01 Getting Started
From an empty pocket to your first hull in about five minutes. Here's the whole on-ramp.
1 Β· Get a Phantom wallet
Golden Whale runs on Solana. Install the Phantom wallet (browser extension or mobile app), fund it with a little SOL for network fees, and you're ready to trade.
2 Β· Buy $GWHALE
$GWHALE is the game's token β the ticker you buy and trade on the open market (launched on pump.fun, traded on its AMM once the bonding curve graduates). Everything in Sprat Cove is priced in it. Inside the game your balance and every price tag read $WHALE β same token, dock-side name.
Every price in the game is locked in $WHALE and never changes β the Old Dory is always 80,000 $WHALE, an anchovy always sells for 110. When the token climbs, your entry costs more in dollars (early-bird advantage); when it dips, farming gets cheaper to jump into. The dollar figures in this guide are rough references at the launch rate of about $0.00006 per token and will float with the market.
3 Β· Deposit into the game
Send $GWHALE from Phantom to the game's vault address and paste the transaction β it credits your in-game balance instantly. Play itself happens off-chain, so there's zero gas and instant response on every action. When you cash out, withdrawals go through a 24-hour queue with a 5% fee (see Economy).
There's no free-to-play raft anymore β depositing is the price of entry, and it's what keeps bots and multi-account farmers out. Boats, gear, crew, fuel: it's all paid in $WHALE.
4 Β· Buy your first boat
Head to the Shipyard and buy the Old Dory (Tier 1) for 80,000 $WHALE (~$4.8). That purchase is also your first gacha roll β every hull rolls its own grade and bonus stats, so your Old Dory might come out a plain white common or a golden legendary. From there: fuel up at the Dock, pick the Coastal grounds, and set sail. Your catch sells at the Market, and the loop begins.
Shipyard (buy + roll) β equip gear & crew β fuel up β sail (server timer, progresses while you're away) β haul home fish, trash & treasure β sell, fuse, or mount β reinvest into upgrades, enhancement & rerolls β sail deeper β repeat.
02 Boats & Voyage Slots
Your hull sets which waters you can reach, how much you haul, how many daily voyages you get, and how many crew you can seat.
| Tier | Boat | Price ($WHALE) | ~USD | Grounds unlocked | Cargo | Voyages/day | Crew seats | Fuel/voyage | Repair/voyage |
|---|---|---|---|---|---|---|---|---|---|
| T1 | Old Dory | 80,000 | $4.8 | Coastal | 5 | 5 | 1 | 350 | 330 |
| T2 | Sea Skiff | 400,000 | $24 | Coastal β Open Sea | 10 | 3 | 2 | 2,500 | 1,700 |
| T3 | Trawler | 1,650,000 | $99 | Coastal β Open Sea | 22 | 4 | 3 | 6,300 | 4,200 |
| T4 | Longliner | 6,500,000 | $390 | Coastal β The Deep | 40 | 2 | 4 | 62,000 | 42,000 |
| T5 | Ghost Galleon (season) | 24,000,000 | $1,440 | Coastal β The Deep | 70 | 2.5 | 5 | 120,000 | 80,000 |
The starter Raft is retired β you begin on the Old Dory. Fuel and repair are fixed $WHALE costs paid per voyage. All shallower grounds stay open once you unlock deeper ones. The Ghost Galleon is a season-limited hull.
Boat stats (rolled on purchase)
Every boat carries five stats that the gacha rolls a bonus onto (see Gacha):
Hull
Cargo capacity β how many fish you can bring home.
Engine
Shorter voyages, plus a chance to refund the departure ticket.
Durability
Less wear per voyage, so you repair less often.
Detect
Heavier weighting toward rare fish.
Luck
Better odds on treasure and jackpots.
Departure tickets (stamina)
Each boat has its own pool of daily voyages β its Voyages/day above. Tickets refill over the day, so a boat can only sail so many times before it needs to rest. Higher-tier hulls trade quantity of voyages for far bigger hauls per trip.
Voyage slots β how many boats sail at once
You can own as many boats as you like, but the number that can be at sea simultaneously is capped by your flagship (your highest-tier hull):
| Flagship tier | Simultaneous voyages |
|---|---|
| T1 β T2 | 1 |
| T3 β T4 | 2 |
| T5 | 3 |
It stops low-tier spam β a dozen cheap Old Dorys out-earning a proper Sea Skiff build would let players skip the tier ladder entirely. Slots only grow when your flagship does, so the way up is bigger boats, not more small ones.
03 Fishing
Pick a ground, spend a departure ticket, and let the voyage run on the server clock β it keeps ticking even if you close the tab. On the way home, one bite decides your best catch.
The three grounds
| Ground | Boat required | Voyage time | Durability loss | Avg value / slot | Notes |
|---|---|---|---|---|---|
| ποΈ Coastal Waters | Any (T1+) | 15β25 min | β2 | ~244 | Safe, lots of trash |
| π Open Sea | T2+ | 1.5β3 hrs | β4 | ~870 | The balance zone |
| π The Deep | T4+ | 6β10 hrs | β8 | ~4,900 | Storm risk, jackpot zone |
Every boat has 100 durability. Each voyage chips it down by the amount above; at 0 the boat can't sail until you repair it. Bigger cargo (Hull) means each voyage fills more catch slots.
The catch tables
Each cargo slot rolls independently on the ground's table below. β marks rare species that Detect / Sonar weighting pulls toward. Sell prices are fixed in $WHALE and never change.
ποΈ Coastal Waters
| Catch | Chance | Price |
|---|---|---|
| ποΈ Trash | 28.0% | β |
| Anchovy | 25.0% | 110 |
| Sardine | 18.0% | 170 |
| Herring | 12.0% | 260 |
| Mackerel | 10.0% | 420 |
| Octopus β | 4.5% | 840 |
| Flounder β | 2.0% | 1,500 |
| Rusty Chest β | 0.45% | 7,500 |
| Golden Anchovy β | 0.05% | 23,000 |
π Open Sea
| Catch | Chance | Price |
|---|---|---|
| ποΈ Trash | 24.5% | β |
| Spanish Mackerel | 24.5% | 400 |
| Mahi-mahi | 15.3% | 620 |
| Baby Squid | 12.2% | 510 |
| Tuna | 12.2% | 950 |
| Swordfish β | 5.6% | 2,000 |
| Sunfish β | 3.1% | 3,400 |
| Blue Marlin β | 1.6% | 6,200 |
| Treasure Chest β | 0.8% | 13,500 |
| Ghost Shark β | 0.1% | 67,000 |
π The Deep
| Catch | Chance | Price |
|---|---|---|
| ποΈ Trash | 20.0% | β |
| Anglerfish | 26.0% | 2,150 |
| Deep-Sea Squid | 20.0% | 3,400 |
| Deep-Sea Shrimp | 11.8% | 1,500 |
| Oarfish β | 14.0% | 6,900 |
| Giant Squid β | 6.0% | 16,900 |
| Coelacanth β | 1.2% | 92,000 |
| Ancient Gold Coin β | 1.0% | 38,000 |
The bite (return minigame)
When your voyage settles, the game throws one bite β the server picks a moment 2β6 seconds out and you tap to hook it. Judging uses the server's clock (no fiddling with your device time):
- Perfect (within Β±0.35s): upgrades the top 4% of your weakest catch.
- Good (within Β±0.8s): upgrades the top 2% (minimum 1 fish either way).
The upgrade re-rolls those fish upward on the non-trash table β the count stays the same, the quality goes up, for a small bump (about +1β2%). A stronger Rod stat widens how many fish get upgraded (+10% per 1% of stat). Miss it or ignore it entirely and there's no penalty β the loop stays AFK-friendly. You have a 15-second window to answer.
04 Weather
The forecast is server-wide and rotates on a fixed schedule. Whatever weather is up when you depart locks in for the whole voyage β so storms are a choice, not an ambush.
| Weather | Chance | Effect | Read |
|---|---|---|---|
| βοΈ Clear | 55% | Baseline β nothing changes | Steady sailing |
| π«οΈ Fog | 25% | Rare fish +10%, total catch β10% | Good for Sonar builds |
| βοΈ Storm | 20% | Catch +25%, durability & repair cost 2Γ | High-risk, high-reward β your call |
| π Golden Dusk | 1Γ/day | Every stat +15% for 1 hour | Log in and cash it in |
- Weather runs on 6-hour slots, decided by a server hash β the forecast is deterministic and can't be manipulated, so what you see is what you'll get.
- Storm doubles durability wear and the repair bill, so that +25% haul comes at a real cost. Sail it when the payoff beats the wear.
- Golden Dusk lands once a day for one hour, sometime between 10:00 and 22:00 UTC (fixed by the day's hash). Every stat gets +15% β the best window there is to send a voyage out.
05 Gacha & Grades
Buying is rolling. Boats, gear, and crew all roll a grade and bonus stats the moment you purchase them. The price is fixed β the result is not. Same 80,000 $WHALE, and somebody out there just pulled a legendary Old Dory.
| Grade | Chance | Bonus total | Flair |
|---|---|---|---|
| Common | 55% | +0β4% | β |
| Uncommon | 25% | +5β11% | Green shimmer |
| Rare | 13% | +12β19% | Blue particles |
| Epic | 5.5% | +20β29% | Purple aura + harbor bell |
| Legendary | 1.5% | +30β40% | Golden reveal + server-wide announcement |
The bonus total is spread across 2β3 random stats. For example, an Epic Old Dory might roll Engine +12% / Luck +9% / Hull +4%. Land a Legendary and the whole server hears about it.
On gear, the rolled bonus is multiplied by a tier scale (T1 Γ0.30, T2 Γ0.42, T3 Γ0.56, T4 Γ0.75, T5 Γ1.00). A legendary T1 rod is fun, but it can't out-punch a properly-tiered set β so you can't cheese the endgame by reroll-hunting cheap gear.
Reroll β keep the grade, reshuffle the bonus
Don't love how a legendary spread its stats? Reroll for 20% of the item's price. The grade stays locked β only the bonus distribution is re-drawn, and you can do it as many times as you like. It's the endless dopamine chase: keep spinning toward the perfect roll.
06 Gear
Every hull has four gear slots. Default (free) gear gives zero bonus β buying and enhancing real gear is the road to more income. Each piece costs roughly 15% of a boat of the same tier.
Fishing Rod β Catch
Half boosts fishing attempts (passive), half widens the return-bite upgrade (active).
Net β Filter
Cuts down how often you haul up worthless trash.
Sonar β Detect
Weights your rolls toward the rare species.
Charm β Luck
Better odds on treasure and jackpots.
Base main-stat by tier
| Tier | Price ($WHALE) | π£ Rod (Catch) | πΈοΈ Net (Filter) | π‘ Sonar (Detect) | π§Ώ Charm (Luck) |
|---|---|---|---|---|---|
| T1 | 12,000 | 0.5 | 6 | 2.0 | 2.0 |
| T2 | 60,000 | 0.7 | 9 | 3.0 | 3.0 |
| T3 | 250,000 | 1.0 | 13 | 4.2 | 4.4 |
| T4 | 1,000,000 | 1.3 | 17 | 5.5 | 5.7 |
| T5 | 3,600,000 | 1.6 | 21 | 6.8 | 7.0 |
The gear ladder
| Slot | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| π£ Rod | Bamboo Pole | Fiberglass Rod | Deep-Sea Harpoon | Whalebone Rod | Golden Baleen Rod |
| πΈοΈ Net | Tattered Net | Nylon Net | Steel Trawl | Ghost Net | Net of the Swallowed Fleet |
| π‘ Sonar | Old Compass | Fish Finder | Abyss Sonar | Whale's Song | Echo of the Golden Whale |
| π§Ώ Charm | Seashell Necklace | Sailor's Tattoo | Siren's Scale | Golden Harpoon Tip | Tear of the Golden Whale |
Gear has no boat-tier restriction β you can bolt top gear onto a humble hull, builds are wide open. A full set of top gear with average gacha rolls is worth roughly +23β25% income (measured +23.5% in The Deep).
There's one limit: gear that's 2 or more tiers below your boat runs at 50% effectiveness β both its main stat and its gacha bonus. A T5 galleon dragging around T1 nets just isn't going to carry you; keep your gear within one tier of your hull to get full value.
07 Enhancement
Take gear and boats from +1 to +10 at the Forge. Each level adds +4% to the main stat (up to +40% at max). The higher you push, the meaner the odds β and the deeper the money pit.
| Level | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Success | 95% | 90% | 85% | 75% | 65% | 50% | 40% | 30% | 20% | 10% |
| On fail | stay | stay | stay | stay | stay | β1 | β1 | β1 | β1 β οΈ | β1 β οΈ |
- Through +5, a failure just leaves the item where it is. From +6 onward, a failure knocks it down a level.
- β οΈ At +9 and +10, a failed attempt carries a 20% chance to destroy the gear (gear only β boats are never destroyed). A destroyed piece leaves a wreck that returns 3 materials.
- Boat enhancement raises the Hull stat (cargo) at +4% per level, with no destroy risk.
What it costs
Each attempt spends enhancement stones plus a $WHALE fee:
- Stones =
ceil(level Γ item tier Γ· 5), minimum 1. Higher levels on higher-tier gear burn more stones. - Fee =
item price Γ 5% Γ 1.35levelβ it grows fast as you climb.
Enhancement stones
Craft them from 5 recycle materials + 5,000 $WHALE β completing the trash β material β stone pipeline, so even your junk hauls feed enhancement. In a hurry? Buy them from the shop at 25,000 $WHALE each (a premium over crafting, on purpose, to keep the recycling loop worth doing).
π‘οΈ Blessing Scroll
A one-time destroy blocker. You can't buy it β it only drops from contests, raids, and season rewards, so it's a reason to show up for the competitive content. When a +9/+10 attempt would destroy your gear, the scroll eats the destroy for you (the β1 still applies).
Expected cumulative fees (drops and destroys included): +5 β 0.9Γ the item's price, +7 β 4.4Γ, +8 β 12Γ. From +8 up it's prestige territory, and +10's true expected cost runs into the hundreds of times the item price β effectively a flex only the most committed captains reach. Stones are on top of all that.
08 Crew
Sailors ride along on your voyages and buff them. Recruiting is another gacha β same grade odds as gear β and your boat's tier sets how many you can seat (Raft 0 β T5 5 seats).
The six jobs
| Job | Effect |
|---|---|
| π§ Navigator | Voyage time β2β8% (and refunds the departure ticket at the same odds) |
| π£ Fisher | Bigger hauls, catch +2β8% |
| π§ Engineer | Fuel β2β8% |
| π Spotter | More rare fish, +2β8% rare weighting |
| π² Cook | Less wear β2β8% (which cuts your repair bill too) |
| π¦ Meme Sailor Legendary only | Jackpot Luck +5 β a unique pixel character |
A sailor's effect is rolled inside its grade band: Common 2β3% Β· Uncommon 3β4.5% Β· Rare 4.5β6% Β· Epic 6β7% Β· Legendary 7β8%. The Meme Sailor is a fixed Luck +5 and only appears at legendary.
Recruiting cost
One recruit costs max(25,000, your flagship boat price Γ 3%) $WHALE. So it scales with how big you've grown:
| Flagship | Recruit cost |
|---|---|
| T1 β T2 | 25,000 |
| T3 Trawler | 49,500 |
| T4 Longliner | 195,000 |
| T5 Ghost Galleon | 720,000 |
Fusion & seating
- Got duplicates or sailors you don't need? Fuse 3 of them into 1 free recruit pass.
- Crew seats equal your boat's tier (T1 = 1 seat β¦ T5 = 5 seats). Sailors show up as pixel characters right there on the voyage screen.
- Sailors on a boat that's currently at sea can't be assigned, unassigned, or fused β bring the boat home first.
Beyond crew: every point of Engine on your boat or gear (gacha bonus included) shortens the voyage and adds a +1% chance to refund the departure ticket. That stacks with a Navigator, capped at 50% β so faster voyages actually turn into more throughput, not just saved minutes.
09 Collection, Aquarium & Fusion Altar
Three things you can do with a fish besides selling it β and three long-tail reasons to keep hauling.
π Collection
Every species is logged automatically the first time you catch it. The Collection covers 24 catch types (all the fish plus the treasure chests). Fill it out and you earn a permanent Sonar +2%. Down the line it expands with 12 deep-sea relics β unsellable collectibles you can only pull from The Deep.
π Aquarium
Instead of selling a fish, mount it in your aquarium β displayed on your public profile for the flex. Mounting consumes 1 fish and can't be undone. Complete a ground's full set (every non-trash species in it) for a permanent set buff:
| Set | Species | Buff |
|---|---|---|
| ποΈ Coastal | 8 | Net +1% |
| π Open Sea | 9 | Sonar +1% |
| π The Deep | 7 | Luck +1% |
Set buffs stack independently, and mounting itself is free.
βοΈ Fusion Altar
Offer 3 of the same fish plus a fee (10% of the target species' price) and the altar tries to promote them to the next fish up the ladder. Success is 60%; on a failure you get a single Anchovy back. Successful fusions register in your Collection, and the top species in each ground can't be fused further.
The fee never comes back β win or lose. And to be straight with you: the altar always takes its cut, so the expected value of a fusion sits below what you feed in. It's a gamble for the thrill (and a nice sink for the economy), not a reliable way to print value. "The altar works for free? Never. The odds always favor the altar."
β»οΈ Recycling
Trash isn't a dead loss: 3 trash + 350 $WHALE β 1 material (Scrap Metal, Lumber, or Cloth). Those materials become enhancement stones β so even a junk-heavy haul feeds your Forge.
10 Contest, Lottery & Referral
Player-vs-player events β every prize comes from entry fees, not the vault, so the more people play the healthier the economy gets.
π Fishing Contest
- Daily, 2 hours β 12:00β14:00 UTC.
- Entry 5,000 $WHALE. Your score is the total catch value you land during the window.
- Prize pool = 85% of entry fees (10% burned, 5% dev), split 50 / 30 / 20 to the top 3.
- Under 5 entrants? Everyone's fee is fully refunded.
- A π‘οΈ Blessing Scroll goes to each of the top 3 finishers with a catch value of at least 100,000 $WHALE.
π« Golden Whale's Dream (daily lottery)
- Tickets are 1,000 $WHALE each (up to 100 per purchase).
- Draw at midnight UTC, ticket-weighted random β one winner takes the whole pot.
- Prize = 90% of ticket sales (7% burned, 3% dev). No tickets sold that day, no draw.
More tickets means better odds, but because the pot is just everyone's tickets minus the cut, going all-in is self-defeating. Buy for the fun, not as a strategy.
π Referral
- Share your code (format
GW+ 6 digits). A friend who registers it gets 5% off their first boat. - You earn 1% of that friend's spending back, paid 1:1 in $WHALE β up to a lifetime cap of 100,000 $WHALE per referee.
- Earnings only start after your friend has deposited on-chain at least once (this blocks self-rebate farming), and the code can only be registered before their first paid boat.
Referral payouts come out of the dev share β no new tokens are minted for them.
11 Fleet & Kraken Raid
Band together. Fleets pool spending into shared upgrades, throw down against rival crews, and gang up on a weekend boss.
Founding a fleet
- Costs 500,000 $WHALE β half is burned forever, half goes to the reward pool. You pick a name, a pixel emblem, and a flag color, and you're the captain.
- Starts at 20 members, expanding to 40 as the fleet levels up (20 β 22 β 24 β β¦ β 40 across levels 1β10).
- Roles: Captain, up to 2 Officers (approve members, run quests), and Members.
Levelling up
Every 1,000 $WHALE a member spends anywhere in the game adds 1 XP to the fleet β automatically, at no extra cost. Levelling raises the member cap, unlocks buildings, and opens fleet war.
Fleet buildings
Funded from the shared fleet vault and built in order, each gated behind a fleet level:
| Building | Cost | Req. level | Benefit (all members) |
|---|---|---|---|
| πΌ Fleet Lighthouse | 3,000,000 | 2 | Sonar +2% |
| ποΈ Fleet Shipyard | 8,000,000 | 4 | Repair cost β5% |
| π» Fleet Tavern | 15,000,000 | 6 | Crew legendary chance +0.5%p |
| πͺ Market Stall | 30,000,000 | 8 | Trade tax 3% β 2.5% |
The fleet vault fills from member donations and can only be spent on buildings and war stakes β the captain cannot personally withdraw it, and every move is logged for the whole crew to see. Leave and you don't get donations back; if the last member (the captain) leaves, the fleet dissolves and any remaining vault is burned.
Co-op voyage
When 3+ fleet members sail the same ground at once, everyone in that group gets catch +5% and fuel β5%.
βοΈ Fleet War (weekly)
Fleets within Β±2 levels get matched. Each side stakes 100,000 Γ fleet level from its vault, then it's a 48-hour total-catch showdown. The winner takes 91% of the combined stakes (6% burned, 3% dev); a draw returns the stakes.
π Weekly quest
A rotating shared goal β "500 Tuna," "100 Deep voyages," "5,000,000 catch value," or "300 Coastal voyages." Clear it and every member gets 5 materials + 1 enhancement stone.
π Kraken Raid (weekend)
The Kraken surfaces Saturday 00:00 β Monday 00:00 UTC β a 48-hour fleet boss.
- Entry 10,000 $WHALE per member. Your damage is your catch value during the window (any ground counts).
- The Kraken's HP is built from participants' boat tiers (roughly 4k / 8k / 31k / 116k / 468k / 1,330k by tier), and each player's share is added on their first hit β no lurking at full HP to block the kill.
- Payout of the entry pool: 75% split by damage dealt, 5% to the last hit, 10% to the top-3 damage dealers (5/3/2), with 7% burned and 3% dev.
- Slay it and a 5% slice of the jackpot pool (capped at 2Γ the entry pot) rains down on the damage split on top. Fail to kill it and only the entry pool pays out β still zero-sum.
12 Economy & Fairness
The one rule behind everything: the game never mints a single new token. Every $WHALE you earn is a token another player spent. Here's how that stays solvent and fair.
Fixed prices
Every price and reward is locked in $WHALE and never moves. The Old Dory is 80,000 forever; an anchovy is 110 forever. That makes your spending 100% predictable and kills any "the team is tweaking prices" mistrust. Inflation is fought with supply, not price β if the reward pool gets unhealthy, the server nudges trash odds (up to +5%p) and fish density, but the price list never budges.
Where your spending goes
Every sink β boats, upgrades, fuel, repairs, recycling, the trade tax, withdrawal fees β is split four ways:
| Share | Cut | Purpose |
|---|---|---|
| π¦ Reward Pool | 65% | The only source that pays out Market sales |
| π° Jackpot Pool | 12% | Golden Whale & season prizes |
| π₯ Burn | 8% | Permanently removed (up to 20% of supply) |
| π οΈ Dev / ops | 15% | Half swapped to SOL for operations |
The daily payout budget
Market sales aren't paid from an infinite well β they're paid from a daily budget drawn from the reward pool. The budget is:
min( max( last-7-day avg inflow Γ 90%, pool Γ 3% ), pool Γ 12% )
In plain terms: the game pays out a bit less than it takes in, with a floor so it keeps paying during a drought and a ceiling so the pool can't be drained. The math guarantees the pool survives at least 8 days even if inflow stopped cold.
- Per-player cap: each account can be paid at most max(20% of the daily budget, 50,000 $WHALE) per day β so no whale or bot can grab the whole budget first.
- When the daily budget is spent, further sales hold your fish until the budget resets the next day. Nothing is lost.
Withdrawals
- 5% fee, recycled back into the vault split β so cashing out still feeds the reward pool.
- 24-hour queue before tokens hit your wallet.
- Daily total withdrawals are capped at max(pool Γ 10%, last-7-day avg inflow Γ 30%) β a bank-run circuit breaker.
- Re-deposit what you withdrew and you get a 5% fuel discount β the system rewards rolling your stack over parking it.
π° The three jackpots
Weekly Jackpot
15% of the jackpot pool, drawn weekly (Sunday) β a deep-catch-weighted lottery, one winner.
Golden Whale Breach
Each Deep voyage has a 0.05% chance (rising with Luck) to meet the whale directly β an instant 2% of the jackpot pool.
Season Prize
At each 28-day season's end, 10% of the jackpot pool goes to the top-3 on the catch leaderboard (50/30/20).
Fairness & transparency
- Provably-fair RNG: gacha, enhancement, and catches all use a daily seed hash that's committed up front and revealed the next day β the results can't be quietly rigged.
- Circuit breaker: if the on-chain price swings Β±50% within an hour, the shop and withdrawals pause for 10 minutes to absorb the shock.
- Open books: the vault, jackpot, and burn wallet addresses are public, with a live in-game dashboard showing pool balance, daily inflow/payout, and total burned.
This is a circular economy β it grows when new players arrive and shrinks when inflow stops. The defenses turn a potential cliff into a gentle decline and guarantee weeks of payout ability, but they don't create permanent growth. The token's market price and the game's payout ability have separate lifespans; season content and transparency are what keep both alive. Play it for the fun and the flex, and treat the degen upside as upside.
13 FAQ
The questions every new captain asks at the dock.
What's the difference between $GWHALE and $WHALE?
Same token, two names. $GWHALE is the ticker you buy and trade on the market. Inside the game your balance and every price is shown as $WHALE β the dock-side name for the exact same coin.
Why is withdrawing limited and delayed?
Three reasons, all protective: a 24-hour queue and a daily cap stop a bank run from draining the pool overnight, and a 5% fee (recycled back into the vault) makes rolling your stack over slightly better than cashing out. It's what keeps the game solvent for everyone, so the pool is still paying out weeks from now.
What happens when the daily payout budget runs out?
Market sales pause once the day's budget is spent β your fish are held, not lost, and you can sell them once the budget resets the next day. The budget exists so the reward pool can't be emptied in a single day; it's sized to keep the pool alive at least 8 days even with zero new inflow.
Can I buy more than one boat?
Yes β own as many as you like. But the number that can be at sea at the same time is set by your flagship: 1 voyage at T1βT2, 2 at T3βT4, 3 at T5. That stops a swarm of cheap boats from out-earning a proper high-tier build. Grow your flagship to grow your slots.
Do prices ever change?
Never, in $WHALE terms. The Old Dory is always 80,000; an anchovy always sells for 110. Their dollar value floats with the token price, but the in-game numbers are locked forever β so you can plan your spending with total confidence.
Are the gacha and enhancement odds actually fair?
Yes, and it's verifiable. All the RNG runs on a daily seed hash that's committed in advance and revealed the next day (provably-fair), so results can't be tampered with after the fact.
My gear might get destroyed enhancing it?!
Only at the very top β +9 and +10, and only on a failed attempt, with a 20% destroy chance. Boats are never destroyed. A destroyed piece returns 3 materials as a wreck, and a Blessing Scroll (from contests, raids, and seasons) blocks one destroy outright. Everything below +9 is destroy-safe.
Do I lose progress if I'm away (AFK)?
No. Voyages run on the server timer whether your tab is open or not, and the return-bite minigame is AFK-neutral β miss it or skip it and there's zero penalty, you just don't get the small quality bonus. Log back in and collect your haul.
Why do I have to deposit before I can play?
There's no free-to-play tier anymore β every boat, gear piece, crew, and fuel tank is paid in $WHALE. Requiring a deposit up front is what keeps bots and multi-account farmers out of the reward pool, which protects real players' payouts.
How does weather affect a run?
Whatever weather is showing when you depart locks in for the entire voyage. The forecast rotates on fixed 6-hour slots and is decided by a server hash, so it can't be manipulated β a storm is always a choice you opt into (for +25% catch at 2Γ wear), never a surprise mid-voyage.
Is my fleet's vault safe from a captain running off with it?
Yes. The captain cannot personally withdraw the fleet vault β it can only be spent on buildings and war stakes, and every transaction is logged for the whole crew. If a fleet dissolves, any leftover vault is burned rather than pocketed.
What's the fastest way to grow my income?
Tier up your boat to reach deeper grounds (The Deep pays ~20Γ a coastal slot), keep your gear within one tier of your hull to dodge the cross-tier penalty, seat crew that match your build, and enhance your best pieces. A full top-gear set with average rolls is worth roughly +23β25%. Remember individual boosts compete for share of a fixed daily budget β they raise your slice, not the total paid out.
Will the token/economy last forever?
Honestly, no β it's a circular economy that grows with new players and contracts when inflow stops. The built-in defenses turn a crash into a gentle decline and guarantee weeks of payout ability, but they don't manufacture endless growth. The token's market price and the game's payout ability have separate lifespans. Play for the fun and the flex; treat the upside as upside.