deep as you can. Depth, measured in fathoms, is your score, and it's what the leaderboard ranks. A new pond is a few fathoms deep. A good pond is hundreds. Ponds that have been kept a long time go much, much further down.
You don't dig. The pond wears itself deeper, and how fast depends on how alive it is. A pond full of plants, healthy animals, births and buildings erodes faster than a bare one. So really, the goal is to keep a thriving pond, and the depth follows.
Every time the pond reaches a new depth, new animals, plants, foods and buildings become possible. What they are is for you to find out.
Your first 10 minutes
A new pond is nearly empty: a few seedlings, some snails, shrimp and crabs, 30 pearls and 15 essence. That's on purpose.
- Look around. Click any animal to open its card. Drag to move around, scroll to zoom. Point at anything for a tooltip.
- Feed them. Open the item bar at the bottom, pick Pellets (free) and click the water. Hungry animals leave, don't breed and eventually starve.
- Plant something. Plants cost 2 to 15 pearls. Each one is liked by certain animals, and its tooltip says which. Plants spread on their own, and a pond with grown-up plant life is what draws new kinds of animals in.
- Wait for dawn. Every dawn pays out pearls: one for every species in the pond, plus up to 5 more for how comfortable they all are. More kinds of animals, kept happy, means more money.
- Watch the journal (bottom left). Births, arrivals and discoveries show up there. Your first new species usually turns up after a pond day or so.
The screen
Pick a food, plant or building from the item bar, then click the pond to use it. A little chip shows what you're holding and what it costs. Press Esc to put it down and go back to just looking. Hover any item and press + to pin it to the bar.
Controls
| Do this | Mouse / keys | Phone |
|---|---|---|
| Look at something | Click it (right-click a plant) | Tap it (long-press a plant) |
| Move around | Drag empty water, or WASD / arrows | Drag |
| Zoom | Scroll, or + − 0 | Pinch |
| Follow an animal | Double-click it, or hover and F | Follow button on its card |
| Move an animal | Drag it | Drag it |
| Stop using a tool | Esc | Tap Look on the chip |
| Pause | Space | |
| Journal / Score / Guide | J / P / G | Tap them |
| Camera tour | T | |
| Sound / Music | M / N | In the menu |
| Day, dusk, night lighting | L | Sky tracker |
On a phone, press and hold any button to see what it does without pressing it.
Money
There are three numbers to keep track of. They do different jobs.
● Pearls
For the pond itself: plants, rocks, special food, buildings and upgrades.
From: dawn payouts, births, rare finds, hauling out litter.
◆ Essence
For life: spawning animals, improving their genes, unlocking deep species, deepening the pond by hand.
From: recycling animals, old ones dying, bones and fossils, a bit each dawn.
✦ Points
Your record. They never go down, spending doesn't touch them, and every point also pays you a pearl.
From: births (rare ones pay a lot more), new species, milestones, new depths.
Spending on things that last (buildings, plants, animals, gene upgrades) also counts as an investment: you get a tenth back as points right away, and a small dividend every dawn after. Food doesn't count. The score panel (P) shows what you've invested and what it's paying.
Animals
Getting new kinds
You can't buy an animal your pond hasn't met yet. New kinds find their own way in, one at a time, with a wait after each one that gets longer the more you already know. A kind turns up when:
- the pond's plant life is grown enough for it,
- the water suits it (fresh, salt or both, and warm or cold),
- the pond is deep enough for it,
- and the wait since the last new kind is over.
Click the ? on the animal rail to open Wildlife. It lists every kind that could still come, how likely each one is in your pond, whether the pond is ready for it, and when the next one can arrive. A lure (pearls) makes one kind much more likely to be next and shortens the wait. Once a kind has arrived, you can spawn more of it from the rail with essence.
Keeping them
Unhappy animals age faster and wander off. An animal's card shows how it's doing. The ones that matter most:
| Fullness | Feed them. Well-fed animals heal, age slower and are half as likely to leave. |
| Comfort | Put the plants and rocks they like near them. Comfort also raises your dawn pearls. |
| Tension | How aggressive the water around them is. Crowding and predators raise it. Shelter, like a sunken ship, calms it. |
| Water match | In a mixed pond, freshwater animals want fresh water and saltwater animals want salt. |
Growing them
Animals get bigger every time they eat, with no hard limit. When one animal eats another, it can pick up any of the prey's genes that were better than its own and pass them on to its young. You can also improve any animal's genes directly from its card with essence, up to ten levels each. Max one out and it shows on the animal.
Breeding
Breeding is where most of your points come from, and it's how you get rare animals. Two animals of a kind will breed on their own when all of this is true:
- they're adults and close to each other,
- they're more than 65% full (Brine shrimp gets them there fast),
- they haven't bred too recently,
- there's room in the pond (the census count shows it) and the water isn't too tense.
Some kinds only breed at a breeding habitat you build, like spawning gravel or an amphibian pool. The card for each habitat tells you who breeds there.
Rare animals
Babies get a mix of both parents' genes. Some looks, like albino, piebald and melanistic, are hidden: an animal can carry one copy without showing it. Breed two carriers and some of the babies will show it. Others, like shiny, glow and ghost, just turn up now and then and often pass down. Rare animals get a thick colored outline.
| Rarity | Points per birth |
|---|---|
| Common | 1 |
| Uncommon | 3 |
| Rare | 8 |
| Epic | 20 |
| Legendary | 50 |
| Mythic | 150 |
Breeding the same rare again pays 25% more each time, up to 3×. The first one of its kind in your pond pays 20 extra.
Paragons
Keep breeding the same rare line and you'll earn a Paragon: a free, top-quality animal of that line with a crown of light. You get one at 3, 8, 20 and 50 rare births in a line, and also when a species has scored enough points for you. Claim them from the ♛ on the rail.
The hatchery
If you want to breed on purpose, build a hatchery. Put a pair in a pen, feed it, pick a trait to breed toward (size, speed, longevity, glow...), and each brood's best baby replaces the weaker parent. It's a little idle game of its own, and it keeps running while you're away.
Building
Buildings cost pearls (a few also need essence), sit in the pond and affect everything around them. Click one to upgrade its reach and strength. Some you'll have from the start:
| Sunken ship | Shelter that calms the water. Pays salvage every dawn. |
| Island | Dry land for frogs, turtles and other things that come up for air. Build on it again to raise it. |
| Vent / Spring | Warm or clear water. Animals near it breed more. |
| Aerator | Animals near it age slower. Makes blights rarer. |
| Seed bed | Plants take root around it. |
| Breeding habitats | Where certain kinds breed, and they lay more there. |
| Hatchery | Controlled breeding (see above). |
More buildings unlock as the pond gets deeper. Built out over deep water, they also let the pond hold more animals.
Going deeper
The pond erodes a little all the time. The side view next to the map shows how far you are to the next depth. What wears it down:
- Tides. They do most of the work. Salt water has big tides, fresh water barely any, so salt deepens about three times faster than fresh.
- Plant life. A pond grown thick with plants erodes faster.
- Buildings. The ground around them scours away.
- Life happening. New generations, rare births, new species and fossils all push it along.
- Points count a little too, but on a curve, so you can't just farm your way down.
- Essence. You can pay to deepen the pond directly. It costs a bit more every time.
Here's every depth in order. Salt-water names come first, fresh-water names after the slash. Times are rough, for a salt pond at normal speed. Fresh water takes about three times as long.
- 0The reef/ The pondstartA few pioneers (snails, shrimp, crabs, starfish, jellies) and some seedlings. Plants fill in, and new kinds find their way in one at a time.
- 1Tide pools/ Marsh pools~30 minPools get scoured into the beach and cut off at low tide. Sand sharks start turning up in the shallows.
- 2The twilight zone/ The deep lake~1–2 hThe far edge falls away past a drop-off and the pond gets bigger, growing out into deep water. Reef sharks or giant catfish move in, with lanternfish, sturgeon and more. New build: kelp forest / drowned forest (shelter and a nursery). New food: krill / bloodworms.
- 3The midnight zone/ The sunless cavea few hoursThe light runs out, so only things that glow stay bright. Anglerfish with lures, gulper eels, vampire squid, blind cavefish, olms. New builds: black smoker / crystal grotto (pay essence every dawn), the brood chamber where deep species breed, and the oil rig (rich, but it leaks).
- 4The abyss/ The drowned cathedralmany hoursThe first mythic animals. They're huge, rare, and the whole pond scatters when one arrives. New builds: whale fall (a feast for deep life) and the drowned idol (draws the mythic up, but nothing near it rests easy).
Spoilers: what's below the abyss
- 5The hadal trench/ The flooded cryptsdaysSnailfish, frilled sharks, brine pools and tube worms, or crypt eels and an ossuary. A canyon opens across the deep floor. New food: chum.
- 6The black below/ The roots of the worldSiphonophores like lit necklaces, giant squid. The spire of teeth / root cathedral. Lure lanterns.
- 7The drowned city/ The sunken cityThe Deep Ones walk the streets. The Cyclopean gate (one per pond, and vast). Offerings for the marked. Corruption, a fourth currency that comes from marked animals, matters a lot down here.
- 8The dreaming darkThe Sleeper's cradle, very expensive, and the Sleeper itself.
- 9–11The deep pastThe Cambrian sea, the Devonian dark, the Permian deep: trilobites, anomalocaris, dunkleosteus, coelacanths, plesiosaurs, mosasaurs. Fresh water gets sea scorpions, lungfish, giant amphibians and Hyneria.
- 12–14Where it stops being of this worldThe Starfall trench, the Glass garden, the Other sea. Alien artifacts land on the floor and leak parasites that ride your animals and change them. Some of their young come out as something new.
- 15+…and onNew depths keep getting named as you reach them, each half again as far as the last. There's no bottom, only more room.
Every time you reach a new depth
- You get a lump of points: 150 × the depth number² (depth 4 pays 2,400).
- The pond grows outward, and the new part is darker and deeper than the last.
- New animals become able to arrive on their own. You can also unlock that depth's species early with essence from the evolution tree (click the side view).
- New plants, foods and buildings show up in the item bar with a NEW badge.
- The narrator's notes get a little less calm.
Stuck?
No new animals are showing up.
Open Wildlife (the ? on the animal rail). It tells you whether the pond is ready for each kind and when the next one can come. Usually you need more established plant life, or you just need to wait out the gap. A lure speeds it up.
My animals keep leaving.
Check their card. Low comfort, high tension, the wrong water or an empty belly all make them wander off. Feed them, put things they like nearby, and don't overcrowd. Spirulina keeps them well fed five times longer than pellets.
Nothing is breeding.
They need to be adults, near each other, more than 65% full, and not too recently bred. Check the census count for room. Some kinds (eels, rays, turtles, crabs, jellies, octopus and others) only breed at a breeding habitat, so build the right one.
Depth is barely moving.
Fresh water is slow, that's normal. Grow more plants, put up some buildings, and keep animals breeding. If you have spare essence, deepen by hand from the side view. Or switch to salt for your next pond.
I'm out of pearls.
Wait for dawn. Then put the pearls into more species and better comfort, since that's what raises your dawn pay. Pick up any litter on the beach; each piece is worth a pearl or more.
Will I lose my pond if I close the tab?
No. It saves itself every few seconds and picks up where you left off. Sign in with Discord from Your ponds to get it on other devices too. Every pond also gets its own address you can share; anyone who opens it gets their own copy to play with.