Main economy controls
| Config area | Controls |
|---|---|
Config.shop.items | Rod and bait purchase prices |
Config.baits | Bait price, fail chance, and rarity multipliers |
Config.tiers | Base rarity weights |
Config.fish | Catch prices and per-fish weighting |
Config.zones | Location-based rarity multipliers |
Config.sell.account | Account that receives sell payouts |
Config.boatrental.boats | Optional boat rental prices |
Recommended balancing process
Decide target earnings
Pick a target amount a normal player should earn in 10 minutes, 30 minutes, and 1 hour.
Test premium bait
Shrimp, squid, and lures should feel worth buying without printing money too quickly.
Bait design
Good bait progression usually looks like this:| Bait tier | Goal |
|---|---|
| Cheap bait | Low entry cost, more junk/common fish |
| Mid bait | Better common/uncommon consistency |
| Expensive bait | Lower fail chance and better rare/epic odds |
| Premium lure | High cost, meaningful legendary chance |
Avoiding runaway profit
- Keep legendary catches rare.
- Make premium bait expensive enough to matter.
- Do not boost every tier in every zone.
- Balance boat rental cost against deep sea rewards.
- Test with real players for at least 20 to 30 minutes.
Example adjustment
If players earn too much:Testing checklist
- New player can afford rod and starter bait.
- Cheap bait does not feel useless.
- Premium bait feels exciting but not mandatory.
- Deep sea has a reason to exist.
- Selling pays the intended account.
- Failed catches and junk do not feel unfair.
