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Dokimon News

Dokimon Quest is LIVE : Time to go bug catching!

I can't believe it! The game is live :o

Dokimon : Quest is a game I started almost 3 years ago. I made it while making MonTamer Maker, my game engine for making monsters tamers gamers, and while studying fully time!

6 months ago, I graduated from my school and have been full time on Dokimon since. I made this game almost completely by myself. 100% of the programming, 100% of the character dialogue, cutscenes, NPC dialogue, etc. ALL of the marketing, (nearly) the entire English to Japanese localization, half of the music, a large portion of the art and the world, all of the UI / UIX, porting, controls, a disgusting amount of testing


With this said.. There's gonna be bugs, and there's gonna be some things lost in translation (lol).

The Japanese script is pretty rough at the moment due to font issues and converting kanji to kana (I'm really sorry ;-; ). But I think I can have it 90% of it resolved by Monday!

On the bright side of things, we've already had countless players giving us feedback, and testing the game for hundreds of hours. Several people have put 10-15 hours into their save without spending much time exploring or capturing!

There's been some rough patches though too. However, in the worst case scenario, the game has auto-saving enabled by default (you can turn it off too if you want). So if any nasty things happen, you should be able to pick up where you left off without much of a loss in your progress.

We're in a pretty good state, honestly. But I do feel the need to stress that the first few days, maybe even the first week could (possibly) be pretty rocky.

However, I will be updating the game constantly during the first month. My recommendation to players that want a completely smooth experience would be to pick up the game in the first week while the launch sale is still active, and then playing it after a few days of fire control have passed.

Once the game releases, we're not able to do another sale for a while after all.

If you find a bug, or some interesting wording or translation issues, please let me know in our discord. I will fix it as soon as humanly possible and uploads new builds with lots of patches and dialogue fixes each day.

Additionally, you can respond to this post with bugs, however I will see it several times quicker if you post it on discord.

Just over 2 weeks before Dokimon launch to Steam on Nov. 22!

Big updates have come to Dokimon as we get closer to release day, including new builds for closed beta players. Recently, we've seen rapid progression on localization to Japanese (which Yana is translating manually, by hand), and new screenshots and trailers surface, yayy!

We're so excited to announce that the game will be releasing on Nov. 22 in both English and Japanese and can't wait to see what everyone thinks about the full game.

How have you been enjoying it so far? Did you play the demo, or the closed beta? How many characters did you capture?

Let me know in the comments below what you're most excited for, what you enjoyed most in the version you played, or what features you're hoping to see in Dokimon. See you all on release day!




Join the community discord to chat with other Dokimon lovers :
https://discord.com/invite/4YUaYNvVHD

Looking to make your own monster tamer game? There's an engine for that, which Dokimon was made in! More details at the following link :
https://yanako-rpgs.itch.io/


Want more frequent updates about Dokimon and related projects? Check us out on social media!

X / Twitter (most active) :
https://x.com/yanako_rpgs

bsky / bluesky :
https://bsky.app/profile/yanako-rpgs.bsky.social

Dokimon DEMO gets a big update, with full controller support and localization!

Hey guys! Wow, I didn't know I was able to do updates like this before the game was available for sale D: I guess you learn something new every day huh!

Just wanted to touch in briefly and let everyone know that localization is finally 100%'d, so with that we've added a couple languages to the demo, yay!

There's still some menu's and battle messages that need localization support added, and the intro screen (the prologue), but what's left at this point is practically nothing.



I also wanted to let everyone know that we went through all the posts in our Community Hub and gave each of you a response, so go check them out! We'll be keeping a closer eye on the hub now that we know it's active (lol).

The game (demo) has also been updated to full controller support, with no known issues at this time. If you do however run into issues, try enabling Steam Input, by pressing SHIFT + TAB in game. You may also have to click the controller icon at the bottom of the screen.

We do have an officially assigned Steam Input configuration, however you're welcome to make your own if you don't like the controls we assigned~


At this time, it's unlikely we'll be updating the demo again (except to add further localization support and additional languages), however we will come back occasionally to implement some polish whenever we add that to the main game, to ensure the demo is a proper visualization to what degree the full game is polished to^^


Lastly, just want to clarify that your demo's WILL carry over to the full game. Feel free to make a bunch of saves and play around, and pick up where you left off in the full game once it's out :)

Additionally, if needed, you can delete saves by pressing DEL on the saves screen (or title screen), though this is just a placeholder. A proper way to delete your save will be added before the games release.


That's all for now, thank you everyone for enjoying my game !!
- Yana