How to Unlock Guns in How to Fish: Prices & Islands

Guns are bought, not unlocked: pistol $50 and shotgun $150 on Island 2, SMG $650 on Island 3, sniper $3,800 on Island 4, assault rifle $20,000 late.

Last Updated: 2026-09-22

How to Unlock Guns in How to Fish: Every Weapon, Price and Island

How to Fish gates its entire arsenal behind island progression, and the game never tells you what unlocks where. If you are here to find out when a gun becomes available and where to buy it, this is the page: every weapon, its unlock island, its exact price, and its full upgrade ladder. Looking for the verdict on which gun is actually worth buying? That decision lives on our best weapon guide — here we cover the schedule and the costs, there we make the call.

Every Gun and Where to Unlock It

Searches for "unlock" land on this page because every guide, this one included, uses the word. The mechanic is a purchase. How to Fish has no unlock tree, no level requirement and no quest that hands you a firearm: you reach the island, walk to the shop, and pay. The only thing genuinely gated is island access, and because each shop stocks its own tier plus every tier before it, a gun you skipped is never gone forever.

Gun Sold on Price What gates it Buy it when
Pistol Island 2 — Forest $50 Sailing past the Lighthouse Almost never; co-op hand-off niche only
Shotgun Island 2 — Forest $150 Same shop, same visit The moment the Forest shop opens
SMG Island 3 — Desert $650 Desert access plus $650 in cash Same trip as its compensator
Sniper Rifle Island 4 — Rocks $3,800 Rocks access plus $3,800 Before the bird fight
Assault Rifle Late — Volcano tier $20,000 Endgame access plus a full attachment kit Start saving on Island 4, not on arrival
Do not buy the pistol just to have something on Island 2. That $50 comes straight out of the $150 shotgun fund, and the shotgun is the gun that carries Islands 2 and 3.

Do not buy the pistol just to have something on Island 2. That $50 comes straight out of the $150 shotgun fund, and the shotgun is the gun that carries Islands 2 and 3.

The short version, for anyone sitting on Island 1 with no gun in the shop:

  1. Finish the island you are on. The Lighthouse stocks zero firearms by design; a sharpened knife and the Spider Crab's stun windows are the intended solution.
  2. Sail to the next island. Island access is the real unlock — the Forest shop is where the first two guns appear.
  3. Pay in full, in the same visit as your ammo and attachments. Nothing sells out permanently and nothing is missable, so the only way to get this wrong is to arrive short of cash and sail back.

Official source: How to Fish on Steam — weapon and equipment families as published by Dazed Games; the prices above come from the in-game shops and the unpacked game files.

The Unlock Map

A shotgun ready on the boat deck
A shotgun ready on the boat deck

Weapon Unlocks Price Base Damage Role
Fists / knife / brass knuckles Available from start $0–45 + sharpenings 5–16 melee base All of Island 1
Pistol Island 2 shop $50 25 (160 max) Skippable; co-op speedrun niche
Shotgun Island 2 shop $150 3 per pellet (28 max) The bridge weapon
SMG Island 3 shop $650 24 (70 max) Islands 3–4 workhorse
Sniper Rifle Island 4 tier $3,800 200 (500 max) Bird fight + trick shots
Assault Rifle Late $20,000 40 (100 max) Final whale requirement
Dynamite Early shops $25 per unit 200 per blast Lazy area fishing

All prices corroborated across TposeGaming's gun guide ($50/$150/$650/$20,000), Destructoid's items breakdown (dynamite $25) and Maingamers' purchase-priority notes.

Exact Weapon Upgrade Ladders

Every gun's damage per upgrade level, exactly as it appears in-game. Upgrade costs are in dollars; level 0 is the purchase price tier.

Sniper Rifle ($3,800 base)

Level Damage Upgrade Cost
0 200 —
1 210 140
2 220 220
3 230 349
4 240 690
5 250 900
6 260 1,400
7 270 2,000
8 280 2,650
9 300 3,300
10 350 5,600
11 400 8,500
12 500 10,000

Assault Rifle ($20,000 base)

Level Damage Upgrade Cost
0 40 —
1 45 300
2 50 480
3 55 700
4 60 920
5 65 1,360
6 70 1,890
7 75 2,480
8 80 3,100
9 85 3,875
10 90 4,520
11 95 5,125
12 100 5,800

SMG ($650 base)

Level Damage Upgrade Cost
0 24 —
1 25 32
2 26 64
3 27 128
4 28 180
5 29 240
6 30 375
7 32 1,500
8 35 1,800
9 36 2,200
10 45 3,400
11 60 4,850
12 70 6,700

Pistol ($50 base)

Level Damage Upgrade Cost
0 25 —
1 28 15
2 30 25
3 33 35
4 35 150
5 40 250
6 45 300
7 50 1,500
8 55 1,920
9 60 2,560
10 100 4,700
11 130 6,300
12 160 9,100

Knife ($45 base, full melee tree)

Level Damage Upgrade Cost
0 16 —
1 18 14
2 20 28
3 22 36
4 24 84
5 26 190
6 28 290
7 32 480
8 36 810
9 40 1,100
10 46 1,800
11 54 3,100
12 62 6,200
13 80 14,600
14 100 19,250
15 120 28,750

The boss kill calculator applies these ladders to real boss HP pools — pick a boss and a weapon level to see the exact shot count and upgrade cost.

The ladders reveal the real economy: most guns are only worth taking to level 4–6 — the last three tiers on the Sniper (350→400→500) cost $5,600→$8,500→$10,000 for a gun you will use on two fights. The knife, by contrast, has 16 total tiers and its true endgame form (level 13+, 80–120 damage) is a legit alternative to the $20,000 Assault Rifle for pure DPS on the final whale fights — at a fraction of the cost.

Island 1: No Guns, By Design

The Lighthouse sells zero firearms. Melee carries the whole island:

  • Knife ($45) + its anvil ladder: three early sharpenings ($14 / $28 / $36) lift it from 16 base damage to 22; the full tree ends at 120
  • Brass knuckles ($24) are the slot-free alternative, scaling 5 → 60 across 16 tiers
  • The Spider Crab dies to max-sharpened melee through its self-stun punish windows

The knife is also disposable — sell it before sailing if the shotgun fund needs the boost. Guns replace melee completely from the next island onward.

Island 2: Pistol and Shotgun

The Forest's shop introduces firearms. The correct read of its two options:

  • Shotgun ($150): buy immediately. Wide spread catches fast approaches, burst damage punishes the Giant Piranha, and it remains serviceable into mid-game
  • Pistol ($50): skip on any normal run — per TposeGaming, it costs a third of the shotgun and hits far softer. Its one niche is co-op speedruns where one player pours upgrades into it as a hand-off weapon

Island 3: The SMG Tier

The Desert adds the SMG ($650) — the workhorse for Islands 3 and 4 including the Pufferfish fight. Critical caveat from every guide that tested it bare: recoil is rough, so a compensator or suppressor is close to mandatory before boss work. Fit attachments when you buy the gun, not after losing a fight to spray.

This island's shop is also where attachment categories (laser, red-dot, compensator/suppressor, extended magazine) become the real upgrade path — stability first, magazine second.

Two patch details change how you should plan that build. Patch 1.0.11 removed the iron sight purchase entry, and a suppressor can no longer be downgraded back into a compensator once it is fitted, so pick the muzzle attachment you actually want the first time. The same patch added toggle-aim, toggle-sprint and hold-to-attack input options, which are worth testing against the SMG's recoil before you commit money to attachments (official patch notes).

Island 4: Sniper Rifle

The Rocks tier brings the precision option:

  • Highest per-shot damage and the game's largest trick-shot multipliers
  • Built for the Terrorizing Bird's vertical movement
  • Turns mid-air kills into the most profitable action available at this stage

Late: The $20,000 Assault Rifle

The endgame tax. Per TposeGaming, you need the assault rifle "fully attached before the lava whale" — partial kits extend the final fight toward the white escape bar's limit. Start saving when Island 4 opens; the price does not negotiate.

Dynamite: The Off-Books Option

$25 per stick from early shops onward. Not ammo-efficient against bosses, but per Destructoid it is "one of the laziest and most effective ways to fish" — clustered shallows clear instantly, and it doubles as an emergency phase-resetter during bad fights.

What Unlocks First: The Progression Timeline

Because each island's shop stocks its tier plus everything from earlier islands, the unlock order matters for planning, not just discovery:

  1. Island 1 (Lighthouse) — melee only, no guns. Knife and brass knuckles.
  2. Island 2 (Forest) — Pistol ($50) and Shotgun ($150) join the shop.
  3. Island 3 (Desert) — SMG ($650) tier appears.
  4. Island 4 (Rocks) — Sniper Rifle ($3,800) unlocks.
  5. Late (Volcano) — Assault Rifle ($20,000) becomes available.

The practical consequence: a Desert player who skipped the shotgun still finds it in stock — every shop carries its tier plus all previous tiers, so you never lose access to an earlier gun. For the buying order that maximizes your run, see the purchase priorities on our best weapon guide.

Ammo Economics Per Weapon

Purchase price is only the down payment; each gun carries its own supply curve:

Weapon Ammo Cost Profile
Shotgun Cheap shells, forgiving misses — lowest total cost of ownership
SMG Fast burn rate; attachments recover value quickly
Sniper Premium rounds, near-total hit conversion — best damage-per-dollar landed
Assault Rifle The whale fight consumes stacks; bulk buying mandatory

Upgrade ladders compound this: pushing the sniper to its 500-damage ceiling costs $10,000 across all steps on top of the $3,800 gun, while the assault rifle's full 40→100 path runs just $5,800 on top of $20,000 — making the rifle's upgrades the cheapest endgame damage per dollar.

Budget-minded runners track ammo like bait: count what the last session actually spent and buy forward from there. The players who run dry mid-boss are almost always the ones who bought exactly enough for the attempt rather than the attempt plus its mistakes.

What About the Fists?

Pure-fist runs are a real community challenge — viable through Island 1, heroic through the Forest, and functionally a different game afterward. The brass-knuckles-only Spider Crab kill remains a popular speedrun constraint. For everyone else, melee's retirement at Island 2 is permanent; the shops exist because fists stop scaling there.

Reading Shop Stock Like a Pro

Island shops stock progressively, and knowing the pattern prevents both panic buys and missed windows:

  • Each island's shop carries its tier plus previous tiers — the Desert still sells shotguns if yours broke
  • Attachments appear alongside their weapons — buying the SMG without checking attachment stock means a return trip
  • Ammo restocks everywhere guns do — but prices assume you buy in bulk, not in emergencies

One habit separates efficient runs from chaotic ones: visit every new shop fully before spending anywhere. The Desert player who buys the SMG immediately often discovers the attachment shelf ten minutes later and pays for a second trip's worth of regret.

FAQ

The shop wall displays every weapon for sale
The shop wall displays every weapon for sale

When do guns unlock in How to Fish?

Island 2 — the Forest. Island 1 has no gun shop at all; melee carries the entire tutorial rock.

What is the best weapon order to buy?

Shotgun → SMG with attachments → Sniper (for the bird tier) → fully-attached Assault Rifle. Skip the pistol unless speedrunning.

How much is the best weapon?

The Assault Rifle at $20,000, required fully attached for the final boss. It is the single largest purchase in the game.

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