Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Dokimon Quest SoundtrackEventsAdded V-Sync + Improved Move Prediction + Movepools Balance
In-game event

Added V-Sync + Improved Move Prediction + Movepools Balance

Dokimon Quest Soundtrack · published 11 Aug 2026, 22:43 UTC · build 24681077

All eventsPlayers around this dateRead on Steam

Hiyo~ So I was working on the dokimon-engine as I continue my development on 'Dokimon Quest: II', and decided to throw a couple things back into this game, as they are pretty substantial improvements without much work or risk of causing issues^^Lets get right into it!

Added V-Sync
Firstly, I finally went ahead and added a relatively highly requested feature: V-Sync
This should theoretically reduce, or completely eliminate screen tearing for some users that were experiencing it on certain setups.I'd also like to apologize for not adding this sooner. Originally, this was never added in as it caused issues with certain platforms, and I vastly underestimated how many setups could/would run into screen tearing with not offering V-Sync as an option. Regardless, it's in the game now and we will continue to support having it as an option moving forward!Improved Move Prediction
The move prediction has been improved in a couple of ways. Firstly, in previous builds move predict could make you backtrack sometimes, which could be a little jarring in some instances. For example, if you were trying to go right and moved down into an obstacle, move prediction might make you go left instead of continuing to go right.Move predict now remembers which direction you came from, and will continue moving in that direction when hitting a collision if possible. It's a bit hard to put into words, but actually experiencing it might be better:

As you can see from the gif above, the move predict now continues the direction the player was originally moving in to go around the rock, creating for a much smoother experience.Lastly, the move predict in some areas might force you over a cliff/ledge if you ran into a collision tiles. Now, your player will just stop instead, so no accidental cliff-hops should occur from move predict anymore.As an added bonus, we were also able to fix a small bug with cliff hops, so now, players will correctly draw their "walking" frame during a cliff hop, to simulate the look of hopping down the cliff/ledge.

Movepools Balance
Previously, moves had some issues where later moves were learned far outside of what most players leveled their monsters to. This ultimately reduced the usable movepools of many monsters in the game, as many players were completing the game before even unlocking every move a monster could learn.While this hasn't been completely resolved, as a proper fix would include completing reworking the levels of all monsters to bring late game levels up to 50s or 60s, we have reduced the levels of many moves, and re-arranged the movepools slightly to reduce this issue.Players should be able to find the later moves in their favorite monsters movepools much more obtainable, and a more balanced, and consistent allocation of new moves whilst leveling up their party.

More from Dokimon Quest Soundtrack

Other announcements

All events
In-game event8 Sep 2026Movepools Rework + Signature Moves and PolishHi 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 e…Game update26 Aug 2026Tiny QOL Additions and some Tiny Bug FixesHi everyone! We got a plethora of new players in this last couple of days, and absolutely DESTROYED our previous peak player count of 167, with 1,700 players online at one time! With this influx of new players, some issues and new suggestions came up, which have been applied: · Removed the Yes / No question from obstacles if you have the required item · Updated the fairy "!" sprite to not cut o…Major update24 Aug 2026Offline Trading + Battling with Friends ー Sequel AnnouncementWhy hello there! Today, I bring to you all an EXTREMELY fun and interesting update: Trading, and so, so much more There's A LOT packed into this update ... let's get right into it! Dokimon Quest: II ― The sequel launches it's Steam Page First and foremost, Dokimon's sequel has just launched it's Steam page! Please go check out the teaser trailer that just dropped and give it a wishlist if you a…