Arcade

Trawl!

Your trawler runs a deep trench. Hold to pay warp out and sink the net to a shoal's depth, let go to haul it over the rock ridges, and past twenty-four points keep it clear of the ice keels hanging from the surface too.

👆 Hold to pay out, release to haul ← All games

Trawl — Free Online 3D Deep Sea Trawling Arcade Game

Trawl puts you on the stern of a boat towing a net down a dark 3D trench, and the one thing your finger controls is how much warp is out. Press and hold and the winch pays out, the mouth of the net sinks away from the hull and the whole rig settles toward the bottom. Let go and it hauls back toward the surface. What separates this from the usual up-and-down dodging game is that most of what comes down the trench is not something to avoid at all — shoals hang at a fixed depth and you only land one if the net mouth is sitting level with it as it passes. So the finger is aiming, not fleeing, and the ridges of rock that shred a net left too low are the price of aiming greedily at a deep shoal.

How to play

Hold anywhere on the canvas to sink the net, release to raise it. The winch has weight, so a correction started late arrives late and the net keeps drifting for a beat after your finger changes its mind. The rail down the right edge marks your current depth and the depth of the next thing in the trench, which is quicker to read than the scene once the water gets busy. Yellow markers on the trench walls repeat a shoal's depth line so you can start moving before the fish themselves are visible. Five clean passes in a row open the multiplier and it climbs to three times normal, so a skipper who reads ahead outscores a lucky one badly over the same tow. Three shredded panels and the net is finished.

Ice keels

At twenty-four points the tow runs under the ice and the trench stops being a one-sided problem. Keels hang down from the surface, so parking the net high between shoals is no longer the safe default it was in the first act — now both ends of the water will take a panel off you and the gap you have to be in gets narrower as the run goes on. Chill, Normal and Hard change how fast the trench scrolls, how tightly the obstacles are spaced and how tall the ridges grow, but the first stretch stays towable in all three so you get to learn the winch before it starts punishing you.

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