Sy's back room (and water you can read)
Last post ended with a promise: make the gear visibly pay off. This one delivers on that from a few directions at once — and the theme that emerged, once I stood back, was making systems show their work. The odds, the water chemistry, the equipment: all of it is on screen now instead of humming away invisibly.
Sy’s Breeder’s Box
Sy, the fish supplier, has a back room. That’s the fiction: “I don’t sell these. But for you? Let’s see what the back room’s raised.”

Buy a box, open it, and see what he’s bred — fifteen morphs across five showcase species so far (Angelfish, Betta, Discus, Pearl Gourami, Red Dragon Guppy), in uncommon, rare and prize tiers. The prize ones twinkle in the tank. Right now they’re recolours with real art to come, but the whole loop is playable today.
Here’s the part I want to be upfront about, because it mattered to me while building it: the odds are printed on the machine. Not buried in a menu, not in a legal footnote — right there, next to the button, along with a live pity counter telling you exactly how close you are to a guaranteed rare. There’s no real money involved anywhere; it’s the same in-game cash you earn from your streams.

And if the whole idea of a random box isn’t your thing, there’s a door marked no thanks: Sy’s display tank always has one specific rare specimen in it, at four times the price. You can just… buy it. Once you do, the tank reads SOLD until his next arrival, so it’s a considered purchase rather than a shopping spree. I wanted the gamble to be a choice, not the only road to a nice fish.
The pump is a real thing now, and the fish know it
Air pumps come in three tiers, and the one you install actually hangs on the back wall of the tank — I had to move the heater rod down low to make room, exactly like a real setup. The spout genuinely pumps: a jetted stream of bubbles that shoots out horizontally, loses steam, and curls up into a rising arc, with an occasional rev that sprays a streak across the glass.
But the bit I’ve been grinning about all day is what the fish do with it. The jet is a real current, and they ride it — they’ll hold station facing into the flow, pressing forward as it pushes them back, and a school will do it together. If you’ve ever kept fish, you’ve stood and watched them treadmill in the filter outflow for twenty minutes. Now you can do it here.
I also cut CO₂, the auto-feeder and the UV sterilizer from the catalogue. Three things I’d sketched but couldn’t make interesting — better to have fewer bits of gear that each do something you can see.
Water chemistry that shows its work
Cleanliness used to be a word on a bar. Tap it now and you get the whole equation the game is actually running.

Filter, crew and plants on one side; fish waste, overfeeding and biofilm on the other, as two bars on a single scale with a verdict underneath — “Cleaning wins by 0.4, the water clears.” There’s a little drift arrow on the status bar too, so you can tell at a glance whether things are getting better or worse. The numbers come from the same source the simulation uses, which means the popup physically cannot lie to you. That mattered more to me than it probably sounds.
Then the honest part: your water can’t settle above your filter’s tier. A basic filter tops out around 72, a sponge at 80, a canister at 96. Testing, I’d found that sixty dollars of gear got you to 87, which made a beautiful tank far too cheap. Now a genuinely sparkling, self-sustaining tank is a real milestone you work up to — and your squeegee still punches through the ceiling for a while, because scrubbing the glass yourself should always beat letting the machines do it.
While I was there, the grime got a realism pass: green fuzz creeps along the bottom and side glass, and your cleanup crew visibly hunts it — snails climb the fuzziest wall and leave a grazed trail behind them. I also turned off the old murky-water tint, under a new rule I’ve written down so I don’t break it: anything visibly dirty must be something you can fix right now. Murk you can’t scrub is just guilt. Film you can squeegee is an invitation.
The Tanks app grew up

Tank upgrades used to live in the store, which meant a trip and a nagging “wait, which tank does this apply to?” every time. Now each tank carries its own upgrade button, and there’s an equipment panel right underneath the active one with the whole ladder laid out — what’s installed, what you own, what’s still locked. The store’s Extras section got a proper webshop look too, with category headers and spec chips so you can compare gear at a glance.
The rest of the pile: My Fish split into “In Tanks” and “Waiting” tabs, with a holding cap so fish can’t pile up forever (and everything refuses politely when it’s full — nothing’s ever lost or charged for). Sponsors moved to a full-screen view so those mission lines can finally breathe. And three old placeholder species retired gracefully into their modern replacements, so nobody’s save breaks. The roster’s at 37 now.
What’s next
Real art for the morphs, real art for the filters and heaters, and a way to send your duplicate fish back to Sy for something useful. And somewhere in the backlog, a beat where the game gently writes “WASH ME” on your dirty glass.
Thanks for following along. 🐟