Tiny
Where your room begins
About 180 fish in the room, and 2,000 in the big places.
How you play
Turn the back of a wrist toward your face and a small glowing bead appears on it. Touch it with your other hand and its beads fly out to float in front of you, ready to tap. Every icon is drawn in a 1940s–50s cartoon style.
Two beads, two wrists
One menu at a time: opening one puts away whichever was out.
The porthole opens the main menu: a bead for each place, then music, hints and a room rescan, then restart and Exit.
The trident opens the fish menu: how many fish on top, then gun mode, hero mode, feed mode and the science gun.
Every bead explains itself. Point at it, or hold a finger near it, and a speech bubble says in one line what it does.
Each launch offers the controls guide, which shows what every button does. The main menu brings it back, and turns the hints off once you know them all.
With controllers
Everything your hands do works with Touch controllers too. Aim at any bead, on a wrist or in a floating menu, and pull the trigger: the bead swells and the controller ticks before you choose. Or skip the wrists: a button brings its menu up in front of you, and pressing it again puts it away.
The science gun
Everything forms out of flecks of light, and dissolves as you put it away. No controllers? Your hands pinch a plate, carry an object and let it go. Fish and paint take a controller.
Anemone, soft coral tree, sea grapes, Sargassum and Xenia. Plants root where they land.
A treasure chest that lets out bubbles now and then, which catch fish, and a Viking longship you can walk on and set things on.
A ring to swim through, a feeding ring that sprinkles food at a touch, and a waving lucky cat.
A lantern: touch it to light it, and fish come to graze by its glow.
Any fish, in any place. Set how many a pull brings, or load a hunter. The gear beside a fish opens its controls.
Spray your walls, floor and furniture with eight materials, from sand to glowing paint, or anything on the colour wheel, gold and silver included. Paint works in your room and in the hollow, where it shows on the rock in front of your walls.
The advanced fish controls
A round dial of light, with a tiny live copy of the school swimming at its centre. On the science gun’s palette, choose a fish and press the gear beside it.
Drag a distance ring and life-size bubbles appear around real fish nearby, so you see what a fish perceives. Everything you change is saved. Hunters share one set of controls.
Hero mode's commands
Once a school has turned to face you, your hands speak to it. Each command is a motion made twice, so a passing gesture never sets one off.
Designed for controllers too: point one at a school to ask, and make the same motions with it.
Teleport and snap turn
In your room, you move by walking. In the VR places, push the right stick forward to aim an arc, and let go to land on the seabed, or on your turtle's shell. Flick the right stick sideways to turn 45°.