
Embark on a complete 30+ hour monster-taming RPG adventure, now remastered for PC! Catch and train more than 100 Coromon, explore six diverse regions, and master strategic turn-based battles as you unravel a mystery that could change Velua forever.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.71/day in the week to Aug 22 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

The sun begins to dawn on Velua, a new day for the world and a new day for you, a freshly minted Battle Researcher of the global research society known as Lux Solis. It’s your first day and everything goes smoothly until a mysterious force attacks your latest workplace. Build up a squad of Coromon, track down the invaders, and grapple with a rising threat that endangers everyone on Velua!
True to our commitment to let you play how you want, the latest update brings color customization for Coromon, fruit-to-cake conversion using the brand new Lux Kitchen, and new Cake recipes to make!

Coromon is all about taming the eponymous wildlife and challenging the rest of the world: other wildlife, trainers, or titanic bosses!
Build a team from more than 100 charming creatures, defined by their elements, traits, and skills. Catch, train then set them loose on your rivals!
Master a stamina-based battle system where every action costs energy, so choose skills and attacks carefully. Deal damage, sap enemy stamina with status effects, or nullify them through dozens of conditions to emerge victorious.
Challenge friends online and see whose Coromon squads are the best of the best.

The first day at Lux Solis is just the first step in a much greater adventure. Soon you’ll be thrust into a story grand in scope and great of importance, as a mysterious, alien threat emerges. It’s up to you to help Lux Solis put a stop to their dastardly designs.
Pursue the antagonists’ trail across six major zones and cities, with dozens of interconnecting routes to explore. Each one brimming with quests, secrets, and items to find.
Explore the furthest reaches of Velua, from frozen glacial caverns to the depths of blistering deserts.
Play a key role throughout a fully-fledged classic JRPG narrative, complete with plot twists, turns, and revelations that not all is as it seems...
Coromon empowers you to create an experience just the way you want.
Difficulty is more than just stat changes. Each option changes the fundamental mechanics, making the game as challenging as you want.
Want a stress-free, chill playthrough? Immerse yourself in the story on the easiest setting without hassle, or focus on tactics, number-crunching, and resource management.
Want a more high-stakes challenge? Use the built-in Randomizer and Nuzlocke modes to put fan favorite twists on the creature catching experience.
Create the trainer you want, using hundreds of customizable elements like hair, fashion, and more.
Customize the look of your Coromon! Prefer a Potent’s color to a Perfect’s? Just set the right element.

We're honored to be able to provide Coromon to you, a game we've poured our heart into. Coromon is our tribute to the classics of this RPG sub-genre. While staying loyal to the core gameplay, we wanted to add new features but also keep the iconic retro look, with a modernized pixel art style.
Thank you for checking out Coromon. We hope you will enjoy the game as much as we enjoyed creating it!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 8.1Kreviews | 84% | — | $3.4M |
| $4.99−75% | 430ratings | 88% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 900 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Enjoyable game. Compared to the most famous title of the same genre, mechanics are similar, a lot of 'mons designs are even cooler and it has less grinding for "perfect" team. What convinced me to write a review was the recent update, despite development of the game stopped years ago. Although the developer studio is now working on a new title, they wanted to share with us on this game a lot of QoL improvements, graphics and a lot of new stuff, which in my opinion is a glimmer of hope in an otherwise greedy enviroment of game developing. Kudos! Much appreciated!
Coromon is a good game at its core, but with layers of annoyance and frustration around it that drag the whole experience down. Were it streamlined and more focused it would be a strong recommendation from me, but the way it is now I can't seem to recommend it. The good: combat is really, really solid. Not super complex or sophisticated, but it takes the basic Pokemon combat formula and modernizes many aspects of it. Like any good squad-based RPG, fights are super quick, with either you or the enemy dying in two or three hits max. With that pacing, buffs and debuffs are not super important, because by the time you finished setting yourself up, your mon is dead. It's a very different battle pacing than traditional party-based JRPGs like Final Fantasy or Battle Quest. The enhancements to the Pokemon battle system include Traits (which add unique effects to each mon you own or is battling against), point allocation you can choose, free-form evolution and devolution, unlimited skill flashing, enabling and disabling skills at will, battles against 2 or 3 enemies at once, etc. Those are good additions and keep the combat system a bit more dynamic. Coromons are also varied, battle animations are fluid and smooth. But, alas, the bad, starting with the combat: elemental damage is still king, meaning you can clear the whole fire-based dungeon with one mon, spamming one attack, including the boss in many cases. This makes progression a bit dull - just pick one mon from the element you need to clear that dungeon, rinse and repeat for all dungeons. The last dungeon introduces some additional complexity with a new elemental type, but there are few battles there and the last boss is just an endurance test where you can use all your items, so it's not the hardest thing. The plot and the writing are just uninspired. It's clearly aimed at children, but it's childish to a fault. Pretty much no NPCs have remarkable personalities; the protagonist speaks and reacts enough to prevent you from feeling you're roleplaying, but not enough to have a solid personality; dialogue is shallow, as is the overall plot development, and you hardly feel invested in the world or the fate of its inhabitants. And the game is painfully linear, for no good reason that I could make sense of. Since the plot is so weak and disconnected, probably the devs could open the whole world from the beginning and let you choose your path, linking key plot development with each boss defeated. That would give the player a lot of agency on which dungeon he wants to tackle in which order based on the elemental makeup of his party, and would allow us to acquire, say, fire mon before we got to the fire dungeon (which is near the end of the game). Locking your choice of mons to the dungeons and limiting the order of those dungeons limits a lot player agency, and I cannot see how the game was made better for that. It would be justified with a strong plot, and that's not what we have here. But for me, the biggest annoyance and the one that eventually brought this review to a Thumbs Down were all the tacked-on side puzzles that we must suffer through. Coromon sometimes forget that it's first and foremost a squad-based JRPG and thinks it's a smart puzzler, or a management simulator, forcing you to do stupid, senseless sokoban-puzzles or sliding floor shenanigans. The amount of times you're forced to stop fighting and enjoying the good parts of the game to do forced stealth on a palace, or a badly implemented obstacle course (don't touch the enemies) or a run from shelter to shelter (hot sand) - it's baffling. These segments are poorly implemented, dull, unfun, and too frequent. I'm not playing Coromon for the fruit-harvesting mini game, I'm not playing Coromon to customize my looks and outfits for 45 minutes, I'm not playing it for the cart-ride puzzles or the mushroom picking, cake baking, aroma making minigames - I'm playing for the combat and the monster capture! This lack of focus turns a short, weak, but focused squad-based JRPG into a grinding, dull, and monotonous unfocused mess that is a chore to get through. Coromon is a classic example of less is more, but unfortunately the devs chose more, more and more
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Spanish - Spain, Italian, Russian, Japanese, Korean, Simplified Chinese, Arabic, Indonesian +6 more
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 903 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Uma das primeiras coisas que me chamou a atenção no jogo foi perceber a grande influência de Pokémon Black & White (meu favorito, inclusive), e por aí já seria mais que suficiente para me conquistar. O gráfico do jogo é sensacional, tanto nos Coromon quanto no mapa e no cenário de batalha. Os ataques têm animações bonitas, mas que não duram 1 minuto cada. Ser pego por um Coromon na caverna não é tão irritante justamente porque a animação de batalha é bem rapidinha, você é pego e escapa em 2 segundos. Eu gostei bastante disso, não faltou animação, mas também não foi exagerado. Apesar de eu ter jogado Coromon quando lançou, eu não lembro a diferença entre o jogo antigo e o remaster, mas eu sei que estou me divertindo mais jogando agora. Pode ser só impressão minha ou pode ter realmente mudado bastante coisa, mas até o momento o jogo está me prendendo mais. O design dos Coromon é algo que, apesar de não ter me incomodado, eu entendo por que algumas pessoas questionariam. Os designs são claramente "edgy", ou seja, os iniciais ou é um urso polar bolado, ou uma tartaruga bolada ou um tubarão bombado bolado. Aí tem o tigre bolado, a cobra bolada, o lobo bolado, o pássaro bolado ou o dinossauro bolado. Não tem designs tipo o da Sylveon que é forte pra cacete, mas ainda é um Pokémon com design mais delicado (isso é importante, porque até tem Coromon fofo, mas é a forma inicial, ou seja, é mais fraco). Talvez realmente seja a ideia de que os Coromon são mais puxados para a monstruosidade do que para animais em si. Pelo que eu entendi, eles nem precisavam ter feito o remaster do jogo, nem era algo pedido, mas fizeram porque aprenderam mecânicas novas no outro jogo deles. Eu achei isso muito foda, eles melhoraram o jogo deles única e exclusivamente porque estavam a fim kkkkkk. O preço original já tá muito bem pago, na promoção então vale DEMAIS.
I really want to like this game and it has a lot to like. I really enjoy the battles and the catching. The problem is the puzzles. I've owned this game for a while and decided to nuckle down and beat it, which was going fine. Until I got to the jumping puzzle. Its awful. Make 22 jumps at varying speeds where one failure means not only do you have to restart, but you also have to go talk to the guy giving the "test" again. Its just really, really bad. This isn't the first annoying puzzle in the game (the Pawbury one I still have no idea how you're supposed to solve it without a guide), but this one is incredibly annoying. The game would be improved a lot if some of these puzzles were just gone.
This review is based on 100% completion and 105.6 hours of gameplay. [h1][b]Recommendation:[/b][/h1] Would I recommend this game? Absolutely. This is a really solid game if you’re looking to scratch that monster-catching/trainer itch. It’s very much a Pokémon-style game, so if you enjoy Pokémon or other creature-collecting games, there’s a good chance you’ll enjoy this too. It takes a lot of what works well in those games and brings it together into a really nice package. It’s also very kid-friendly, though some of the mechanics might take a little time to get your head around at first. The narrative is simple but enjoyable and progresses in a clear, linear way. Each area feels distinct, which helps keep things fresh as you move through the world. The NPCs have some interesting dialogue, and while you don’t get branching choices like in RPGs such as [i]Mass Effect[/i], the curated story experience works well. There are some fun side quests and a few quippy lines throughout that add to the charm. Visually, the game is charming and the art style suits it well. It looks even crisper with the remastered update, which was great to see and gives me confidence in the studio going forward. I think it will hold up well over time. That said, it can occasionally be a bit harsh on the eyes during longer sessions. Something about the way the lines, layers, and shadows are presented can make it feel slightly blurry, almost like going cross-eyed. Aside from that, I do really like the overall look. The sound design and music fit the game nicely. The ambient soundtrack is simple but relaxing and matches the tone well. Sound effects line up with what’s happening on screen, and overall the audio complements the experience. There’s no voice acting, but the way sound is used alongside text and visuals still keeps things engaging. Gameplay-wise, it’s straightforward Pokémon-style turn-based combat. It’s easy to pick up, the UI is clean and simple to use, and experimenting with different abilities and moves for each Coromon is actually a lot of fun. Levelling feels rewarding and isn’t overly difficult, though it can take a bit of time. The game also includes PvP, but I didn’t engage with it. From what I can tell, the player base is fairly small, so finding matches might be a bit of a challenge. There’s a good variety of Coromon to collect, each with different playstyles depending on how you want to build your team. Like most games in this genre, there’s also a rarity system similar to shinies in Pokémon. If you enjoy hunting for rare variants, you’ll get that here. One system I do want to highlight, and unfortunately criticise, is the way you increase a Coromon’s potential to reach shiny status. I’m not a fan of how this works. Getting a high-potential Coromon is already difficult, and if you find one close to max (like a 19), you’re encouraged to use the Potentiflator to push it higher. The issue is that the chance of hitting the perfect 21 is extremely low, around 2% according to the wiki, and you only get one attempt per Coromon. Because of that, players who want to optimise will often resort to save scumming. Even then, it can take a long time depending on RNG. In most cases, it’s actually more efficient to just hunt for a natural 20 instead. It ends up feeling a bit unrewarding. A better system would have went far here, maybe if it allowed multiple attempts at a higher cost or included some kind of pity system. As it stands, it’s the one part of the game that feels poorly designed. Everything else works well. Another thing I didn’t enjoy, which ties into the achievements, is the minigames. I’ll just say this now, whoever added Flappy Swurmy and Swurmy Rush… I hope both sides of your pillow are warm and your chair always leans slightly sideways. That said, I do want to give credit where it’s due. The remastered update made these minigames much more manageable. Before, they were the main reason I couldn’t fully recommend the game. Now, they’re in a much better state, and because of that, I can comfortably recommend the game. Overall, the game has a lot of solid content and is genuinely enjoyable. I think the base price is fair if you want to jump in straight away. That said, it’s an older game and goes on sale often, so waiting for a discount is probably the better option. [h1][b]Achievements:[/b][/h1] [i][b]There are a couple of difficulty-related achievements, some seasonal ones, a few missables, and a handful of miscellaneous ones. Because of the difficulty achievements, you may need two playthroughs unless you start on the hardest difficulty straight away.[/b][/i] Previously, there were two extremely difficult achievements tied to the minigames. These alone were enough for me to not recommend the game to achievement hunters. However, with the remastered update, these have been reworked and are now very easy to complete. Because of that, I can now confidently say this is a really enjoyable 100%. For context, the two achievements are:[list] [*][i]Flappy Master[/i] – reach a score of 500 in the Flappy Bird-style minigame [*][i]Rush Master[/i] – reach a score of 1000 in the runner-style minigame[/list] Before the changes, both were far harder than anything else in the game. They required long, consistent runs with very little room for error, and there weren’t really any shortcuts unless you used external tools. Now, though, they’ve been heavily toned down. If you enable the settings in the minigame menu, you can complete them without much trouble. If you want the original challenge, you can still go for it, but it’s no longer a requirement. For the difficulty-related achievements, I’d recommend overlevelling your Coromon and making use of save scumming where needed. It’s manageable, but it can still be a bit of a challenge. Personally, I’d suggest doing most achievements on an easier difficulty first, then tackling the hardest mode in a second playthrough. With the current state of the game, the achievements are now straightforward, enjoyable, and well worth going for. [hr][/hr]For more in-depth yet straight-to-the-point reviews, feel free to check out my curator page [u][b][url= https://store.steampowered.com/curator/45595645/] here. [/url][/b][/u]
This game is basically a checklist of the best QOL and mechanical fixes that Pokemon should have implemented a long time ago squeezed into a very tight, albeit pretty short, game. I bought it on sale at $4.99, and I think that's the right price for it. While I don't see myself ever replaying it, I think if you're the target audience for this, the pre-3d Pokemon players, you NEED to play this at least once. 4/5
It's a good game, but i don't think all these puzzles need to be in there, some are fine, but some of the ones later on are really tedious. Probs wont beat it just because i can't be bothered to sit through all these chores. For people who never played this, it's "like" pokemon, but it has puzzles akin to Golden Sun, so if you're not expecting that and just wanna catch monsters, bare in mind you will have to do lots of puzzles, as well as 'mon collecting. I think that puzzles are fun, but it feels like there are way too many even for me. It would be good if I could switch them off or choose to fight instead of doing puzzles. like for example a person being like "solve this puzzle" i get an option "how about we battle instead"
I had the itch to play a Pokemon game for a while, and not only did it scratch it, it's giving me the 1st gen feel while being brand new, and it is chokeful of quality of life features, while allowing extra difficulty. Can't recommend this enough if, like me, you're tired of The Pokémon Company being lazy with their new games.
The mini games like the jump rope dojo game made me call it quits. I don't see how you can add mini games that overtuned with no room for error to main quests and block progression for some. The frustration wasn't worth it for me.
[h3]⊰═🕀═⊱≼[b][i]Just not my Digital Monster[/i][/b]≽⊰═🕀═⊱[/h3] 🜂 [u][i][b] Positive [/b][/i][/u] 🜄 ☉ A well-made game with logical puzzles ... ☉ Nice monsters ... ☉ Funny music ... 🜁 [u][i][b] Negative [/b][/i][/u] 🜃 ☽ Lack of tactical depth and variety in gameplay ... ☽ I would like to see more procedural generation and unpredictability in games like this ☽ I have to admit that it's just not my game, although I enjoyed myself during the short time I played ... [h3]⊰💧⊱═𒍟═⊰🩸⊱ [i][b]7/12[/b][/i] ⊰🩸⊱═𒍟═⊰💧⊱[/h3] ☔[i][b]Dr_Andrain [/b][/i]☔
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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