| Base value | |
|---|---|
| Cost | 25 credits per clutch |
| Eggs per clutch | 3 |
| Hatching | 4 h |
| Parents rest after | 24 h |
| Your very first clutch | hatches in 10 seconds |
| Mutation chance | 2% per gene copy |
| Clutches at once | 1 |
The station’s Hatchery, Recovery bay and Lab upgrades shorten the times and add clutches; breeder skills help too. Upgrades, Breeder skills
Growing up
Bred fish hatch as fry at 35% of their grown length and grow up over 24 hours. Fry can’t breed or hold records. Every feed while they swim in your deep takes 20 minutes off, up to half the time. Feeding costs 5 credits.
Generations
Wild fish are generation 1. Young are one generation above their older parent.
Stud services
You can offer a fish as a stud: other players pay a fee (you set it) to breed their fish with it, and keep the eggs. Up to 6 bookings a day per stud, 3 studs at once. The market keeps 5% of every fee.
Planning tools
- Breeding planner: pick the traits you want, and every possible mate (yours and stud services) is ranked by the exact chance their eggs show and carry them.
- Offspring stats: before you breed, the range each stat will land in.
- Selective breeding (a breeder skill) and the trait anchor (a Gene Lab tool) make a parent pass a chosen trait more often.