Tidal Fishing
62 posts

Tidal Fishing
@TidalFishing
Arcade P2E Fishing Game on Solana | Win $TIDE or @collector_crypt gacka packs! CiNiAdT5ongCHFJDv1ewoxMWCL1C4dt6Ua9KGRsmpump https://t.co/7TOLBw6dqs
เข้าร่วม Haziran 2026
2 กำลังติดตาม155 ผู้ติดตาม

Welcome to Tidal
Tidal is a 3D web3 fishing game on Solana. Cast, hook & fight real fish, build your collection, and earn $TIDE you can withdraw to your own wallet.
Web (desktop & mobile): tidalfishing.fun (installable as an app — "Add to Home Screen")
Telegram Mini App: @TidalFishingBot → tap the menu button
Works with any Solana Wallet-Standard wallet (Phantom, Solflare, Backpack…) + Solana Mobile
$TIDE token
Network: Solana mainnetContract (CA): CiNiAdT5ongCHFJDv1ewoxMWCL1C4dt6Ua9KGRsmpump
Trade on pump.fun / Jupiter / any Solana DEX · charts on DexScreener & Solscan
This is the only official CA. Never trust any other address or DM.
Two ways to play
Casual Angler — just fish for fun. No bait, cast freely, catch & release. Great for learning.
Pro Angler — the full economy. Every cast spends bait, and your catches are worth real $TIDE you can sell & withdraw.
Flip between them anytime with the mode button (top corner). New players start in Casual.
Controls
- Casting: Move mouse to aim
· Hold Click / Space to charge & cast · Click / Space to set the hook
· R to reel in Fighting: Hold Click / Space reel
· Mouse / ◄► / A·D lean into its runs
· ▲ / W heave it out
· Shift dodge a surge Menus: M Map
· B Shop
· J Journal
· C Collection
· A Achievements
· L Leaderboard
· P Profile
· Esc pause
· ? controls guide (WASD works the same as the arrow keys.)
Fair play Catches and payouts are server-validated and rate-limited to keep the economy fair.
Play legit — cheating tools just get the wallet banned. Tight lines, anglers!
Earning & withdrawingPlay in Pro mode, catch fish, and sell your haul for $TIDE.
Pay for bait, gear, maps & Anglers with SOL or $TIDE (priced live via Jupiter — same value either way).
Withdraw earned $TIDE to your wallet from the wallet panel.
📷 You must hold at least 1,000,000 $TIDE in your wallet to unlock withdrawals.
Join the discord if you'd like to talk with the team or community: t.co/RFHeckI81o
English

My conviction is locked into two plays right now.
$KINS → High-signal P2E that survived the trenches and established a real base.
$ZERO → Next-gen ZK technology that most people don’t even understand yet.
One is changing how we play and earn, the other is scaling the future.
I’m not selling a single token of either.
Watch from the sidelines if you want, it will all look obvious later

English

GameFi is making a comeback on Solana.
Actual games with players, economies, PvP, progression, and on-chain assets.
A few I’m watching:
• @PlayKintara / $KINS ($20M)
MMO with gathering, quests, PvP, crafting, mobs, and a player-driven economy.
• @fragsonSOL / $FRAG ($1.3M) Browser FPS where you eliminate players and take their SOL.
• @Gym_Battles / $GYM ($1M)
1v1 battles for real PSA/CGC Pokémon cards held in a vault.
• @WoClaudecraft / $WOC ($800K) AI-built MMORPG with classes, quests, arenas, talents, and leaderboards.
• @tinyworldsapp / $TinyWorld ($700K)
Build worlds, attract visitors, and monetize resource generation.
• @IslandsOnSol / $ISLANDS ($400K) Own land, build islands, fight enemies, and trade resources.
• @TheGloopVerse / $GLOOP ($200K)
RuneScape-style progression with PvP, skills, loot, and player-driven trading.
• @WorldsOnSol / $WORLDS ($100K)
Own land and earn taxes from activity inside your world.
Feels like we’re finally moving into games people actually want to play.




English

I am very proud to announce the new use of fish, you may now exchange all caught fish for raffle tickets, and we will be raffling off 1 @collector_crypt gacha pack per day to users!
We will become the greatest fishing game in the world!
$TIDE

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Changelog
Rendering
- Water reflection RT 1024→512; god-ray samples 48→16; PCFSoftShadowMap→PCFShadowMap; shadow far 220→120
- Render loop skips while tab hidden
- Eliminated per-frame Vector3/Color allocations in sky, water, clouds, cameraRig, postfx (module-scoped scratch)
- environment.js now uses the strong deep-dispose
Memory
- audioManager: disconnect gain/source/filter nodes on teardown (fixes WebAudio graph node leaks in 4 paths)
- chat seen Set capped at 2000
Network (client)
- Wallet balance poll 25s→60s + paused while hidden
- token.js caches owning token program per mint (halves RPC calls)
- Autosave skips while hidden; forceSyncNow coalesces event bursts; added force-bypass
- Shared client TTL cache for /api/leaderboard (apiCache.js)
- Chat poll adaptive back-off 4s→30s when idle
Server (api-server/server.js) — live on Render ✅
- Per-IP ban-check cache (5min TTL, cleared on ban/unban/auto-ban) — checkBans ran on every request
- /api/leaderboard 30s in-memory cache (GROUP BY aggregate)
- detectTokenProgram mint→program cache
- Cache-Control on all GETs — verified live: health no-store, leaderboard public, max-age=30, world public, max-age=10
- 17/17 catchRules tests still pass
Assets
- Music re-encoded 256k→112k (96k for the 31-min village track): 65.5MB → 31.3MB, decode-verified, durations intact
- Removed orphan background-music.mp3 (−4.2MB) + sw.js precache entry; bumped SW v2→v3
Deployed & verified: frontend live (index-DpTvpwoa.js matches build, track6 now 21.4MB, orphan returns SPA fallback), server headers live, commit 191bdf8 pushed.
Deliberately skipped (with rationale)
VRM texture optimization — VRMs are geometry-dominated (luffy 18MB w/ only 1.3MB textures), so texture resize is low-yield; the high-yield path (mesh compression) risks breaking VRM avatars (no Draco/meshopt decoder in the loader) and can't be render-verified headlessly.postfx half-res RT — its RenderPass is the first pass, so halving it would blur the whole scene, not just post-fx.
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