WASD / arrows · SPACE missiles · land the pad on the right
FISH EXTRACTOR
A heist, except the vault is a pond and the cops are feral.
Hire a crew. Arm them. Drag-select. Right-click to move. Build a counter, drop a register on it, and the peaceful ones will line up to buy.
BRIEFING
Left-drag a box to select several. Left-click empty ground to drop the group. Right-click to move. Click a biting unit to set the hook.
Build opens walls, counters, and registers. A register only sits on a finished counter. Passives queue at registers; if there is no register they crowd your crew at arm’s length and your bullets will drop them — they also soak shots meant for savages.
Job 1 is a trickle. Don’t wipe the customers. Fish stay on the person who caught them — five each unless you bought bags. Heavier bags, slower walk. Pond and LZ swap corners each job — never the same corner. Later jobs often wrap the pond in an electric fence — HACK the terminal (captcha). Tanks cannot fit the gate; the helicopter flies over. Hire from three faces a job. Units take a cut of every sale, level like a grinding RPG, and get ugly if you touch their cut. Click the cash box for CDs and bonds. The amphibious tank fishes the dark hole.
LOCKER
FIREARMS
RODS
FISH MARKET
CARRY
Five fish on the person. Buy a bag for the selected crew.
GETAWAY
On foot until you buy a ride. Unlocks in order. You can own several of each.
OWNED
GETAWAY LOT
FOR SALE
Only checked fish are sold to customers and listed on the stall. Saved between jobs.
LIQUIDITY
Cash on hand earns (or pays) the savings APY each job-year. Tranches lock funds until maturity, then dump back into cash.
Open lots
None.
STREET TALENT
Pick one. Three faces a job. After that the alley is empty until the next job.
GATE TERMINAL
Prove you are not a cop. Type the glyphs. Caps do not matter. Extra operators at the box make it easier.