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Fathom Fishing

A good fish on the line.

A lure goes down on a line and you decide how far. Fish are worth more the deeper you take them from, the light gives out on the way, and the run ends after three minutes whether you have anything to show for it or not.

The Fathom Fishing menu, listing the four venues with their depths, and a coin count The lure lit by its own lamp at 63.8 metres under the dock, with fish crossing in the dark around it An angler in a small boat on the lake, rod bent, with a whitefish on the line and the tension bar filling Tea-coloured river water over drowned timber, with a hooked catfish and the words SNAGGED, GIVE LINE The field guide, showing run records and the first entries with a line of description for each fish Open blue water at the seaside, the lure lit in the middle of it with fish passing on either side

What you're doing down there

One thumb, and gravity does the rest

Drag down and the line goes out. Drag up and you take it back. Let go and the lure holds where you left it. That is the whole trick: a lure sitting still is a lure that is fishing. Everything else is a decision about how deep to sit and how long to wait there.

Being in the right water at the right moment

Something is crossing under you the whole time and most of it ignores the lure. You cannot chase a fish down; you can only be where it is going to be. Guessing wrong costs you thirty seconds of a three-minute run, which is the only thing in the game that is genuinely scarce.

You and the drag

Set the hook with a tap, or a flick of the phone if you would rather, and then the clutch is the only thing you control. Too loose and the fish takes line until the clock runs out. Too tight and it parts, and you watch something good leave with your lure in its mouth.

Nothing fights the same way twice

A bass makes one hard run and after that it is winding. A pike turns and swims straight at you until the line goes slack and the hook falls out. A grouper does not run at all. It goes home, and home is a hole in the rock with your line around it. You find this out by losing to it.

The dock, and then the others

A hundred metres of green-black water off an old pier is where you start. A lake between two bluffs is shorter and asks a different question. A river the colour of tea runs too hard to leave a lure anywhere. Blue water off a coral shelf is the deepest, and there is a marlin in the bottom of it. Each one opens when you have earned it, not when you have waited.

The spool remembers

Line frays where the fights were hardest and carries that into the next run, so a bad night starts you nearer the break. Coins come out of the water and go back into line, lures and three modest upgrades. Nothing about it can end a run, and nothing about it is for sale.

Platform
iPhone, portrait, one hand
Requires
iOS 17 or later
Price
Free
Ads
Optional rewarded video, never during a run
Leaderboards
Game Center: best run, best fish, deepest catch. Optional
Offline
Plays with no connection, no account and no sign-up
Accessibility
Reduce motion, tap instead of flick, haptics, colourblind tension