How to Fish has no Steam Workshop, but mod menus run through MelonLoader 0.7.3 or BepInEx 5.4.33.2. What works, the INSERT hotkey and the co-op risks.
How to Fish Mod Menu, Mods and Trainers: What Actually Works
Short answer: mod menus do exist for How to Fish, but they are unofficial and they come through a mod loader, not the game. There is no Steam Workshop page and no modding API — nothing Dazed Games maintains. In practice the community runs two loaders: MelonLoader 0.7.3 for menu-style mods and BepInEx 5.4.33.2 for plugin mods such as the multiplayer-cap patch. Once a loader is installed, a menu is usually a DLL in a folder and a keybind — commonly INSERT to open and BACKSPACE to close.
The honest framing matters here: the loaders are real and widely used, while the "trainer" sites ranking for cheat keywords are mostly generic memory editors of uncertain quality. If you want to bend the rules without risking a save, patch 1.0.9 added the safest option of all — built-in difficulty modes. Everything below separates what works from what is likely to cost you an evening.
Mod Menu: What Actually Works
A "mod menu" in How to Fish is not a built-in debug console. It is a third-party overlay injected by a loader, and the loader you pick decides which mods you can run:
| Loader | Version | Best for | Where mods live |
|---|---|---|---|
| MelonLoader | 0.7.3 | Mod-menu style mods with an on-screen UI | The loader's own Mods folder |
| BepInEx | 5.4.33.2 | Plugin mods published on Nexus Mods, including multiplayer patches | BepInEx/plugins |
Both target the Unity Mono build, and both work the same way in principle: the loader patches the game at startup, then loads every DLL you drop into its folder. Practical install order for either path:
- Close the game completely and verify the local files in Steam so you are patching a clean install
- Download the loader build matching Unity Mono for the current patch version
- Extract the loader into the folder containing
How to Fish.exe - Launch once so the loader generates its folders, then close the game
- Drop the mod DLLs into
Mods(MelonLoader) orBepInEx/plugins(BepInEx) and launch again
Menu mods are recognisable by their controls: INSERT opens the overlay, BACKSPACE closes it or steps back a page, and everything else is mouse and arrow keys. If neither key does anything, the mod did not load — check the loader's console window rather than reinstalling blindly.
What the menus actually offer, sorted by how much they break:
- Item spawning — the most common feature and the most damaging. Spawning weapons and boss-tier fish floods the shared wallet and the Fishipedia flags at once, since the game treats spawned items as real catches.
- God mode and infinite health — locally harmless, but it changes what boss fights reward. Loot and trophies drop the same way.
- Teleport and item-vacuum features — quality-of-life on paper, save-corrupting in practice if you teleport through quest gates that set progression flags on arrival.
- Money multipliers — the classic trainer feature, and the one most likely to desync island unlocks, because progression chains through quest flags rather than a single currency value.
Server authority sits with the host. In co-op, a mod menu on a guest's machine can still write values that the host's save inherits — money, spawned items and quest flags all live in the lobby state. If you want to experiment, do it in a single-player save you do not care about.
The co-op consequences deserve their own line, because they are different from the solo ones. There is no VAC-style anticheat in How to Fish, so the risk is not a ban: it is being kicked and blocked by a host who watches their shared wallet jump, plus the real possibility of corrupting a save that four other people were sharing. Hosts running legitimate mods have started to push back — the host-only moderation plugins on Thunderstore exist precisely because public lobbies kept meeting edited clients.
For the "more than eight players" case specifically, the mod you have probably read about is a BepInEx plugin rather than a menu: Nexus Mods entry #13, "How to Fish More Players", which patches ConnectionManager.CreateOnlineLobby and FishySteamworks.SetMaximumClients to force the cap to 8 clients — the same figure the vanilla game already supports since patch 1.0.4. Claims of 16 or 32 players come from third-party hosting blogs and do not match what the plugin patches. The multiplayer mod guide walks that install in detail.
If a loader refuses to work after a patch, the order of suspicion is: game patch changed the assembly, loader build is stale, DLL is for the wrong loader, then antivirus quarantined the injected DLL. How to Fish patches have landed roughly weekly through August and September 2026, so treat any compatibility claim older than the current patch as stale.
One environment where no loader works at all: cloud streaming. A GeForce NOW session runs on NVIDIA's machine, and you cannot write DLLs into a game folder you do not own — so if your only way to play is streaming, the settings menu is your entire toolbox.
The current state of mod support

Check the game's store categories and you will find Single-player, Co-op, Achievements, controller options — and no Steam Workshop entry. That absence is deliberate: Dazed Games is a two-person team (Carl-Vilhelm and Melvin), and maintaining a modding interface while shipping weekly stability patches during a million-copy launch window is not where their hours went.
Official source: the Steam store listing carries no Workshop tab and no modding tools entry, while every patch since launch has been published through the official Steam news hub — the developers' own notes are the only authoritative changelog for what mods must keep up with.
What this means practically:
- No curated mod library inside Steam — mods are published on Nexus Mods and Thunderstore instead, with no version gatekeeping from the developer
- No official modding tools or documentation — the game's data structures are undocumented, so every mod is reverse-engineered, which is why loader builds are version-sensitive
- No statement either way — the developers have not forbidden mods, but they have not endorsed them; their support energy goes to bug fixes and content
- The loaders do the heavy lifting — MelonLoader 0.7.3 and BepInEx 5.4.33.2 are what actually make third-party mods possible, and neither ships with the game
For a physics-based co-op game this is normal for launch month. Whether it changes depends entirely on how long the tail of player interest runs — Workshop support tends to arrive only when a game's community sustains creator activity, and How to Fish is still in its stabilization phase. The patch 1.0.12 notes describe that build as "probably the last bugfix patch before starting to work on content updates", which is the moment a Workshop decision would realistically surface.
Trainers: what exists and what to watch for
Search third-party trainer sites and you will find few dedicated How to Fish trainers compared to what big releases get — some sites host generic entries promising unlimited health or money, but the pickings are slim, and quality control is nonexistent. Before running any of them, weigh what the game itself tells us:
- Save corruption is a known, developer-confirmed problem class. Patch 1.0.9 specifically targeted corrupted save files, and the Discord carries cleanup guides for players whose saves break when equipping weapons. A memory editor writing bad values into a fragile save system is exactly how those corruptions happen.
- The economy is session-structured. Money, bait tiers and island progression chain through quest flags — a naive money edit can desync the boss-unlock sequence and soft-lock your island progression rather than enriching it.
- Online play shares one wallet. Editing your local values in a co-op lobby affects the shared economy; other players' sessions can inherit the damage.
Back up your save before touching any trainer or memory editor. Given the documented corruption issues even without third-party tools, playing trainer roulette on your only save is asking for the Discord's cleanup guide.
Cheat tables versus trainers
The distinction matters less here than in bigger games: both work by rewriting process memory at runtime. Cheat-table routes (Cheat Engine style) require finding value addresses yourself in an undocumented game — feasible for determined solo tinkerers working on money counters, but every game patch moves addresses, and patches have been landing weekly. Prebuilt trainers automate this but depend on volunteers updating them after each patch, which for a niche co-op title means they break often and stay broken.
No maintained public compatibility table exists, and the honest reason is that trainer authors do not publish per-patch test matrices. How to Fish stores every weapon's damage in plain values — for example the Sniper Rifle deals 200 damage per shot at upgrade level 0 and climbs to 240 by level 4, while the Pistol starts at 25 and tops out at 35. Transparent base values like these are exactly what memory-editing tools overwrite, which is why money/health trainers work until a patch reshuffles addresses. Treat any compatibility claim older than the current patch version as stale.
The legitimate alternative: built-in difficulty modes
Patch 1.0.9 added exactly what most players actually want from a trainer — a way to make the game easier or harder — without any of the risk. From the main menu or in-game settings:
| Mode | Creature health | Creature damage |
|---|---|---|
| Easy | −25% | −50% |
| Normal (default) | — | — |
| Hard | +25% | +25% |
Easy mode halves creature damage output, which transforms boss fights that previously demanded perfect weapon timing into manageable checks. Hard mode exists for squads who found endgame islands trivial. The setting changes mid-run from the pause menu too, so you can drop difficulty for a specific boss attempt and restore it after — functionally the "god mode toggle" experience, earned legitimately, with no loader involved.
If a mod menu is only interesting to you because bosses feel unfair, try Easy before you install anything: the toggle sits in the pause menu, applies instantly, and cannot break a save file. Our boss guide covers the fights where the difference is largest.
What about achievements?
This is where caution pays double. How to Fish ships with a full achievement list including progression-tied unlocks, and Steam records them permanently on your profile. Achievement trackers in the community actively flag impossible combinations — achievements earned alongside obviously edited stats invite scrutiny, and unlike the game itself, achievement profiles cannot be patched clean.
If achievements are part of why you play, stay vanilla: the achievement guide covers every unlock including the money-check ones that tempt people toward edits in the first place. The fastest legitimate money route (money farming guide) gets most players to the million-dollar achievement faster than they expect.
FAQ
Is there a How to Fish mod menu?
Yes, but nothing official. Mod menus are third-party overlays injected by a mod loader — MelonLoader 0.7.3 is the usual choice for menu-style mods, while BepInEx 5.4.33.2 is used for plugin mods such as the multiplayer-cap patch. INSERT typically opens the menu and BACKSPACE closes it. None of it comes from Dazed Games, and a game patch can break the loader until it is updated.
Can I use a mod menu in co-op?
You can, and that is exactly why it is a bad idea. The host owns the save and the lobby state, so spawned items and edited money land in everyone's game at once. There is no VAC-style anticheat to ban you, but hosts can kick and block you, and a bad write can corrupt a save file several people were sharing. Keep menu experiments in a solo save.
Does How to Fish have Steam Workshop support?
No. The game has no Workshop page, no mod tools, and no announced plans for either. Mods are published on Nexus Mods and Thunderstore as manual installs, which is why a loader has to be set up by hand first.
Are there trainers for How to Fish?
A handful of generic third-party trainers claim support, but the selection is thin, updates lag behind the weekly patch cadence, and the game's documented save-corruption problems make memory editing genuinely risky. The built-in Easy mode covers most reasons people want a trainer.
Can I get banned for using cheats?
There is no VAC-backed anticheat enforcement announced, so the practical risk is not bans — it is corrupting your own save or polluting a shared-lobby economy. In online lobbies, edited values affect everyone's session since progression and money are lobby-wide.
Will mods ever come to How to Fish?
Nothing announced. The two-developer team is currently shipping stability patches and difficulty features, and patch 1.0.12 was described as the last bugfix patch before content work begins; a modding interface would be a significant engineering commitment on top of that. Watch the official Steam news hub for any change in position.
Summary
No Workshop and no official mod support — but the community loader scene is real, which means the question is no longer whether mod menus exist but whether they are worth it. A menu can spawn items and toggle god mode; it can also land your edited values in a shared lobby and corrupt a save that five people were using. The safe power fantasy still lives in the settings menu: Easy mode cuts creature damage in half, Hard mode adds teeth, and neither risks the documented corruption issues that already plague unmodded saves.
Try vanilla with Easy mode first, use the multiplayer mod only if you genuinely need more than eight players, and keep anything that edits money or items out of lobbies other people share.
Related Guides
- How to Fish Multiplayer Mod — the BepInEx route to more than eight players, step by step
- Tips and Tricks — legitimate techniques that beat most trainer shortcuts anyway
- Who Made How to Fish? — why a two-person team shapes the modding outlook
- All Achievements Guide — the full unlock list worth protecting
- Money Farming Guide — reach rich-player status without touching memory editors
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