The Cozy Fishing field manual
Everything in the game, in one place: the world, fishing, progression, the shops, $COZY and the real reward layer. Updated for the Cozy Fishing relaunch on 25 September 2026.
For the crew: this page is the shared reference for how the game behaves today. Every number on it is read from the live game. If you read something here and think it should work differently, that is exactly the kind of note we want. Nothing on this page is set in stone.
- The world
- Controls
- Fishing: the bite and the hook
- Progression and shells
- The stock license and $COZY
- Journal, requests, community goal
- Shops, vendors and boats
- Accounts and safety
- The reward layer
- Claiming: catch to wallet, step by step
- Premium looks, the Tide Catalog and the speed rod
- Fairness and limits
- Fishing tournaments
- Leaderboards
- What is coming, what is not
1. The world
Cozy Fishing is one shared world of cozy islands on a big, flat sea, and one shared community. There is a single economy behind everything: one account, one purse of shells, one journal, one set of leaderboards, one reward ledger.
Because a lot of people fish at the same time, the ocean runs as four parallel waters. Up to 1,200 explorers can be out at once, around 300 to a water, and you are placed in whichever water has the most room. Everything that counts is shared across all four: your progress, your shells, your catches, your rewards, and every board. What is local to your water is simply who is standing next to you: the explorers you can see, wave at and talk to. The badge at the top of the game shows both numbers, the people in your water and the people out across all waters. If every water happens to be full, you wait in a short line with a countdown and join automatically the moment a place opens.
The Cozy Archipelago has eight islands, each with its own landscape and its own fish:
| Island | Landscape | Where to fish |
|---|---|---|
| Daydream Harbor | Starter coast and meadow village. Everyone starts here. | The shoreline, the first dock, the harbor |
| Tanglewild | Forest | A river, a waterfall pool, mossy ponds by the old mill |
| Sunleaf Dunes | Desert | Oasis lakes and a dry canyon river |
| Frostveil Peaks | Mountains, the tallest island | Small alpine lakes at different heights, a glacier lake, a hot spring |
| Port Lumen | City | Canals, the fountain plaza, the city harbor |
| Crescent Atoll | Small reef islet | A coral lagoon and a shipwreck |
| Moonshoal Bar | Sandbar that glows at night | Glowing water after dark |
| Emberfall | Small volcanic islet | Warm vents off black sand |
- Getting around: walk anywhere on an island. Between islands there is only open sea, so every trip to another island is by boat: board at a harbor dock and steer yourself, or pick a guided voyage between harbors. Boats are progression: everyone starts with a rowboat for the nearby waters, and the far islands need a sturdier hull, a sailboat and then a steamer (section 7). Lakes, rivers, canals and the oasis are fished from their shores, not sailed. The first time you set foot on a new island it pays 40 shells.
- Day and night: the world runs a shared 24 minute day cycle (one real minute is one game hour), the same for every player. Nights stay readable by design, and a personal "brighter nights" lantern setting can lift the darkness on your screen only.
- World radio: one chat channel, deliberately subtle until you open it, carrying the voices of the explorers sharing your water. Messages are short-lived: the server keeps at most 60 messages for 30 minutes and clears them on restart. You can mute locally.
- Shops on every island: Mara's General Store on Daydream Harbor is a walk-in shop, and each island has its own vendor with a specialty: carved rods on Tanglewild, oasis charts on Sunleaf, cave lanterns and warm knits on Frostveil, boats and fine clothes in Port Lumen, pearl and shell trades on Crescent. The Tide Trader, a merchant ship, sails from harbor to harbor on a shared schedule with rare looks that rotate with the tide.
- Weather and wildlife: weather is shared by everyone and moves by region: sun, drizzle, fog, snow on the peaks, heat shimmer in the dunes. Some fish only bite in certain weather or at certain times of day. Animals roam the islands and lamps come on at dusk.
- Grottos: five of the islands hide a cave with a glowing underground lake and fish found nowhere else. You need a lantern to go in. Casts in a grotto get a slightly better chance of a stock catch; it never lifts any cap. Details land here with the grotto update.
- Ocean life: sharks, manta rays, and octopuses visit the waters. They are there to be seen, never caught.
2. Controls
| Input | What it does |
|---|---|
| WASD / arrows | Walk, or steer your boat |
| Left click | Walk here; click water to walk to the nearest fishable shore |
| Right or middle drag | Rotate the camera (scroll wheel zooms) |
| F | Cast your line |
| Space | Hook the fish while your line is out; a small jump when it is not |
| B M J | Travel, shop, and journal panels |
| L | The standings (all four leaderboards) |
| Enter | World chat |
| V R H E | Zoomed-out view, camera reset, wave, talk to whoever is nearby |
| Esc | Close any panel |
On phones: a touch stick (left or right side, your choice), tap to walk, one finger drag to look, pinch to zoom. The whole cast console is the tap target during a bite. A short intro tour covers all of this on your first visit, and you can replay it any time from the help panel.
3. Fishing: the bite and the hook
Fishing is an active moment, not a countdown. The rhythm is: cast, wait, react.
- Cast anywhere land meets water (any shoreline, pier, lake shore or canal edge), with F or the cast button. Different waters hold different fish, and some fish live in one place only.
- The bite comes at a random moment between 4 and 8.5 seconds in, and never at the same moment twice. The timing is decided (and locked) the instant you cast, but nobody, including your own game client, can see it before it happens. Owners of the Tidecutter speed rod (section 11) wait a quarter less.
- The hook: when the "!" appears you have 1.6 seconds to press Space or tap. Hook it and the catch lands; the faster your reaction, the more bonus shells (up to 6). Pressing too early is simply ignored.
- The escape: miss the window and the fish slips away. You get one shell for trying, no fish, and no reward eligibility from that cast.
- Changing your mind: walking away reels the line in, and there is a "Reel in" button too. A cancelled cast pays nothing.
- Relaxed or hands-on: the toggle beside the cast button switches between the two. Hands-on adds a cast-strength slider, which changes how far your line lands and nothing else: same fish, same odds, same rewards.
Auto-cast exists purely as a convenience: it re-casts for you after a result, but the hook always needs a human. Leaving the game running unattended earns one shell per escaped cast and nothing else.
How big your fish is
Every catch rolls its own weight, and the roll leans small. Most fish of a species come in near the light end of its range, a fish close to the usual maximum feels earned, and a handful of species carry a rare trophy tail that reaches far past it: a deepwater tuna can go to 60 kg, a starlight ray to 30 kg, a moonlit koi to 9 kg, a coral trout to 6 kg. Anything over 25 kg is a genuine story, turning up roughly once in several hundred hooked casts, and only in the waters where tuna and rays actually live. Your journal keeps your personal best for every species, and the heaviest-catch board keeps the island's.
4. Progression and shells
Where to check your tier: the chip at the top right of the game shows your current tier and rod name at all times, on phones too. Tap it to open the rods panel, which opens with a "Your rod right now" card carrying the two numbers people ask about: your current stock chance, and the top value a single catch can reach at your stock license level.
There are around 40 catchable fish species and 16 rod tiers. Rods are the fishing progression: each tier can add regional species to your catch pool, and better rods raise the chance that a cast hooks a stock catch instead of a fish. Which stock symbols you can catch is decided separately, by your stock license (next section).
| Rod tier | Chance of a stock catch | What it adds |
|---|---|---|
| 1 | 0.01% | Where everyone starts. Fish every shore. |
| 2 | 0.35% | Crescent lionfish |
| 3 | 0.55% | Starlight ray, little lanternfish |
| 4 | 3% | No new species above tier 3. Each further tier adds one percentage point of stock chance, ending at 15% on tier 16. |
| 5 to 16 | 4% rising to 15% |
Every upgrade needs lifetime fish plus shells that are spent, and every tier past the first also asks you to hold $COZY in your linked wallet once the token launches: checked once at the moment you upgrade, never spent, exactly like the stock license hold in the next section. In the current phase rods are obtainable up to tier 3.
| Rod tier | Lifetime fish | Shells (spent) | $COZY (held, not spent) |
|---|---|---|---|
| 1 | where everyone starts | free | none |
| 2 | 25 | 2,500 | announced at launch |
| 3 | 75 | 7,500 | announced at launch |
| 4 to 16 | On display in the rods panel with their full requirements, so you can see the road ahead. They unlock in a later phase, and their prices are still being tuned. | ||
Anyone already above tier 3 from an earlier economy keeps every tier they own: the cap blocks new upgrades only, and a tier you have bought is never re-checked or re-charged. Prices change only for the next step, never retroactively.
- Shells are the in-game currency, earned from catches, reaction bonuses, discoveries, journal activities, daily requests and the community goal.
- Catch payouts are rolled, not fixed. Every landed fish rolls a fresh reward inside the band for its rarity: 15 to 30 shells for a common fish, 23 to 45 uncommon, 38 to 75 rare, and 75 to 150 legendary. The quick-hook bonus of up to 6 shells is added on top. The roll comes from the same committed seed as the bite, so a settled cast can be recomputed from the revealed seed like everything else about it.
- Fish copies: some cosmetics trade spare copies of fish you have caught. Trades never touch your collection, journal, or aquarium; only surplus copies are spent.
- Explorer level grows with lifetime fish, from level 2 at 5 fish up to level 10 at 600, and unlocks some cosmetics for free.
5. The stock license and $COZY
The stock license is a second, separate ladder of ten levels. Your rod decides how often the market bites; your license decides which symbols can be on the line and how valuable a single catch can be. Level 1 is free for everyone with a linked wallet; levels 2 to 10 unlock with $COZY once it launches.
| Level | Adds these symbols | Catch value | Shells (spent) | $COZY (held, not spent) |
|---|---|---|---|---|
| 1 | AAPL, GOOGL, GME | $0.03 to $0.05 | free | none |
| 2 | + AMZN, NFLX, MSTR | $0.05 to $1 | 2,500 | at launch |
| 3 | + TSLA, HOOD, MSFT, NVDA | $0.05 to $2 | 7,500 | at launch |
| 4 | + QQQ, PLTR, SNDK | up to $4 | 15,000 | at launch |
| 5 | + IBM, HIMS, RBLX | up to $5 | 25,000 | at launch |
| 6 | + CRCL, DJT, AMD | up to $6 | 50,000 | at launch |
| 7 | + cbBTC, ETH, GLD | up to $7 | 75,000 | at launch |
| 8 | + USDG (all 23 symbols) | up to $8 | 100,000 | at launch |
| 9 | reserved for future symbols | up to $9 | 200,000 | at launch |
| 10 | reserved for future symbols | up to $10 | 500,000 | at launch |
Levels 4 and above are still being tuned. The upgrade panel in the game always shows the live price of your next level, and that is the number you are actually charged.
What a stock catch is worth
The top of each range is a ceiling, not a price tag, and the roll behind it is deliberately bottom-heavy. Most catches land small; the top of your range is a rare prize that turns up now and then and makes the day. A level 3 license does not mean $2 a catch, it means your catches mostly sit near the bottom of the $0.05 to $2 band with a real chance of something much better. Climbing a level widens the top of the band; it does not lift the floor.
What $COZY will do
$COZY is Cozy Fishing's own token, launching soon on Robinhood Chain. Think of it as the fishing licence: the ocean is free, and the licence is what lets you take real rewards home from it. The exact amounts are announced at launch and will appear here and in the game.
- It opens real rewards. Earning real stock rewards from stock catches asks you to keep a $COZY balance in your linked wallet. It is a licence you keep, not a fee you pay: the tokens are never taken, moved or locked. Without the hold your line simply fishes, and stocks are left out of the draw, so you never hook a stock catch that quietly pays you nothing.
- It unlocks the two ladders. Rod tiers past the first and license levels 2 to 10 ask you to hold $COZY, checked once at the moment you upgrade and never again.
- It buys looks. $COZY is how the boutique's premium and crypto shelves are paid for (section 11).
Here is the honest line between the two halves of the game. Playing is free. Fishing, every fish species, shells, the journal, the notebooks, sightings, daily requests, the community goal, boats, chat, leaderboards, your aquarium and every free cosmetic route need no token and never will. Taking real rewards out asks for the licence. Anything you already own stays yours either way: a rod tier, a license level, a cosmetic, a reward already sitting in your chest. If you stop holding $COZY you simply stop earning new rewards from that point; nothing already earned is ever confiscated, and you can still claim every bit of it.
6. Journal, requests, community goal
- Field journal: eight island notebooks worth 25 shells each, completed by exploring.
- Sightings: spotting an ambient species (a shark, a manta, an octopus) up close pays 35 shells, once per species.
- Daily community goal: the whole world works together toward 75 fish per UTC day. Contribute at least 3 yourself and collect 75 shells when the world gets there, once per day.
- Daily requests from Mara at the Daydream Harbor market: three every UTC day, worth 55, 70 and 90 shells. Catch a few fish, fish a particular spot, or bring in three different species.
- Collections: four species sets, from the shoreline trio (100 shells) up to the four island rarities (400 shells), each paid once when you complete it.
- Starter goals ease you in: your first catch, three species, 25 lifetime fish, a first boat trip, the four starter islands and finally all eight, paying 40 to 500 shells.
7. Shops, vendors and boats
One distinction matters everywhere and is labeled on every card:
| Tag | Meaning |
|---|---|
| Upgrade, unlocks new fish | Rod tiers. Real progression, bought with lifetime fish plus shells plus a $COZY hold. |
| Cosmetic, style only | Almost every look on every shelf: hats, jackets, rod finishes, boat colours, outfits, back gear, companions. Changes how you look, never how the game plays. |
| Rod addon, bites 25% sooner | The Tidecutter speed rod, and only that. The one shelf item that changes your fishing, so its card says so instead of claiming to be style only. |
Cosmetics arrive four ways: free level and discovery unlocks, fish-copy trades, shell purchases, and the premium and crypto shelves described in section 11. Buying with shells or fish means standing at a counter that sells the item.
Who sells what
| Vendor | Where | Sells |
|---|---|---|
| Mara's General Store | Daydream Harbor, a walk-in shop | Daily requests, collections, rod upgrades, sailboat orders, the spinner lure, the cave lantern, every classic shell and fish-trade look, and a catalog desk that takes premium and crypto orders |
| Old Bramble's woodcarver hut | Tanglewild | Moss fly lure, forest chart, carved and birch rods, knitwear |
| Zahra's caravan tent | Sunleaf Dunes | Sandglass lure, all six charts, desert hats, the saffron coat |
| Pip's mountain hut | Frostveil Peaks | Cave lantern, lantern oil, ice jig, mountain chart, warm knits |
| Shipwright | Port Lumen | Sailboat and steamer hulls, boat colours, the royal shipwright's hulls |
| Tailor | Port Lumen | Crypto and royal collections, outfits, back gear, companions, the Tidecutter |
| Fishmonger | Port Lumen | Buys your spare fish copies for shells; city chart |
| Coral trader's hut | Crescent Atoll | Shimmer lure, reef chart, pearl and reefglass trades, the coral sash |
| The Tide Trader | A ship that sails between harbors | Moonglow lure, lantern oil, two rotating rare items per stop, and the Tide Catalog |
Classic looks stay on sale at Mara's and also turn up at a themed vendor, so nothing you could buy before has moved out of reach. Mara's catalog desk means a premium or crypto look never waits on a boat upgrade.
Boats: how far you can sail
| Hull | Costs | Reaches |
|---|---|---|
| Rowboat | where everyone starts | Daydream Harbor, Tanglewild, Crescent Atoll, Moonshoal Bar |
| Sailboat | 1,500 shells and 60 lifetime fish | adds Port Lumen, Sunleaf Dunes, Emberfall |
| Steamer | 6,000 shells and 200 lifetime fish | adds Frostveil Peaks |
Hulls come in order, and you order one while docked and not casting. Order the sailboat at Mara's General Store on Daydream Harbor (she sends word to the shipwright and the hull waits at your mooring) or at the shipwright in Port Lumen. The steamer is sold only by the Port Lumen shipwright, which the sailboat already reaches. Boat colours and the royal hulls are separate looks and never change how far you can sail.
The rule behind all of this: anything you need to progress is sold at a counter you can already reach. Island vendors add optional looks, lures and charts on top.
Lures, gear, charts and the fishmonger
- Lures are packs of charges, one spent per cast when you cast. A lure only makes fish that could already bite at that spot, time and weather more likely; it never touches your stock chance, reward caps or claims. The spinner lure (10 casts for 90 shells) favours uncommon fish; each regional lure (15 casts, 240 to 280 shells) favours its island's fish; the moonglow lure (10 casts, 480 shells) favours rare and legendary fish. Lures are for finishing a collection, not for earning shells: buying them never pays back more shells than they cost.
- The cave lantern is free once you have landed 50 fish, from Mara or Pip. It gives you two free grotto visits every UTC day, with more at higher rod tiers. Lantern oil adds one extra visit per bottle: 420 shells aboard the Tide Trader, which docks at Daydream Harbor every 2 hours, or 350 at Pip's hut; at most two bottles bought per UTC day.
- Charts (600 to 1,200 shells, bought once) add almanac hints for fish you have not caught yet: where they live and when they bite.
- The fishmonger buys spare fish copies: 8 shells for a common, 12 uncommon, 20 rare, 40 legendary, up to 50 fish per sale and 800 shells per UTC day. Your lifetime count, collection, journal and aquarium never shrink.
8. Accounts and safety
- Guest first: you can play the entire game without an account or a wallet. A random ocean name is suggested on your first visit; keep it, shuffle it, or write your own.
- Optional account: a username and password lets you sign in from another device. Passwords are stored properly hashed; recovery uses one-time codes shown exactly once. There is no email involved.
- Server authority: your position, catches, and rewards are all decided server-side. The client sends movement intent only, so teleporting or fabricating catches is not possible.
9. The reward layer
Plain words first: stock catches pay real tokenized stocks on Robinhood Chain (mainnet), in small, capped amounts: cents up to a few dollars per catch depending on your stock license. They are yours to hold or sell. Cozy Fishing is a cozy game with a real cherry on top, not an investment platform, and nothing here is financial advice. (The earlier prototype phase paid valueless testnet practice tokens; anyone who earned those can still claim them from a legacy section of the reward chest.)
The loop itself is live end to end:
- Link a wallet (browser extension or WalletConnect QR) by signing one message. No gas needed. The linked address permanently becomes your reward address, and linking happens on Robinhood mainnet.
- Pass the gate: earning real rewards asks for a free explorer account, 50 lifetime fish of your own, a linked wallet, and (once the token launches) a $COZY hold in it. That fish count is its own threshold, twice what the first rod upgrade asks, so reaching rod tier 2 does not by itself open earning. The catch card tells you exactly which of those steps you are missing, with a button that opens the right panel. Fishing itself never waits for any of it.
- Earn: once you are through, eligible casts can land stock catches. Eligibility, the symbol pool and the price your reward is measured against are all locked the moment you cast, and only a successful hook turns it into an earned reward. Escapes and cancels release it. Which symbols can appear is set by your stock license.
- Rod badge: an optional non-transferable NFT that records your earned progression tier. Bragging rights only.
A symbol pays out only while it has a live price feed and a funded reward pool, so the list you can actually earn is sometimes smaller than your license list. When nothing is earnable the fish keep biting exactly as normal, and the cast console says so rather than quietly paying nothing.
10. Claiming: catch to wallet, step by step
Say you hook an NVDA catch. Here is exactly what you see, from splash to wallet:
- 1. The catch card. Instead of a fish, the result card shows a stock catch with the NVDA mark, the exact token amount and roughly what it is worth. It lands in your history like any catch, and the reward is instantly recorded in the game ledger. Nothing to do yet, and nothing can be lost; keep fishing and rewards simply pile up.
- 2. The reward chest. The chest icon in the toolbar opens your balances: per symbol you see earned, claimable, pending, and claimed. Under NVDA there is now a Claim button.
- 3. Press Claim. If no wallet is linked yet, the chest walks you through connecting first (extension or phone QR, one free signature). If your wallet is on another network, one tap switches it.
- 4. The claim fee, if one applies. If a $COZY claim fee is set at launch, your wallet confirms it here, before the claim itself. The chest shows the exact amount first. A fee pays for its own batch only, which is one symbol's rewards, up to 100 catches of it, and once it is proven it stays attached to that batch through any retry, so a hiccup later never costs you a second one. If it fails, nothing is taken and the chest asks again.
- 5. Confirm the claim. Your wallet pops up with the prepared claim: a voucher signed by the game's separate authorization service (the public game server holds no signing keys at all). You confirm it, along with the network fee, which is on the order of a cent.
- 6. Watch it land. The chest card flips to "Pending, confirming" with a link to the transaction on the block explorer. After confirmations it becomes "Claimed" and the tokens sit in your wallet.
The safety net behind those steps: the on-chain contract checks the signature, pays each claim exactly once (replay-proof, forever), and enforces its own caps on top of the game's. Claims survive everything: refreshes, restarts, dropped connections, and chain reorganizations are reconciled automatically, and a claim is tracked until final. Pressing the button twice returns the same transaction rather than paying twice. If you close the tab mid-claim, the chest picks it back up when you return.
Claiming in fewer, larger batches costs less in network fees. There is no hurry: an earned reward waits in the chest as long as you like. And claiming never looks at your $COZY hold. That hold decides what a new cast can earn; anything already in the chest is yours to collect whatever your balance does afterwards.
11. Premium looks, the Tide Catalog and the speed rod
Premium and crypto looks are sold by the Tailor in Port Lumen (boats by the Shipwright next door), and Mara's catalog desk on Daydream Harbor takes the same orders. On the crypto shelves payment is a plain token transfer to a burn address; the server verifies the transaction on-chain and grants the item exactly once. Purchases survive restarts and cannot be replayed or double-spent, and every token spent there is gone from the supply for good.
- The premium collections: 25 pieces priced in $COZY plus shells together; the $COZY prices are set at launch. The royal collection holds two crowns, two jackets and a gilded rod finish; the royal shipwright's row holds five boats with genuinely different silhouettes (a gilded throne hull, a lantern-lit night skiff, a sleek racing hull, a weathered pale wreck with a tattered sail, and a serpent-prowed longboat). Beside them: five full outfits that dress your whole explorer at once (worn over your hat and jacket, which come back when you take the outfit off), three pieces of back gear including a purely decorative bubble jetpack that replaces the everyday knapsack, and seven little companions that follow you around the islands, sit beside you while you fish and perch on the stern of your boat. Your shells are set aside the moment you start a purchase and come back automatically if it lapses.
- The Tide Catalog: nine exclusive looks that rotate with the tide, sold only aboard the Tide Trader. Every 14 days a new tide brings three of them aboard; the rest return with a later tide. The ship moors at each stop for 32 minutes, is back at Daydream Harbor every 2 hours, and reaches each other port about every 7 hours; you can buy from her on foot or from your boat. Anything you buy is yours forever, even after its tide goes out.
- Boutique classics: the Aurora crown, the Starlight rod finish and the Nebula boat, the three originals.
The premium collections, the Tide Catalog and the three classics show "price coming soon" until their $COZY prices are set at launch.
The Tidecutter speed rod
One shelf is not cosmetic, and it says so on the card. The Tidecutter costs 0.005 ETH on Robinhood Chain, paid once, and from then on fish bite 25% sooner on every cast you make. It works at every rod tier, keeps working through upgrades, and never expires. What it does not do: it never changes what bites, your stock chance, or what a catch is worth. The same fish and the same rewards arrive, just with less waiting. Its pearl-and-teal finish can be swapped for any other rod look without losing the speed.
Everything else on every shelf is style only, clearly labeled, and never required.
12. Fairness and limits
- Provable draws: before each cast resolves, the server commits to a random seed by publishing its fingerprint. The catch, the species, the weight, the shell roll, the reward size and even the bite moment are all derived from that seed, and the seed is revealed afterward. Anyone can recompute any cast from the proof view in the reward chest, including the exact dollar value of a real reward and the price snapshot it was measured against.
- Caps, layered: every real reward passes a ceiling per catch (your license level), a ceiling per claim and a ceiling per wallet per day, plus a daily ceiling of 25 dollars per player across all symbols that resets at 00:00 UTC (we will raise it as $COZY trading volume grows). The per-token caps are enforced independently by both the game and the on-chain contract, so no single point of failure can overpay. The exact per-symbol figures are tuned as pools and prices move; the reward chest always shows what is available to you right now.
- Bots kept out: earning real rewards needs an account, 50 lifetime fish of actual play history, a linked wallet and a $COZY hold. One explorer holds one world connection and one cast at a time, and the per-wallet caps bound anything that gets through.
- Active play required: because every catch needs a hook within 1.6 seconds of a hidden random moment, unattended farming earns nothing.
13. Fishing tournaments
Every two hours the ocean holds a 30 minute fishing tournament, announced on the world radio when it opens and when it ends. The format rotates between most catches, heaviest total weight, and rarest haul, which scores each fish by the same rarity bands as shell rewards. Only fish you actually hook count. Escapes, cancelled casts and idle auto casting score nothing, and stock catches are not part of tournament scoring in any way. Hook at least 3 fish during the window to be ranked. The top three win 500, 250 and 100 shells, credited automatically at the end, and ties go to whoever reached the score first. A small card beside the minimap shows the live top five, your own rank and the previous podium. Tournaments are shared across all waters: anglers in every world compete on one board.
14. Leaderboards
Four boards, ten names each, on the homepage and in the game. Press L in the game or use the trophy button in the world toolbar. Every board has a weekly view and an all-time view, and every board covers all four waters: one ocean, one ranking.
- Most fish caught. All time counts every fish you have ever landed. The weekly view counts fish landed since the reset. Stock catches are not fish and never count here.
- Heaviest catch. The single biggest fish, by weight, with the species beside it. All time is your personal best ever; the weekly view is the biggest fish you have landed since the reset.
- Shells. All time shows shells in the purse right now, so spending on rods and looks brings it back down. The weekly view shows shells earned from catches since the reset, quick-hook bonus included. A one shell escape does not count: missing the hook is not an earning.
- Real stock earned. The value of real tokenized stock earned from catches, priced at the moment each catch settled. This is what was earned, not what has been claimed to a wallet yet.
The week resets Monday at 00:00 UTC, the same clock the daily community goal and the daily requests already run on. Everyone races over the same seven days whatever timezone they fish from.
What a board shows about a player: an explorer display name and a number. That is all. No account names, no wallet addresses, no email, no identifiers of any kind. An explorer who has no display name appears as "Explorer". Names are the same playful nicknames you already see on the island and in chat, and you can change yours any time from your explorer card.
Boards are rebuilt about once a minute from the game's own ledger, so a catch you just landed may take a moment to appear. A board nobody has scored on yet is simply not shown rather than published as a column of dashes.
15. What is coming, what is not
Live now: real tokenized-stock rewards, the ten-level stock license, rod tiers up to 3, the Tidecutter, and all four leaderboards. Coming: the $COZY launch, rod tiers 4 and up, $COZY prices for the boutique, and more symbols becoming earnable as their pools and price feeds come online. The only official $COZY contract address is the one shown on cozy.fishing. Trust no address from anywhere else: copycat tokens with familiar names exist on every chain.
- No hidden boosts. Cosmetics never change your odds, and $COZY is never spent to land a catch. The rod and license ladders are the whole progression: species, stock odds, symbols and value ceilings. The bite, the hook window and the fairness proof are identical for everyone. The Tidecutter is the single exception anywhere in the shop, it only shortens the wait, and its card says so plainly.
- No trading between players, and no marketplace.
- Nothing on this page is financial advice. Playing never requires buying anything. Once it launches, holding $COZY is what opens real rewards and what climbs the two ladders past their first step.
Seen something you would change? That is what this page is for. Bring it to the crew.