TIDEPOOL CRATE
260 Shells / openWarm shallow water and whatever it left behind. Charms, tints, the odd decor piece.
Plant coral across six ocean depths, weather the tides, and bring a dead patch of seabed back to life — glowing, one polyp at a time.
A cozy, slow loop you'll fall into for a few quiet minutes a day.
Choose a coral, set it on the seabed, and let it grow.
Clean it, feed it, angle it toward the light. Care decides yield.
Heat waves bleach. Starfish eat. Storms scour. You get three days' warning.
Six depths, each colder and stranger than the last. Deeper water, rarer coral.
The light fades as you go — until Atlantis, where the dark finally gives way. Every depth grows coral you'll find nowhere else.
Bright, dappled, warm. Forgiving. Where you learn.
Blue-green, fading light. The reef proper.
Deep blue, dim. Vertical. Dramatic.
Black. Bioluminescent only. Pressure, cold, and things with lights on their heads.
The bottom of the world. Almost nothing survives here. What does is beautiful.
A drowned temple, lit from above. The dark finally gives way.
Every depth has its own coral, its own threat, and its own dark.
Most crates you earn — Shells from farming the reef, Pearls from geodes, achievements and the race. Only the Valhalla crate opens with Crystals.
Warm shallow water and whatever it left behind. Charms, tints, the odd decor piece.
Packed on the Slope and sealed with wax. Better charms, and once in a long while something that grows.
Hauled up from the Deep with the pressure still in it. Real odds at a special seed.
It was not made by hands. The only crate that has ever given up an ATLANTIAN.
Somewhere in the hoard sleeps the 818 — only twenty will ever surface, and the hall swears an oath: open it 500 times and one is yours.
Cut from pink diamond and lit from inside. Opens only with a Sovereign Key — finish a season in the race top fifty and the sea hands you one. Everything inside is godly. One thing inside is beyond.
Crystals open the Valhalla crate, and nothing else. Shells and Pearls can't be bought — you earn those in the water.
Shells come from farming the reef. Pearls come from geodes, achievements and the race.
Crystals are the only thing bought with real money.
Past the Abyss, a drowned city glows gold in water that should be black. Its statues still stand watch. Its great wheel still turns with the tides.
Reach it, tend what grows in its ruins, and the dark finally gives way.
Coral bleaches, it doesn't die. Come back after a week and your reef is still yours.
Switch on autofarm and the reef tends itself — no clicking. Leave the game open in a tab and come back to the yield.
Climb the race. The fifty best keepers each season are handed a God Crate — the rarest box in the sea.
Plant your first coral and start the descent.
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