Dokimon Quest Soundtrack · published · build 25190508

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