I have spent a ridiculous amount of time on this lake, and if there is one thing I have learned, it is that Hillbilly Yacht Club: Fishing hides its completion list behind some of the strangest tasks I have ever seen in a fishing game. Half of these stickers pop the moment you earn the matching Steam achievement, and the other half are secrets that do not care about your achievement list at all. Below is the exact unlock requirement for every sticker I have tracked down.
One thing worth understanding before you start: any sticker I have marked with an asterisk is not tied to an achievement. Those come from specific in-game actions or hidden conditions, so do not expect a Steam pop-up when you earn them. This list is a living document, and I am still filling in the smaller details and screenshots for the trickier entries as I go.
Casting, Precision and Snags
Casting is where most players pick up their first batch of stickers without even trying. Pure volume handles the early ones: Getting Wet for ten casts, Regular for fifty, and Lifer once you hit two hundred fifty. Distance comes next, and I found the jump from Out There (20 m) to Way Out There (25 m) to Other Postcode (30 m) is a steady progression rather than a single lucky throw.
Curving is its own little skill tree. Banana Ball wants one hard curve, and Boomerang asks for one harder still. Then there is the precision line: release dead on the line for Found It, and do it ten times for Groove. Every cast you land is a chance to practice that timing, so these tend to come naturally while you chase distance.
The shore-hugging stickers are the fussiest. Shoreline needs a cast within 3 m of land, Thread It tightens that to 1.5 m, and Paint Scraper demands you drop it within 70 cm. Skips belong here too — one skip earns Stone Skipper, and Flat Out is for squeezing every skip a single cast can make.
Landing a cast directly on the shore gives you Tree Fishing, and ten of those is Arborist. As for the point-and-snag crew, here is where you throw to hook the environment itself:
- Land Ho! — cast onto the island
- Rock Bottom — hook the rocks
- Pier Pressure — hook the pier
- Cliffhanger — snag a cast high up a cliff
- Davy Jones’ Tackle — hook the shipwreck
Catching, Reeling and Fish Milestones
Volume again, but this time it is about putting fish on the line. First Bite is your first fish, then the counters climb: Stringer at ten, Mess o’ Fish at fifty, Hunnerd Club at a hundred, Fish Story at five hundred, and finally Town Legend at a thousand. I would not chase that last one on demand — just let it come while you work the rest of the list.
Streaks and speed are separate. On a Roll is three landings in a row, Unstoppable pushes to eight, and the reaction-time stickers are brutal on paper: Quick Hands for hooking up inside 0.30 s, Twitchy at 0.15 s, Rattlesnake at 0.10 s, and Greased Lightning at a blink-and-you-miss-it 0.05 s. You will not aim for these consciously; better reflexes than mine will land them in the flow of normal fishing.
For the extreme reeling feats, Snap Decision is landing one inside 3 s, while Grudge Match is the opposite — a fight that drags past 30 s. Closest Call rewards a landing above 0.95 tension, and Never Let Go is landing a fish on a full hold. Do not panic-play for those. The ones you should just accept: Picky Eaters (five fish think better of it) and Every Which Way (lose a fish every possible way) will find you eventually, whether you want them to or not.
Species and Time of Day
Spotting and catching each species fills out this section. Eyes On is your first sighting, Fish Watcher is three species spotted, and Nothing Unseen means spotting every species in the book. On the catch side, Three of a Kind is three species landed and Full Wrangler is every species in the book.
Timing threads through all of it. Two Skies wants landings in two parts of the day, Round the Clock covers all four, and Night Shift only asks for one land after dark. I like that the night stickers slot in nicely with night-time exploration, which I will get to below.
Sharks
The sharks each have their own four-step chain, and the middle three in every chain are asterisk secrets rather than achievements. For each species you will spot it, get caught out by it, outrun it, and finally land it.
| Shark | Secret Stickers | Achievement Sticker |
|---|---|---|
| Tiger Shark | Tiger Shark Sighted, Tiger Shark Got Me, Tiger Shark Outraced | Tiger Shark Landed |
| Red Diablo Shark | Red Diablo Shark Sighted, Red Diablo Shark Got Me, Red Diablo Shark Outraced | Red Diablo Shark Landed |
| Scitzo Shark | Scitzo Shark Sighted, Scitzo Shark Got Me, Scitzo Shark Outraced | Scitzo Shark Landed |
| Razor Shark | Razor Shark Sighted, Razor Shark Got Me, Razor Shark Outraced | Razor Shark Landed |
The umbrella sticker Shark Week tracks the whole set — sight every shark in the bay. Getting caught out by a shark to earn the “Got Me” sticker stings a little, but at least it counts for something.
The Kraken
The kraken gets three stickers and two of them make you work. Round the Horn is simple in concept — lap the island and never feel a tentacle — but that means a clean circumnavigation. Not Today, Calamari is a secret that wants you to make the kraken rise and then get away clean. The nastiest is Close Shave: dodge the kraken’s real strike by a hair, five separate times. I would treat that one as a long-term background goal rather than a single session’s work.
Boating, Stunts and Exploration
Driving opens up a huge chunk of the list. The island arch is a mini-series on its own: Needle Threader for one pass under it, Arch Rival for ten trips, and the secret Victory Lap for driving a lap round the arch’s sea leg. Past the edge, Here Be Dragons wants you driving into the fog, and Out Past Curfew wants you tied up at home after dark.
The sandbar and pier jumps are where I have the most fun. Mud Skipper is sliding the boat clean over a sandbar, while the pier jump on gas cans is Good Ol’ Boys. Clearing the sand-spit tip in the air earns Snake River, and the secret Beached, Briefly is for belly-sliding off the tip into the sea. If you are efficient with fuel, Tightwad is for clearing that tip on fewer cans than it takes. Pull off every jump in town and you earn Duke of WaterPort.
Explosives deserve their own note. Kaboom is blowing up a drum with a cast, and Demolition Man is doing that ten times. Nothing fancy here — just aim and enjoy the bang.
Gulls and Critters
Gulls are a whole sub-hobby. Pier Regulars is stamping all six gulls in the Gull Log, Wingshot is hitting one mid-flight, and Bird Whisperer is ten gulls in total. Pop Goes the Gull wants a cork bonk, and Return to Sender is making a gull drop your lure way out. Watch for Air Mail (a gull getting the boat under way) and the secret Lucky Day, where a gull manages the same feat.
Critters round out the group. Animal Control is hitting 25 critters with a cast, Dinner Theatre is a critter swallowing your lure, and Fifty Metres of Nope is one running off with your line. None of these are hard to trigger once you stop trying to avoid the local wildlife.
Collectibles
Two collection lines live here. On the comet side, Star Catcher is a full comet set and Wishin’ Hole is fishing three comet slicks. On the junk side, Beachcomber is a full junk set and Tidy Bay is five sets of junk. If you like tidy completionism, these are the ones that will keep you scanning the waterline.
Multiplayer, Crew and Community
Playing with a crew unlocks a long gift and thank-you ladder. Neighbourly is a single gift to a crew mate, Good Egg is 25 gifts, and Shirt Off Your Back is 100. The mischief stickers are where my ears pricked up, since they all involve messing with a live angler:
- Crossed Lines — cross a live angler’s line
- Bobber Bully — run your boat over a live angler’s bobber
- Buzzing the Tower — drive a full circle round a live angler’s boat
Then there is the report system with Aunt Loretta. Squeaky Wheel is a single thank-you for a report that helped the club, Neighborhood Watch is ten, and the secret Honorary Secretary is a hundred. That last one is a serious long game, so treat it as something you build up quietly alongside everything else.
Porch, Gadgets and CB Radio
The porch machine has its own quirks. For Percussive Maintenance, tap your rhinestones up top, then shake the machine until one drops out. Loose Change is ten free rhinestones, and Machine’s Best Customer is thirty. It is oddly satisfying to coax those out, even if it makes you feel like a menace to the vending machine.
Radio and bug zappers finish the household set. Got Your Ears On is cashing in a tip you heard on the CB radio, Good Buddy is ten tips, and The Bandit is twenty-five. Over on the porch, Don’t Touch That is one tap of the bug zapper and Ride the Lightning is a hundred zaps — the moths have apparently filed a complaint by the time you hit that count.
Crowbar Chest Tunes (Monthly)
This is the strangest section on the whole list, and I love it. Each month has its own tune you trigger by smashing an opened chest in a steady beat with the crowbar. I have laid them out by month so you can plan around the calendar:
| Month | Sticker |
|---|---|
| January | Old Acquaintance |
| February | Marching In |
| March | Ode to Junk |
| April | Seventh-Inning Stretch |
| May | Doo-Dah Day |
| June | Here Comes the Bride |
| July | Called It Macaroni |
| August | Gently Down the Stream |
| September or November | Banjo on My Knee |
| October | Hall of the Mountain King |
| December | Jingle All the Way |
Notice the odd one out: Banjo on My Knee is listed for September or November, so you have two windows there. Every other month is a single shot, which means the crowbar tunes are probably the slowest part of a true completion run. Keep a steady rhythm — that is the whole trick.
Calendar and Longevity
These are the patience stickers. Feed Store Regular is seven calendar pages torn in a row, Creature of Habit is fourteen, and Wore Out the Nail is thirty. Like the monthly tunes, they reward consistency over bursts of effort.
The membership line is pure time served. Guest Pass is still fishing a week after your first day, Probationary Member is a month, Full Member is a year, Vice Commodore is five years, and Commodore is a full ten years after your first day. That is a decade of in-game fishing for the top rung, so I would not expect to see the Commodore sticker light up in any normal playthrough — it is a genuine commitment.
Miscellaneous Secrets
The rest of the secrets are scattered odds and ends, and several are tied to specific mishaps. Baptized comes from walking off the pier or getting kraken-flipped. Took the Shortcut is for when the fish walked the last bit. Blew a Fuse happens when somebody should go check the breaker. Missing Persons Unit is finding the hat while Dale is still missing. Rope Trick and Submarine Mode both sound like boating trouble with a funny payoff, Dueling Crowbars involves Earl wanting his crowbar back, and Barrel Racer catches the stacks off guard. These are the ones I have the least written detail for so far, so as I pin down exactly what triggers each one, I will update the list.
If you stumble onto a hidden requirement of your own or catch something here that looks off, that is exactly the kind of detail that keeps a list like this honest — the odd secret always seems to turn up when someone else is watching the water.
Conclusion
That is the full sweep of the sticker list as I have it, from the easy volume casts to the decade-long Commodore grind and everything weird in between. Work the common stickers in the background while you chase the secrets, and the completion bar moves faster than the calendar stickers would have you believe.