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Movepools Rework + Signature Moves and Polish

Hi all! I'm here with some more updates that incorporate recent feedback :) Let's get right into it!

Movepools rework
Dokimon's movepools have been completely rebuilt from the ground up, giving more moves to each monster, as well as a new class system and attacker type that will help differentiate Dokimon significantly more than before. Monsters are grouped into one of the three categories in each system:

  • Physical, Magical, Hybrid: Determines what type of damaging moves Dokimon get

  • Attacker, General, Enchanter: Determines what kind of moves Dokimon get

  • Monotype vs. Duotype: Monotype monsters get more moves of that type + stronger STAB

Signature Moves
To provide further individualism to each Dokimon, key monsters has been provided 1-3 'signature moves' that are key to that Dokimon's character, traits, or attacking style.

These two big changes together mean no two Dokimon are alike anymore, and will be the new standard for our games moving forward.

New Moves and Animation re-allocation

In addition to adding nearly 30 new moves made from scratch, we also added and re-allocated some overused move animations to help increase variety. Before, some animations got used over 10 times, while others got used only once or twice. With a few new move animations, and a better spread of re-used animations, using moves in general feels a lot better than it did previously.

Bug Fixes, QOL, and Minor Additions
To recap some recent additions, since a lot of people seemed to miss the previous patch notes (which is mostly because it was edited/updated over time). Since it's a LONG list, I'll share it at the bottom of this page.

Thank you for Everything
All of these recent fixes, changes, additions, and improvements are all thanks to the communities plethora of feedback and advice, and we simply couldn't have done it without all of you! So, again, thank you all! From the bottom of my heart I am eternally grateful!

For everyone that doesn't know, our next game "Yami Kids" will be releasing in just 2 weeks, and has most-to-all of the feedback and improvements that went into Dokimon Quest right on launch day!

If anyone wants to check it out, the game is releasing on September, 22nd, 2026:

View game page

Additionally, Dokimon Quest II is currently in development, and scheduled for a release sometime next year! Cheers^^

View game page

Recent changes, improvements, bug fixes, and more:

  • Removed the Yes / No question from obstacles if you have the required item

  • Updated the fairy "!" sprite to not cut out of the room you're currently in

  • Set move predict to off by default (can still toggle it on from the options menu)

  • Added an indicator to the tutorials screen to indicate there being more tutorials below

  • Added a controls indicator to the saves screen explaining how to delete save files

  • Added a page scroll to certain inventory categories where players were maxing out slots

  • Added a "View Controls" button to settings to allow players to re-view game controls

  • Added an additional yes/no ask before releasing Dokimon in the second town

  • Added encounters to the first forest before your "first" battle with Koi

  • Added more checks for Steam achievements so they don't appear to fire late

  • Added "move held" to some UI screens for smoother navigation

  • Added "missing dex skip" to make scrolling through mondex info screens smoother

  • Let save file reflect the auto-save progress rather than just manual saves only

  • Adjusted several sprites for additional polish or clarity

  • Fixed a couple of super rare crashes (thanks to those users for supplying crash logs!)

  • Fixed a couple of newly reported script, translation, tiles, and collision issues

  • Fixed a Mondex issue where certain monsters in double battles didn't get added to "seen"

  • Fixed an issue that was resetting monster's movepools for some users

  • Fixed an issue in permadeath mode where you could get "game over" despite having monsters

  • Fixed an issue with some achievements that were sometimes firing late or incorrectly

  • Fixed an issue with objects (NPCs, Trainers, etc) not loading in until the player moves

  • Fixed monster death on monsters that have completely depleted their move uses

  • Fixed an issue with sounds not honoring SFX volume before loading saves

  • Fixed items and berry bushes disappearing for a single frame on pickup

  • Fixed an issue where a BGM wouldn't end after a certain cutscene

  • Fixed female Xer outfit fishing sprite

  • Fixed some incorrect overworld tiles

  • Fixed the XP bar(s) in the party menu screen

  • Fixed an issue with evolutions firing late under certain conditions

  • Fixed "New Quest" occasionally firing twice for the same quest log

  • Fixed an issue with allocating monster stats in the PC info summary screen

  • Fixed an exploit that allowed players to reset move mana when changing moves

  • Fixed new moves having -1 Mana when learning a 3rd/4th move for the first time

  • Removed the trees from the first forest's entrance to avoid confusion

  • Changed how the "New Quest!" indicator works so as to not interrupt cutscenes

  • Optimized some files, reduced total game download size by about 4MB

  • Updated the "Controls" image to reflect recent changes

That's all for now!

- Yano

Build and release context

Steam update times within 24 hours of this post. Matching dates do not confirm which build it describes.

  • Build 25190508 · beta-test branch

    Steam updated · First observed