Dokimon
1

Players in Game

164 😀     38 😒
74,89%

Rating

$12.99
$19.99

Dokimon Steam Charts & Stats

"Whoa, watch out!" That was close, didn't you know Dokimon are dangerous!?ーStep into Xelos region, where you'll set off on an adventure to uncover the mystery behind your missing childhood friend.
App ID2019300
App TypeGAME
Developers
Publishers Yanako RPGs
Categories Single-player, Full controller support
Genres Casual, Strategy, RPG, Adventure
Release DateQ4 2024
Platforms Windows, Mac
Supported Languages English

Dokimon
1 Players in Game
54 All-Time Peak
74,89 Rating

Steam Charts

Dokimon
1 Players in Game
54 All-Time Peak
74,89 Rating

At the moment, Dokimon has 1 players actively in-game. This is 0% lower than its all-time peak of 54.


Dokimon Player Count

Dokimon monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-03 5 +16.2%
2025-02 4 -63.53%
2025-01 12 -56.44%
2024-12 29 -31.35%
2024-11 43 0%

Dokimon
202 Total Reviews
164 Positive Reviews
38 Negative Reviews
Mostly Positive Score

Dokimon has garnered a total of 202 reviews, with 164 positive reviews and 38 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Dokimon over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 1471 minutes
Such an adorable game, I own this one and Nuumonsters and all I have to say is I'm in love with them <3 Simple and fun games for less than what the Big Name company sells theirs for.
👍 : 1 | 😃 : 0
Positive
Playtime: 805 minutes
i got this game to play on my phone with steam link & it was perfect for that. the art style & monster designs are cute but idk if I’d recommend it at full price bc the story & characters are kinda bland for my liking, i had fun playing but like i wasn’t invested. but if it’s on sale i recommend!
👍 : 1 | 😃 : 0
Positive
Playtime: 1537 minutes
A fun little monster tamer game. Love the graphics.
👍 : 1 | 😃 : 0
Positive
Playtime: 2798 minutes
I went ahead and brought this game the last time it went on sale and didn't find the time to play it until months later after playing other monster taming games. It has recieved a few updates since then I have seen. I was aware of the game's development for a few years and it was one of the many reasons why I got a Steam Deck in the first place. Was it worth it? I'd say, yes. I'm sure you've read other reviews on the game, seen screenshots, videos, trailers, it's exactly what you think it is, a monster tamer heavily inspired by classic Gameboy RPG games like Pokemon. There's even an option to change the color pallete like you could for any Gameboy game being run on the Super Gameboy or Gameboy Color. However, this game is more than simply a game inspired by Pokemon, and carves out it's own identity fairly early. The story, was well done. There's moments of seriousness, and just as equally moments of absolute ridiculousness to balance it out. I won't spoil it, but when the story got to a certain point, I had to pause the game because I was laughing so much. The last game to do that to me was Nexomon Extinction, so well done there. The music is ok. There's a few tracks I really like, but it's enough to set the mood. There's an option to change the music to a Piano variation, but I always switch it back to the 8bit chiptunes because it seems more fitting. The sound effects do what they are supposed to do. The graphics are nice enough. They look like something you'd see on the Gameboy Color, but the Gameboy Color would not be able to handle all the detail that is packed into this game. The attack animations are enough, but the monster designs are where it's at. It is no exaggeration that I have found quite a few of these designs to instantly become some of my favorite monster designs of all time. Being a fan of Dragon Quest Monsters, Pokemon, and many other games, I do not say this lightly. There's a hunchback dragon goon with a helmet covering his eyes, a noodle dragon who is literally in a bowl of noodles that is actually his long body, a kung fu fire ram, and more. I think there was only ONE design I didn't like, and it was because I was expecting something more based on it's pre-evo and the many other fantastic designs hyping me up(I'm looking at you Polar>____>). But, can't win em all. If there's anything I would want to fix, it's the amount to exp monsters give, and the amount of money trainers give. By the time you reach level 50, the amount of exp required to reach the next level is enormous. The game knows this, and allows you to buy Void Berries, which raise your level from 2 levels to 4, and you can save scum to manipulate this. The problem is, earning money in the game is painfully slow. Trainers usually award 200-700 gold, and that amount does not increase no matter who you fight. In the early game, this is fine, but in the postgame, rewards should be far more than this. Fixing the amount of money you earn will fix this issue. I've seen some reviewers say that the player should have a few more clues for story progression at certain points, and it couldn't hurt. I felt that the Repel item should have been able to have been purchaseable a little earlier than it should have and you get the ability to Fly pretty late in the game, though that didn't bother me too much. The game as of this moment was pretty much a complete package. There's a decent sized postgame there. If I could ask for something more, I'd like a battle area or something to test teams against at the max level against decently built teams. A boss rush mode, something to earn rewards like higher cash prizes and exp shards, that are limited, That's really the only thing I feel the game is missing, but it's not any worse for it missing such a thing(but please consider adding it =)). I enjoyed my time with the game, and will be checking out future projects from the dev.
👍 : 1 | 😃 : 0
Positive
Playtime: 812 minutes
fun game buggy (sometimes in your favour) but very fun game
👍 : 0 | 😃 : 0
Positive
Playtime: 780 minutes
Not great (I am wasted and havent played in a month and forgot what I was doing)
👍 : 0 | 😃 : 1
Negative
Playtime: 12 minutes
played for a few minutes. could use some minor upgrades to movement battles were good though
👍 : 0 | 😃 : 0
Positive
Playtime: 401 minutes
BUG: As of 7/12/25, achievements do not pop when they should. They tend to either trigger early or late, usually as the result of an unrelated battle. I got my catching your first mon achiement before ever catching a mon, after my first battle. I got my first double battle achievement after my third double battle. I got my fairy portal achievement way before finding out about the fairy portal, it happened when I caught a kitsune, etc. BUG: As of 7/12/25 the fairy portal in the northwest of the Galadriel Peak town cannot be accessed. It's clipped into a tree, and you can't walk into the tree. BUG: As of 7/12/25, getting the fire fae required me to have all the items, talk to the prof, get the same generic message about how the fire stone was interesting but my friends (who I had already talked to) wanted to talk to me, quit out of the game by killing the window, and then this took me to a save that I do not think I had made outside of the prof's house, after which she talked to me and gave me the fire fae. I want to stress that I made no other changes beyond quitting out and re-talking to the prof. BUG: As of 7/12/25, you're in a doubles battle using mons A and B against mons X and Y. Mon A targets X and mon B targets Y. Mon A kills X, causing the enemy to bring in mon Z. Mon B's attack hits Z. I don't know what's going on here, but targeting seems to get defaulted to the leftmost available slot when an enemy mon leaves. Edit: This bug is actually intermittent, common, and kinda endemic to double battles rn. It can happen with any mon's targeting in any circumstances. It's not that the cursor defaults to targeting the wrong mon on turn start (it does tho,) it's that attacks targeted correctly on the second enemy mon will sometimes randomly switch to targeting the first enemy mon. BUG: As of 7/12/25, Dark Bond seems to sometimes not require a recharge when used by an enemy. This is *not* the enemy missing its Dark Bond attack, which always skips the recharge. I've gotten back-to-backed with Dark Bond in a couple solo fights now. Player use of Dark Bond always requires a recharge. Dokimon is an aggressively faithful throwback to Gold and Silver, right down to the interface being kinda clunky and ponderous. There are romhacks that don't cut this close to the original formula. In terms of aesthetics, this makes Dokimon super charming. All of the mons have a great visual identity, the soundtrack hits the same vibe as the source material, and the writing might be the closest I've seen to mirroring og pokemon in a pokemon-like. I *did* almost skip the game because the name and the screenshots made it look like it might be porny, but this is a rare case of a completely harmless doki in an indie game title. I do think Dokimon stumbles in a few places with its design. One of the earlier dungeons is an annoying teleporter maze that you have to brute force. And there's a few moves that *do not* feel like they live in the same country as balance. Dark Pact giving you a 25% heal and boosting all your stats and debuffing all your opponents stats is, uh, it would get banned in a competitive scene. You also have to grind a bit for a few random fights, because despite the game giving you items that supposedly distribute xp across your team, I'm not sure they work. And if your ringer is not massively overleveled or your team is not on par with your ringer, one high level enemy can flatten your whole squad. It also might be on the shorter side, although I haven't fully verified this yet. I'm at 35% on the story with 2 hours of gameplay, so that might mean this is a 6 hour game. Or it might mean there's a whole back half after 100% story completion---I'll update when I find out. Currently, if you have extreme gen 2 nostalgia or you really like monster catchers, I think this is a solid pickup on sale. It hasn't floored me, but it also hasn't been made fully unplayable by its bugs, which puts it a bit ahead of some other indie monster catchers I've tried. Edit: The UI is so clunky to navigate that it took me three hours to figure out that I could swap out moves from the menu. And even then, it's a tedious process and every time you accidentally close too far out of it the game resets you to having your first mon selected and you need to de-select them and then use the not clearly marked at all cursor to maneuver over to the correct mon again. This and moves not explaining what they do when you're in combat feel like pretty big stumbles for the gamefeel. 2nd Edit: Having to do a teleporter maze in the Xelos City pokecenter to find the room in the back where Aki is recovering is... weird. There's no narrative setup for it, and while I like surreal elements and liked the pokecenter teleporter maze when I thought it was for random side content, putting a critical path event in it is headscratching. Also, all of these teleporter mazes require you to brute force them. I think that's bad design. Trying every door in every combination isn't fun, it's monotonous. At least the pokecenter one doesn't make you fight five million zubats while you're doing it. 3rd Edit: There is a guide. Thank goodness. But it might be a bit outdated (I did everything necessary for the fire fairy and the prof is still giving me old dialog about my friends looking for me.) You do need it, though, because some of the stuff you need to do to progress is pretty moonlogic'd check every tile twice type nonsense. Trap door in the upper floor of the Xelos City lab? And the hint is that a guy is looking in through the lower floor window? Yeah sure bud whatever you say. 4th Edit: Entering the post-game requires getting the third stage evolution of four random mons. I have none of them. The game thinks I have two. Something is probably bugged here, and anyway I ain't grinding this. The parts of Dokimon that are tight (the art and music) are very tight. Everything else feels like it needs a bit more time to cook. Or at least some thinking about *why* it's being designed the way it is. I think $20 is... probably not an amount I would voluntarily pay for this game. On 75% sale, it's completely fine. If you really click with it and don't mind the grind, you could support the dev by grabbing it at full price. I do think I'd be happy to check out the dev's next project, as there's a lot of potential here, but it's not a top ten monster tamer for me.
👍 : 0 | 😃 : 0
Positive
Playtime: 3427 minutes
I been playing this game and have not completed the game as I got it day and was confused as I wasn't polished. As of now it has been great and easier for me to understand the game. The monsters can evolve and change forms and even swap them if you wanted certain elements. I love how you can choose how to upgrade you monster's stats and there's no extra tricks to upgrade stats. A must play for all into monster captures and RPGs.
👍 : 3 | 😃 : 0
Positive
Playtime: 10811 minutes
I 100%'d it and i enjoyed it. Most monster designs are good, fairies and evolved starters stand out as the better ones. Environmental design / tilework is overall alright but it's especially stellar in the big cities. It has plenty of QoL, manually adjustable EVs, ability to freely swap between evolution stages and some evolutionary lines that are longer than 3 steps to benefit from that system. It's not very difficult but that's not a negative for me. Farmable NPCs level with you and give better rewards which is a smart system to implement. The story could be more dense and [spoiler]there's an absence of friends/rivals being present enough in the story, and the villain team is lacking in notable members / leader / conclusion. The first issue is amended by having a different NPC be a likeable partner for a good chunk of the story.[/spoiler] There are common grammatical and syntax errors, not an issue for me but it's there. It had a few bugs but nothing major as of my playthrough, and the dev listens to feedback both when it comes to fixing things and player suggestions. I had no issues completing the game either from the technical or gameplay standpoint. From what i know the game was basically made by a single person so through these lens i'd rate it highly, this might be the first [b]indie[/b] tamer RPG i played so i don't have a good frame of reference. Not perfect but it shows growth and promise for future titles.
👍 : 9 | 😃 : 0
Positive

Dokimon Steam Achievements

Dokimon offers players a rich tapestry of challenges, with a total of 40 achievements to unlock. These achievements span a variety of in-game activities, encouraging exploration, skill development, and strategic mastery. Unlocking these achievements provides not only a rewarding experience but also a deeper engagement with the game's content.

Launch the Game

Thanks for playing!

Meet the Professor

"Professor Rei at your service!"

Ai Koi You

Battle with Koi

Captalizing!

Catch your first monster

XOXO

Have an encounter with an evil organization

Samurai Warrior

Obtain the Katana

Carrot Expert
A little Fishy...

Defeat Haru

Together Forever
The Great Sage

Defeat the great sage Aki

Make a Splash!

"If it was a good morning, I'd be surfing!"

Secret Agent
Fairy Town

Defeat Faye

A Peculiar Ally
Dark Arts
Bewitching!

Make a deal with a Witch

A Cunning Duo
Yowch! That's hot...
Elfly!

Defeat Tsuki

An Iconic Duo

Defeat the Xer Generals

Swimmingly!

Defeat Aoi

Karate Master
You're on Fire!

Defeat Azula

Tenshi!
Just the beginning?
1 Oni 2 Oni Red Oni Blue...
Thief!
98%

Complete the Main Story

Sincerely!

Obtain the grass fairy Sindela

Millian a Million
Kthuune Kthuuge Kthuuko
Duskabellohmalina
Strange New Land
Make it Double!
King of the Earth
Dusk to Dawn
Kitsune
Under Contract
Filthy Rich
That Tasted Purple...

Use a Fairy Portal


Dokimon Screenshots

View the gallery of screenshots from Dokimon. These images showcase key moments and graphics of the game.


Dokimon Minimum PC System Requirements

Minimum:
  • OS *: Windows 7 or newer
  • Processor: Dual core processor
  • Memory: 2 GB RAM
  • Graphics: Intel HD Graphics
  • Storage: 100 MB available space

Dokimon Recommended PC System Requirements

Recommended:
  • OS: Windows 10
  • Processor: Quad core processor
  • Memory: 8 GB RAM
  • Graphics: Intel HD Graphics
  • Storage: 500 MB available space

Dokimon Minimum MAC System Requirements

Minimum:
  • OS: macOS 10.13 (High Sierra)
  • Processor: Intel Core i3 or equivalent
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 4000 or equivalent
  • Storage: 100 MB available space

Dokimon Recommended MAC System Requirements

Recommended:
  • OS: macOS 10.15 (Catalina) or later
  • Processor: Intel Core i5 or equivalent
  • Memory: 8 GB RAM
  • Graphics: Dedicated GPU with 2GB VRAM
  • Storage: 500 MB available space

Dokimon has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

Dokimon Latest News & Patches

This game has received a total of 13 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

Dokimon DEMO gets a big update, with full controller support and localization!
Date: 2024-10-16 20:39:35
Dokimon DEMO now has full controller support, Japanese (wip), and Spanish! デモは日本語に翻訳しました!
👍 : 14 | 👎 : 0
Just over 2 weeks before Dokimon launch to Steam on Nov. 22!
Date: 2024-11-07 20:06:53
Dokimon is releasing to Steam on Nov. 22, get excited!
👍 : 23 | 👎 : 0
Launch Day Hotfixes : Re-enabled Piano, Fixed some crashes, Temp. Disabled Forms
Date: 2024-11-22 22:07:24
👍 : 27 | 👎 : 0
Weekend Hot Patch - Hoping to have everything perfect by Friday!
Date: 2024-11-25 11:04:30
👍 : 29 | 👎 : 0
Hot fixes (again) - Think this is the last of them! Next is Xelos cutscene fix
Date: 2024-11-26 02:12:35
👍 : 27 | 👎 : 0


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