Guides & strategy

Everything we know about getting fish out of tanks
Written by the developer · Updated 19 October 2026

Fish Escape looks simple — tap a fish, it swims out — and the first ten levels are. Before long the tanks get crowded enough that guessing stops working, and the game turns into what it really is: a planning puzzle where the order of your taps is the whole challenge. These guides are the notes we wish we'd had while building and testing the levels. None of them contain level-by-level answers; they teach the ideas that make any tank solvable.

How the levels are built

Every Fish Escape level is a grid — 3×3 at the start, much larger later — with fish of different lengths facing one of four directions, plus rocks that never move. A level is only shipped if it has at least one valid solution, and the harder ones are tuned so that only a handful of orders work. Candidate tanks are generated, checked for solvability, and the ones that are either trivial or impossible are thrown away. That is why some tanks feel "designed": in a sense they were, by elimination.

The difficulty curve is deliberate. The first ten or so levels teach the rules one at a time. The next stretch introduces long fish and the first real sequencing traps. After that the tanks start combining tight spaces, rocks and wakes, and by the halfway mark you should expect to think for a minute before your first tap. If you'd like the mechanics spelled out first, start with the How to Play page.

Common questions

Short answers live on the FAQ: whether the game works offline, what the hearts do, how hints and the Lifetime Pass work, and what the ads pay for. If something isn't covered there, write to us — the guides on this page grew out of player questions.

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