1. What Hookr Fleet is
Hookr Fleet is a fishing game on Robinhood Chain. Its token is FISH. Hookr is a hook, BAIT was the bait, and FISH is the catch.
Most of the FISH supply sits inside the game contract, HookrFleet. We call that pile the stock. Every second, the stock drips FISH to the boats in the game. Each boat gets a share in line with its catch power. You raise your catch power by putting gear on your boat. You take your catch whenever you like.
Gear and bigger boats cost FISH. 70% of every payment is burned. 30% goes back into the stock. FISH trades against ETH in one pool on hookr.fun, and the taxes and fees from that pool flow back to the game.
2. FISH supply
| Where | FISH | Share |
|---|---|---|
| The stock, minted straight into HookrFleet | 960,000,000 | 96% |
| Seeds the FISH/ETH pool on hookr.fun, liquidity locked forever | 40,000,000 | 4% |
| Team tokens, dev buy | 0 | 0% |
The supply is fixed at 1,000,000,000 FISH. Nothing can mint more. Burns only make it smaller.
3. The stock and the drip
The stock pays out every second, in two phases:
- Days 1 to 3, the opening haul. 20% of the opening stock, spread evenly over three days. That is 192,000,000 FISH, about 64,000,000 a day.
- After that. 3% of whatever is left in the stock, per day. If 768,000,000 FISH were left on day 4, that day would pay about 23,000,000. Each day pays a little less than the one before, so the stock never reaches zero.
Nothing drips while no boat has gear. The stock also grows: 30% of every upgrade goes back in, half of every harvest buys FISH into it, and FISH that arrives as pool fees goes in too. A bigger stock means a bigger 3%.
There is no fixed APR. What a boat earns depends on the size of the stock, its share of the fleet and the price of FISH. All three move.
4. Boats
Every wallet starts with a free Dinghy. A boat has two limits: slots (how many pieces of gear fit) and power (how much the gear may draw). Upgrading the boat raises both. The hull itself catches nothing. You upgrade one level at a time.
5. Gear
Gear is what catches. Each piece takes slots, uses power and adds catch. Buy as many as fit.
- Crew needs a slot but no power.
- Engine catches nothing. It adds 15 to the boat's power budget, so you can run heavier gear.
- Sonar catches nothing itself. Each one multiplies the boat's whole catch by 1.1. Up to three per boat.
6. Catch power and your share
Example: a Trawler (6 slots, 60 power) with one cast net, two longlines, one trawl net and one sonar uses 6 slots and 41 power. Base catch is 5 + 16 + 16 + 48 = 85. One sonar makes it 93.5. If the whole fleet had 1,000 catch power, this boat would get 9.35% of the drip.
The site shows, for every item in the shop, your FISH per day before and after the purchase at today's drip. That number changes the moment anyone else rigs up.
7. Paying: FISH or ETH
Everything in the shop is priced in FISH. Of every FISH paid:
- 70% is burned, sent to 0x…dEaD.
- 30% goes back into the stock, to be caught again.
You can also pay in ETH, straight from your wallet. The game buys the FISH on the FISH/ETH pool in the same transaction, keeps the cost and returns any extra FISH to you. The site sends a little more ETH than the spot price suggests: the figure includes 15% headroom for the launch tax and price movement; any extra FISH comes back to you. It also sets the cost in FISH as the minimum the swap must return. If the swap returns less, the transaction fails and nothing is spent.
8. Claim and scrap
Claim sends your caught FISH to your wallet. Do it whenever you like. Your catch keeps piling up until you do.
Scrap throws one piece of gear overboard. It frees that gear's slots and power. There is no refund.
9. Where the ETH comes from
FISH trades against native ETH in one Uniswap v4 pool run by Hookr's hook (dynamic fee, tick spacing 60). The pool pays the game:
- a 5% buy tax and a 5% sell tax. Tax is paid in ETH. Both start at 10% at launch and ease to 5%;
- the pool fees on the launch liquidity, which is locked forever with the game as beneficiary;
- a creator royalty.
Anyone can call harvest(). It splits the collected ETH once:
- 50% to the team wallet (ops), in ETH. This share is fixed in the contract.
- 50% buys FISH on the pool and puts it into the stock.
FISH that arrives as pool fees goes straight into the stock.
10. Trust and risks
- One wire. The deployer calls
wire()once to connect the game to the token and the pool. After that there is no admin: no pause, no mint, no upgrade, no way to change the splits. - The team's cut is 50% of every harvest in ETH, paid to one fixed wallet, readable on-chain.
- Liquidity is locked forever.
- Launch. The contracts are deployed. Until the pool opens,
wired()is false and the site shows preview numbers with the buttons off. It switches to live by itself once the pool opens. - Unaudited. Our contracts and Hookr's are unaudited. The source is published.
- Price. FISH can trade anywhere, including far below what you paid for gear. Burns and buybacks do not set a floor.
- Share. Your share of the drip falls as other boats grow. The drip itself falls as the stock runs down.
11. Wallet and network
Robinhood Chain, chain id 4663, gas in ETH. Any browser wallet works: MetaMask, Rabby, OKX, or a mobile wallet's in-app browser. The site asks your wallet to switch to the chain and adds it if missing. Reads go through the public RPC and work without a wallet.