The keeper's waters. Your rods.
CarpMania
Sign in, pick a name and take your rods to any water the keeper opens. Buy a ticket or earn a pass, fish the big-fish waters, and land the carp that make your name.
Version 2 is coming soon. Sign in now and you are through the gate the moment it opens.
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What's new in version 2
The release notes for version 2, October 2026: what changed, and what comes next.
You only fish
Nobody buys land, digs a lake or feeds fish any more. Sign in, pick a name and an avatar, and you are on the bank within a minute with a ticket in your pocket.
The keeper runs every water
Every lake in the game is the keeper's: dug, shaped, stocked and priced from the keeper's office. The keeper sets what swims in each water and how big it grows, and the stock lives on between your visits.
Passes and levels
A lake can ask for a level, and a pass is the key to it: gold opens every lake, silver the lakes of level 2 and below, bronze level 3 and below. The keeper hands passes out and takes them back; a pass never runs out, and the ticket office honours it.
A fresh start at £1,000
Everyone keeps their account, angler name and tackle, and starts level: £1,000, beginner skills, level 0. The catches and records of the first game were wiped, so the biggest fish is the next one landed.
Fish that grow
A growing fish puts on 2oz every real day until it reaches the ceiling the keeper set, so the water you come back to holds bigger fish. The keeper can cull, grow or trim the stock, and a fish that dies goes to the memorial with its cause.
Next: competitions
Lake, tour and season competitions run by the keeper, with cash and tackle prizes paid by the house, are the next thing to land.