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3 Myths About Deep Sea Catch-And-Release Fishing

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When divers resurface too quickly from deep water, the intense change in pressure can make gasses dissolved in their blood bubble up. This problem can lead to nausea, fatigue, joint pain, and paralysis. In the worst cases, it can be fatal. 

This is known as barotrauma, and it doesn’t only affect us. Dolphins, fish, and sea turtles can suffer severe injuries from sudden pressure changes. 

When anglers pull fish from water 30 feet deep and more, their catch is susceptible to barotrauma. Coming rapidly to the surface can make the swim bladder in fish inflate or rupture. This can lead to the death of the fish. 

If you’re deep-sea fishing and want to release a fish instead of eating it, you should know some myths about barotrauma: 

#1: If The Fish Isn’t Bloated, There Is No Barotrauma

Bloating is indeed the most common sign in a fish you’ve caught. However, some fish – including sharks and cobia – lack swim bladders. They might not show bulging eyes or float on the surface after you release them, but they still could suffer from gasses in their tissues, just like people. 

#2: A Fish That Swims Away Is Fine

Some anglers believe if a deepwater fish swims away with no apparent injuries that it doesn’t have barotrauma. Not necessarily. 

Research indicates that barotrauma can have effects later that we don’t always see when we release the fish. A fish might swim away but still be injured. Then, it could get eaten by a predator as it swims back to the reef. 

A barotrauma study on red snapper found that at least 15% of fish taken from deepwater died almost immediately. About 13% of fish were able to swim away but died within three days. So, nearly one out of three fish in the study did not survive catch and release. 

Reef fish, particularly the oldest and biggest females that produce the most eggs per year, are too valuable to the ecosystem to be lost at that rate. It’s essential for anglers who catch and release to use release methods that provide fisher with a better chance of living another day. Even a small improvement in survival rates for these fish can mean millions more fish are saved every year. 

#3: Venting Is The Only Way To Treat Barotrauma

Venting means puncturing the side of a fish’s body with a metal tool. When it is done right, venting can release the built-up gasses so they can escape from the bladder. This improves its ability to go back down deep and hopefully survive. 

But venting comes with problems. First, it can be hard to vent the fish correctly. You need to have a decent knowledge of fish anatomy. If you poke it a few inches the wrong way, you could damage the fish’s internal organs. Also, you should not vent a fish when the stomach is sticking from the mouth or when the intestines come out of the anus. This can kill the fish. 

Even if you vent the fish correctly, it still can suffer from the procedure, including a damaged swim bladder or infections. 

Venting does improve the chance the fish will survive, but there are other options. 

Try A Descending Device

A descending device returns the fish to deep water, where it can usually recover from barotrauma. You can use a descending device on any fish species, and you don’t even need to know fish anatomy!  The more anglers that use descending devices, the more likely deepsea fish will thrive. And that is good for our planet.

Michelle has been a part of the journey ever since Bigtime Daily started. As a strong learner and passionate writer, she contributes her editing skills for the news agency. She also jots down intellectual pieces from categories such as science and health.

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Lifestyle

The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes

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Credit: Lonely Rabbit

Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.​

Maturing Past Jump Scares

Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.​

The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.​

Corrupted Childhood as New Territory

Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.​

This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.​​

Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.​

Smaller Teams, Bigger Risks

Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.​

Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.​

The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.

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