Deep Fishing Guide

Coins, pond and AFK money

Quick answer

Your pond is the passive income engine — stock it with big mutated fish, keep the food topped up, and use the kraken's consume for a one-time ten-times sell.

The pond is where Deep Fishing stops being a per-cast grind. It is a separate income stream that keeps paying per minute while you are fishing, travelling or offline, and it is also the system most players ignore for far too long.

How the pond works

<div class="tbl-wrap"> <table> <thead><tr><th>Piece</th><th>What it does</th><th>What to do with it</th></tr></thead> <tbody> <tr><td><strong>The pond itself</strong></td><td>Holds your fish and pays out income per minute</td><td>Stock it with big fish, not your junk catches</td></tr> <tr><td><strong>Food</strong></td><td>Raises the pond's income rate</td><td>Better food is a direct multiplier on every minute</td></tr> <tr><td><strong>Revive hearts</strong></td><td>Brings back fish that starve in the pond</td><td>One heart per fish; watch for the revive prompt next to Equip Best</td></tr> <tr><td><strong>Mutations</strong></td><td>Multiply the fish's value inside the pond too</td><td>Mutate before you stock — the multiplier is permanent on that fish</td></tr> </tbody> </table> </div>

Fish in the pond can starve. When one does, a revive button appears next to the equip-best button at the bottom of the screen, and it takes a single revive heart to bring the fish back. Keep hearts in reserve; a pond full of dead fish pays nothing.

The passive loop in order

  1. Fish for weight, not quantity. Pond income scales with the fish you stock, so the biggest fish you catch are pond candidates, not sales.
  2. Mutate before stocking. A mutation applied in the bag is worth the same in the pond, but applying it later means the pond lost income in the meantime.
  3. Top the food up. Better food means more coins per minute, permanently, for as long as the pond runs.
  4. Keep hearts on hand. Starving is not a bug — it is a maintenance cost.
  5. Feed to the luck threshold. Pushing pond feeding all the way up is how players report earning an exclusive fish that never appears on a hook.

Official Deep Fishing screenshot: the haul of fish that feeds the pond

The kraken: one-time, ten times

The kraken is the deep-water boss and the single biggest multiplier available to a normal session. It appears on its own timer rather than on demand. When you catch it, holding and consuming it lets you sell everything at ten times value — once.

Because it is one use, timing is everything: bank a big bag, including the pond-quality fish you have decided to sell, then pop the kraken and sell. Using it on three small fish is the most common regret in the game.

The AFK setup

Capacity is the AFK stat, for a simple reason: it decides how many fish a single hook can hold, which decides how long a session can run without attention. Pair it with an auto-selling pass and the pond doing its own thing in the background, and a session keeps earning while you are not watching the rod.

<div class="tbl-wrap"> <table> <thead><tr><th>Goal</th><th>What to lean on</th></tr></thead> <tbody> <tr><td>Money while you are active</td><td>Long casts, deep water, mutation-heavy bag, kraken on the best bag</td></tr> <tr><td>Money while you are away</td><td>Stocked, fed, mutated pond</td></tr> <tr><td>Money while tabbed out</td><td>Capacity + auto-sell, pond running underneath</td></tr> </tbody> </table> </div>