✳ Tiny Joy Lab

Rules

  1. Drag the sea or left joystick. On desktop use the mouse, WASD or arrows. Green-edged fish are edible; red-outlined predators are dangerous. Eating adds size and experience. At level-up choose one of three evolutions.
    How it works: Swim into green-edged prey to eat and grow. Turn away from the larger, red-outlined predator.
  2. Dash costs 25 stamina, briefly increases speed, opens supply crates and strikes boss openings. Pulse costs 30 stamina and stuns nearby predators. Stamina regenerates. Predators wind up before charging along their shown direction: dodge during the warning.
  3. There is no hunger countdown. Deep water slowly drains oxygen. Shallows and coral shelters refill oxygen; resting safely also restores health. Coral reduces enemy detection. Oxygen exhaustion causes damage only after the supply reaches zero.
  4. Each campaign sea has six task stages tied to its ecology: coral exploration, current travel, pearls, wreck supplies, repelling predators, beacons or calming vents. The goal bar tracks progress and an edge arrow points to key locations.
  5. Carry one supply at a time back to the starting coral: cargo slows swimming and blocks dashing. During an escort, stay close to the fry and visit three coral stops. Protect them with pulses; coral heals them. Survey round stations by swimming close and releasing a pulse.
  6. Each guardian has a different pattern: single, chained or long charges, sometimes with expanding wave rings. Dodge the announced path, dash through rings, and ram the golden opening after the final charge. Campaign crosses six seas; Daily is a four-stage route in one fixed sea; Endless continues migrating.
  7. Progress saves in this browser. Pause whenever you wish. Opening the outer rules or hiding the page pauses simulation. A new mode replaces the current journey while keeping personal bests.

How it works