Dokimon
1

Players in Game

164 😀     38 😒
74,89%

Rating

$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: 134 minutes
I tried to like this game, it looks fantastic, but theres little that really grabbed me. It feels rather rushed, and lacks depth. I feel this was made to push their pokemon clone engine MonMae, something thats a rather impressive feat, and a product i feel in the right hands could make something much better. This game tho, i lost interest after the first gym leader. It lacked direction, by this point you had come across the main villain groups first base, it was just there, no build up or anything. And thats the problem, you just wander into what you need to do, with little rhyme or reason, you do it, the arbitrary roadblock is lifted, you move to the next thing, no fluff or padding to make it interesting, or have you care. The other problem is the mons themselves, the artwork is nice, but lacks coherent direction for typing, and what mons moves and elements felt rather random, and you just go through it with trial and error. It felt slow and clunky, and i found other similar monster taming games more fun, so i went wit them, this honestly feels like a $5 game to me, and i paid $17 during the sale. i have since refunded as i didnt see myself bothering finishing it, i tried, but i could not bring myself to play this over other games.
👍 : 0 | 😃 : 0
Negative
Playtime: 206 minutes
I was only able to give this game an hour for now, but I plan to come back to it. I just want to leave this as a thank you to the developer for making an interesting game with unique creatures and a nostalgic gloss. I remember being between 10-12 and it was my brother's birthday, and one of his birthday gifts was Yellow. We would spend hours playing and finding every creature we could to make the best team, and this game brings back some of those memories of the days where I would turn to him and ask if it was my turn. There are some differences though and it's not that I'm over 30. The creatures look unique and some are quite nice. I struggled a little to pick my starter and ended up choosing the cuddly teddy that could burn my enemies. The elements are similar to other games, but fresh such as Fairy is weak to Light attacks. Items, such as a katana, are not equippable by you or your mons and instead are used to find alternate paths or hidden items, which takes away my Rerouni Kenshin cosplay idea. Moves are learned as the mons level up and are stored in a move pool that you can select, and of course you have your stat points per level but instead of them being pre-selected, you are given the choice at your leisure. There's also affinity points that boost stats and those as you can tell are earned as the mons grow to like you. So there's this amazing self narrative right away that clicks for me where I can stick to a current mon and learn and grow with them, or switch it for something else. Later on, it may be difficult to let go of some of them just to try a different one and I'll cry as hard as Ash freeing his strongest team members before losing an important match. The music I feel is the weakest to me, for example when you start the game it immediately plays this dark tone in atmosphere and story. A little girl lost in the woods and surrounded by menacing monsters, but the vibe is ruined with a cheery beat that has been playing since I was able to explore. This could have been a bug though because I was playing with the 8 bit and piano just before progressing. Honestly, that part had my most interest. Remember those ads for Evertale? The darker tone and mystery of a monster collecting/training genre? Sure that game was a lie, but that's the first thought that came to me when I saw this scene. To sum up my review, this game is brings back nostalgia from all of my past favorite genres like, Digimon, Pocket Monsters, Cardcaptor Sakura, and Dragon Quest - and that makes my heart scream like the first time I saw the Digimon Movie. I review this game as, "I'm Greymon now, *que the Digimon soundtrack*/10"
👍 : 0 | 😃 : 0
Positive
Playtime: 315 minutes
fun creature colllector with a bit of a darker story, its a nice way to spend an evening or three
👍 : 0 | 😃 : 0
Positive
Playtime: 2873 minutes
Saw a post about this game online the other weekend, then saw it later that day on sale on steam and picked it up. Its a fun little monster collector with some cool monsters. Had fun playing through it, and would recommend to anyone looking for something similar to but not quite pokemon.
👍 : 0 | 😃 : 0
Positive
Playtime: 1557 minutes
Its a pretty solid creature collector, it has a pretty good plot and mechanics, art style and has never crashed on me. Impressive for a solo dev taking care of it. Speaking of which, the dev is super quick to reply if you have glitches and issues, which I actually never did. I thought I did, turned out I wasn't paying attention and did something I didn't know I could do lmao but Yano was super cool in helping me figure out my life. Definitely recommend, the only problem I have is deciding which monster I want on my team lol its a bit of a grind to level them up but you don't need them to be level 70+ to finish the game like with Pokemon.
👍 : 0 | 😃 : 0
Positive
Playtime: 797 minutes
While the game can be rough around the edges, I really did enjoy what I have played of it. It does a very good job of adding fun monsters into a familiar game! As the creator of the game is constantly taking feedback and updating the game, it is worth checking out and having in your collection!
👍 : 0 | 😃 : 0
Positive
Playtime: 655 minutes
If you have nostalgia for the art style of Gen II Pokemon, you'll enjoy this game. The game works just like Pokemon with types and catching monsters, but it needs some polish. I think the game needs more sound effects and minor animations to make it perfect. Attacks don't have a feeling of impact when they land. Add a more intense shake for the monster being hit and a slight shake to the screen. The sound effects aren't punchy enough. UI navigation isn’t the best, it would benefit from a highlighted border to know where you are when picking a Dokimon, a slight bump isn’t enough of a visual indicator. I also spotted a case where text went beyond the textbox. I have it saved as a screenshot. Just little things like that would make the game better, in my opinion.
👍 : 1 | 😃 : 0
Positive
Playtime: 678 minutes
While this game IS heavily inspired by Pokemon, it is clear that the developer poured a lot of love into it. With its own unique characteristics, Dokimon brings the genre back to its golden age while keeping it modern - QoL improvements to the classic formula! If you are a fan of the old-school Pokemon games like me and you think the newer games have gone downhill, I highly recommend you give this game a try. It will fill the Pokevoid in your soul :)
👍 : 3 | 😃 : 0
Positive
Playtime: 253 minutes
I've been following Yanako RPGs on Twitter for awhile and was first attracted to this game because of its nostalgic artstyle. While the art did not let me down I feel like the rest of the game is lacking, mainly in terms of core mechanics and UI. Levels and Grinding: First off I want to talk about grinding. Towards the beginning of the game you get an orb thing that acts as your EXP All, but it's way too undertuned and the Dokimon in your team will not keep up in levels with your strongest. To remedy the weak EXP All, you can Rematch any Ranger on the route, but there's no switch training for your weaker members, and to make things worse, if your like 4 or 5 levels below your foe and have a resistance it doesn't matter, get 1 or 2 shot. The Rangers also rise in level far too quickly as you progress through routes which can be frustrating cause you thought you were done grinding. I think on the water route below the starting town the Ranger levels range from 14 to 20 which is kinda ridiculous. It's super easy to become underleveled in this game and it makes for quite the frustrating experience. To remedy this I would like to see a boosted EXP All for the early game and a level cap that goes up when defeating an Elite Ranger and can be viewed anytime to know how long you have to grind for. Moves, Types, and Battles: Battling in Dokimon is very similar to the usual Pokemon experience save for a few changes to the type chart in terms of type effectiveness that don't make sense, look at the type chart and see for yourself, the addition of the Light Type, and the exit of Bug, Rock, Steel, and Ground Types. Most Dokimon look like their types so figuring out what moves to use isn't a problem if you know the type chart, though for the few that do, having their types next to their name in battle would be helpful. Now when it comes to moves, learning them is similar to Legends Arceus, you learn them and it goes straight to your relearn list which is fine. As for move balance I feel like they could much balanced much better than they are currently. There's a lot of moves in a Dokimon's moveset that don't fit its BST spread (Gamefreak Head Empty Design) and there's some standout moves that are just way too broken, like this one dark type stat boosting move that heals you, gives you an omniboost, and lowers your foes attacking stats, stuff like that isn't good game design, and when the NPCs can spam it and draw out the battle or sweep you its not fun at all. Some moves are also very powerful at low levels which is an odd choice, normally at lower levels you would experience weaker moves that reflect your defense and hp values but here you could get a 85 power move at level 15 which might be the reason that being even a few levels under your foe is such a detriment cause of the power on top of the drastic stat difference. UI: The menu's in this game could be a lot better and its missing a few key features from Pokemon that just make the game flow a lot better. Starting with the Party menu, the ability to scroll through your team in the summary screen is absent, the switch button is first on the list instead of summary (This is just a nitpick but the order has been ingrained into me for over 20 years), the game doesn't tell you that you learned a new move in battle like it does in Legends forcing you to refer back to the move list constantly. Onto the Pokedex, I forgot its name so we'll just call it a beastiary. Catching a Dokimon does not tell you its typing after you catch it forcing you to scroll through the beastiary to look for it, or going back to town to open your box and taking the Dokimon out to view it in the party, that's right, you can't view the summaries in the box. Another nitpick, why is the World Map (Also accessed with select), Ranger Card, Beastiary, and Box behind a 2nd menu and not on the main pause menu? And the quest log is behind 2 to 3 menus (Why is it in the World Map) while also not being very useful at all in guiding you. I mean we're approaching PSO2 Levels of UI here. Art & Music: Art is probably the most standout part of the game, the tiles are reminiscent of classic GBC games and the monster designs are very good taking inspiration from Yokai, Animals, Plants, and Objects. The music is nothing to write home about, nothing about it was really memorable and there's not a variety in themes for the Rangers, as a matter of fact, the Wild Dokimon, Rangers, and Elite Rangers all have the same theme which is disappointing. I think this where I'll wrap up my review. All in all I think there is a great game under all of these problems, but I think it just needed way more time to cook. I personally think that Yana has too much on their plate trying to develop 3 games and a Game Engine at once and I think they would be better off polishing this game rather than diverting their efforts on Nuumonsters and their 3D monster catcher. Thank you for reading.
👍 : 1 | 😃 : 1
Negative
Playtime: 634 minutes
So, I had fun with this game for 8 of the hours I played. However, right before the end of the game, it is not clear on what to do and where to go, nor is there ever any guidance on where to find certain Elite Trainers. This makes the game extremely frustrating and tedious since one will now have to backtrack to figure out what is missed in order to progress. Note, there is a map in the game, but scrolling over the towns does not provide a name. Many bugs still persist, too, and many areas are still "under construction" with no time-frame or even conformation when they will be completed. Furthermore, when there is new content, little guidance is given. Like in the newest content update: it introduces flying, but there is, again, no guidance on how to unlock this mechanic for use. For example, I found the dude in the last city and have a flight license, but yet he wants me to find an item. What item? He never tells me what it is called, where to go to look for it, nothing. I'm fine with not to much direction in games, but this is just terrible design through-and-through. Thus, Dokimon Quest gets a 4/10, and if one wants to scratch that pokemon-esque gaming itch, I highly recommend getting Nexomon 1 & 2 instead of this, unless this is on-sale for 80% off or more.
👍 : 17 | 😃 : 0
Negative

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


File uploading