iPhone, iPad & Android · 60 seconds · 10 shots

Wait for the gap.
Land the marlin.

An arcade spearfishing game. One harpoon, ten shots and a minute on the clock. The cheap fish swim close and screen the valuable ones, so the whole game is reading the traffic and choosing your moment.

No advertising. No data collection. No consumables.

Spearfish Reef key art: a diver with a speargun over a coral reef.

Two reefs, twenty-five creatures, one harpoon

ClownfishBarracudaManta ray Great whiteWhale shark
How it plays

One harpoon. That is the whole design.

The spear stops on the first thing it touches, so what is in front of what decides everything.

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Small fish hide the big ones

Cheap creatures swim close to the gun and the valuable ones hang back. Landing a whale shark means finding a lane through the traffic — or spending a shot to scatter it, which opens a gap for a second or two.

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Sixty seconds and ten shots

Bounded both ways, so each shot is a decision. The clock stops you waiting all day for a perfect line, and the shot count stops you spamming the nearest fish. Three hits in a row win a shot back, so a steady aim keeps the round going.

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The reef speeds up

As the clock runs down the fish get bigger, busier and faster — 20% faster by the final second. A tuna you could hit by aiming at its nose at 0:05 needs real lead by 0:55.

In a round

Something is always about to happen.

Every round has its set pieces. Knowing when they come is half of a big score.

The treasure chest

It opens once a round, for five seconds. Spear the treasure for 2,000 and everything you land scores ×3 for the next nine seconds. Worth keeping a shot in hand for.

The yellow sub

It crosses once a round and takes three hits to sink. Each hit clangs for points, and sinking it pays 5,000 and hands back three shots.

FRENZY

Land twelve in a row and the reef runs hot: five seconds of free shots and a double-speed reel. Then the golden rush arrives: a school of gold fish worth double, bringing three more shots.

Clams and pearls

Four clams on the seabed gape twice each. A pearl pays 1,000, but it is small and it does not wait.

The great white hunts

The reef scatters ahead of it, and whatever it catches, you can't. A humpback swims inside a ring of sardines that will take the shot for it.

One to leave alone

The dolphin outlines in mint, which nothing else does. Spear it and you lose points and your combo.

A round on the Wreck: a harpoon hits the yellow sub as a hammerhead and a dolphin swim past.
The sub takes a hit on the Wreck. Two more and it goes up.
The treasure chest open and glowing during a FRENZY, with a ×5 combo.
The chest open during a FRENZY: free shots, ×5 combo.
A clean shot on a great white, with tuna and a squid nearby.
A clean shot in the head of a great white.
The Coral Reef: schools of clownfish over brain coral and living coral.
The Coral Reef, with its clownfish and living coral.
Skill

Where the spear goes in matters.

Not just whether you hit — where.

Clean shot

Put it in the forward third of a big fish and it pays 20% more, reels in fastest, and the line cannot part. The bonus lands before your combo multiplies, so skill compounds.

Tail shot

Hit the back third and it reels in far slower, and it can tear off. Keep the gun pointed along the line as the fish runs and you will hold it.

The water moves

A real current pushes the fish and deflects your spear. You can read it: the suspended silt drifts at exactly the speed the water will act on your shot.

Reefs

Places to dive.

Each one is matched to the creatures that actually live there — no rockfish on a tropical reef, no hammerheads in a kelp bed.

The Wreck

A broken galleon, still spilling air, with crabs and a moray living in it. Seventeen creatures, a whole game on its own.

Free

The Coral Reef

Warm shallows over a crowded reef head, with living coral that sways and flinches. The only home of the clownfish, the angelfish and the lionfish.

$0.99

The Kelp Forest

Cold green water over wet rock. A shiner perch, a lingcod, a leopard shark — and a sea otter you must not spear.

Coming later

The Deep

A whale fall beside a cold vent, three miles down, where the creatures are the only light.

Coming later

Buying a reef cannot buy you a score. The clock, the shots and the scoring work the same everywhere, high scores are kept per reef so no two are ever compared, and the free Wreck reaches the highest scores of all.

The gun rack

Seven speargun designs, earned by playing.

None of them can be bought. Each one unlocks at a milestone, and none shoots any better than the first. They just look better.

Reef Runner speargun
Reef RunnerYours from the start
Brass Tide speargun
Brass TidePlay 3 rounds
Twin Barb speargun
Twin BarbLand 150 fish
Kraken speargun
KrakenSink the sub 3 times
Tiger Shark speargun
Tiger SharkScore 30,000 in a round
Abyss speargun
AbyssSet off 10 frenzies
Sea King speargun
Sea KingScore 60,000 in a round
What it does not do

No advertising. Not now, not later.

That is a decision made with the numbers in view, and it costs real money.

No ads, ever

No interstitials, no rewarded video. Rewarded ads typically earn many times a one-off unlock at the same download count. We would rather have the game.

No data leaves your phone

No accounts, no analytics, no crash reporter, no trackers. The game makes no network calls of its own at all — the only traffic is the App Store's or Google Play's, when you buy or restore.

No consumables

Nothing is bought with real money twice. Pearls are earned by playing and spent on spear finishes, and the guns unlock as you play. All of it is looks only, and none of it makes you a better shot.

iPhone & Android

Coming soon to the App Store and Google Play

Version 1.0 is finished and with Apple for review, and the Android version is on its way to Google Play. If you would like to play before it lands, get in touch and we will send you a test invite.

Ask for a beta invite

Or email support@spaikz.com