Drag sideways anywhere on the water to steer the lure (or move the mouse, or use ←/→). The lure follows your finger, so your finger never covers it.
Going down: for the first 1.5 seconds of every cast nothing can bite, so you can find your line. After that, the first fish the lure touches bites and the line starts reeling in. Slip past fish to sink deeper: the deeper the water, the rarer and richer the fish. Reach the end of the line for +500.
Coming up: now steer into fish to hook them, as many as your hooks hold (the hook lamps beside the depth scale). Once every hook is full, the line reels in 2.5× faster.
Strings: fish of one colour hooked one after another form a string, and every fish in it scores its value × the string's length (up to ×6). A fish of another colour in the middle splits it in two, so swerve round the cheap amber minnows when you're building a string of violet lanterns. Eels match any string.
Fish: amber minnow 20 · teal dart 40 · rose angel 80 · violet lantern 150 · eel 250 · gold ghostfish 400 (only past 360 m). Spinefish are crimson spiked balls: touch one going down and the cast is wasted; going up it snaps off your last 3 fish.
Quota: the pier sign shows each cast's quota of lamps, and every 500 points of fish lights one. Miss the quota and a lantern goes out, but you keep every point. Lose all 3 lanterns and the run is over. Every lamp past the quota gives the next cast a 10 m head start.
A run is 6 casts, each adding one thing: Spinefish, currents that push the lure sideways, schools of six, eels, and finally the Abyss. Each cast that meets its quota adds 500 × the cast number, and every lantern left at the end adds 1,000.
Keys: P pause, M mute, Enter presses Play.