Tide LogHOW TO FISH FIELD NOTES
UPDATED AUG 2026
LOADOUT NOTES / FIRST RUN

How to Fish best gear: buy the upgrade that changes your route

There is no universal best weapon. Your first loadout should make fishing safer, carrying faster and the next boss more forgiving.

How to read this page: upgrade order is based on the official catch-to-gear loop and community route reports. Exact prices and damage values are left out when patches can change them. Check the Steam game page ↗
Fishing rodPriority one · makes the core loop reliable
START
Bag capacityPriority two · less backtracking to the merchant
VALUE
Weapon upgradeBuy before a boss · only after the route is funded
BOSS
Food and revive planBoss prep · bring a recovery option and leave a teammate mobile
CO-OP

Solo loadout

Choose the rod and bag first, then one dependable weapon. A solo player cannot afford to lose every item during a boss attempt, so keep the setup simple and recoverable.

Co-op loadout

Split jobs instead of duplicating gear. One player can carry the fishing setup while another holds the boss weapon and a third keeps food or revive duties. The game supports online co-op and its community has expanded lobby support during launch patches.

What to delay

Cosmetics, gambling and novelty weapons can wait. The official game loop is about earning money for better gear and weapons, then using quests and bosses to reach new islands.

BUY DECISIONS / BY MOMENT

What each upgrade actually fixes

BEFORE ISLAND 2

Rod and bag first

The rod makes short casts and recoveries less punishing. The bag removes the back-and-forth trip that quietly costs more time than a cheap weapon saves.

  • Buy the rod before novelty weapons
  • Fill the bag with saleable duplicates
BEFORE A BOSS

One reliable weapon

Choose a weapon you can recover after a knockdown and spend the next upgrade on damage. A larger magazine is useful only if you can keep a safe firing lane.

  • Keep cooked fish in spare slots
  • Leave room for quest bait
CO-OP

Split the inventory

Do not give every player the same rod and gun. Assign a fisher, carrier, damage player and revive runner so the crew keeps moving when one person is down.

  • Carrier owns the merchant run
  • Revive runner stays light