
A monster-taming RPG meets GBC-era nostalgia. Capture and train 140+ Dokimon across 15+ towns. "Whoa, watch out — Dokimon are dangerous!" Uncover the mystery behind your missing childhood friend in the Xelos region.
Modeled estimate, not a reported figure. How we estimate →
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): 33.29/day in the week to Aug 27 → 19.86/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
Dokimon Quest is a turn-based monster-taming RPG set in a GameBoy Color-inspired pixel world. Capture, train, and battle alongside 140+ original monsters as you push into a dangerous open world to uncover the mystery behind your missing childhood friend.

"Whoa, watch out!" Dokimon may be dangerous, but don't let that stop you! The more you explore, the stronger you'll need to become.
Speed up battles by holding an action key
Edit monster stats and move pools from your main menu (when in towns)
Battle helper tips and tools (optional)
Quest log, to help you keep track of your journey
8-bit + Piano OST — pick whichever suits your preference
World battles let you battle right in your surroundings (enable in options)
20+ retro color palettes, in case full color isn't your style
9 playable characters to choose from
4 save files, in case your friends want to try
Battle against Rangers who are also on the quest to get stronger, and take down evil corporations that stand in your way and disrupt the peace.

Dokimon takes inspiration from the GameBoy Color era of games, without the chunkiness of some of those old systems. (Like, the game's systems... not the consoles — we love those.)
Collect over 140 unique, original monsters
Explore an adventure spanning 15+ towns
Explore several routes, caves, shrines, seas, and mountains
Complete a 15–20 hour story mode, with endless post-game content for completionists
Track down rare monsters to unlock the game's post-story
Experience 7 alt-palettes for each monster (1 of which is incredibly rare)
Go FISHING!

Dokimon Quest was made in MonTamer Maker (MonMae, also known as Luna), a platform/engine built specifically for making monster tamer games. The engine keeps growing thanks to its devs and community — so making new Dokimon Quest (and similar) titles is within arm's reach, even for you.
"Watch out!" "You almost just got singed by a Burnsby!! Didn't you know? They may be cute and cuddly, but they hide amongst plush animals, and strike out at unsuspecting prey. Their cute demeanor can quickly send you on a trip to the hospital!"

Professor Rei: "Oh, hey! I didn't see you there. I was practicing my lines for... err, nevermind."
"My name is Rei! I've made a bit of a name for myself as a Dokimon specialist. Ever since the Great Divide, I've made it my mission to thoroughly document Dokimon on Earth. Dokimon are extremely dangerous creatures, so studying them profusely helps ensure everyone's safety. You probably already knew that, though..."
"But anyway, what are you still doing here? Go play the game already!"


p.s. There is a Dokimon Wiki with information about all monsters, tips, guides, and more. If you're interested, check the Dokimon Quest Steam Community Hub, or search "Dokimon Wiki" in your favorite search engine.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 449 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
When this game released it was an unplayable, buggy, frequently freezing or crashing mess with severe clarity and balance issues. general consensus justifiedly ranged from mostly negative to barely mixed after a bunch of hotfixes. With the rating itself being mixed. Instead of just accepting that the game released "undercooked" the dev glazed himself for fixing glaring issues and following up on bug reports when clearly no QA had happened prior. No accountability, just "I'm so cool for constantly fixing my game (the irony) and you should praise me". It takes about 10 to 12 hours to beat the game so if we are being pedantic, that's bad bang for buck especially if you bought the game when it released to support the dev early or prior to his holier than thou stints on twitter. Twitter rants is another reason to avoid the dev and any future releases. Accountability doesn't exist, owning up to releasing a game in a state that was unserviceable is considered preposterous because hey he released so many patches and it only took years to be "playable" (oh the irony). Whenever the rating of the game changes to mixed or he gets a bad review he will try to single out the person and guilt trip them into a better rating which goes against steam policy. After the game went on sale he started calling consumers "lower quality buyers". (his tweet is still up btw). Ignore the terrible state the game released in. Ignore the attitude and guilt tripping. The sheer audacity of that comment in itself should be enough to shelf any plans of ever supporting this guy again. He had another tantrum shortly after claiming the game wouldn't go on a significant discount for a long time because of it. Lo and behold, it's going to be free soon. So what does that make you then as someone that will get it for free in his eyes? The dev will boldly tell you that if the game is for you, you will not only not mind buying it at full price but also not complain (post also still up for that comment) when his sequel is a bug ridden joke of a release again. Dokimon itself is mediocre at best and uninspired at it's worst parts of game design. Don't bother with it if you have any integrity and if you really want to play it, wait until it's free while blocking the dev on any social media (he will cry about that too) so that he can't go around asking for a free promotion again while trying to sympathy farm.
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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, Japanese, Spanish - Latin America, Portuguese - Brazil, French
Hours played at review time, across 451 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
softlocked and unable to progress, and i havent even had a single battle yet. this game is over a year old, a bug that major should have been fixed by now.
Great game,just wish it was a bit more clear on where you need to go,as I had to look for a guide 3 times during my playthrough. PS : You can continue facing the same trainer with bound monsters until they're level 90+ and then capture them which I used to get a lv95 Lantis (meanwhile the other monsters were only lv48-53 at that point),so with 1-2 hours of grinding you can easily sweep the rest of the game afterwards and have enough money to buy clothes for last achievements. 9.5/10
I really wanted to love this game, and I truly think I did for the first few hours, but my God, this game is just a Temu version of Pokémon with more bugs and a boring story. The art style carries this game, but after 9 hours, I'm starting to really dislike it. After having the game crash on me twice, followed by a section of the game that doesn't explain anything at all, I started to feel frustrated. I'm currently in the final area and feel like there's a massive bug preventing me from progressing to the final boss. It says I can't pass because I have a bound Dokimon, but after checking, I don't have any bound Dokimon in my party. I thought, "Okay, I'll go get the flight license," and I did, but it only works about half the time. This game is honestly disappointing to me. I wouldn't recommend buying it at full price, maybe pick it up on sale instead.
[b]DOKIMON[/b] is a good indie entry in the monster-collector genre (like PKMN and Digimon). It has its rough edges and some pleasant twists of its own too! This review will cover my pre post-game and DLC(s) experience without spoilers. Cutting off review length, Ill call creatures "PKMN." [b]PROS:[/b] - PKMNs can EVOLVE mid-battle. Thats insane! - NPC Battles can be farmed at will. This will get them a MULTIPLIER—over time—which will ALSO boost its team's overall levels. This is a nice touch which I appreciate. Since you can FARM trainer battles, this means you're NOT on a limited currency system; its renewable. Furthermore, RANDOM ENCOUNTERS (though they strangely dont tell you) ALSO grants you money! Nice! - Theres a good variety of PKMNs to catch, for all tastes. My favorites were the cat jester (third form: So much so I caught a second to turn 'dark' (a mid-game thing)), The Klonoa-like bunny with a hula-hoop ring, and finally Millian, which almost looks 1:1 to AdventureTime's water Nymphs! Sadly in her case, its past the final town of the game. So dont expect to adventure with her until then. - "EVs" can be effortlessly moved around your stats, at anytime. So no pressure about having it all perfect or keeping it 'for later.' Just apply them on your PKMNs! - Increasing a PKMN's "IVs" is painless. Happens naturally as you play with them + there's fruits to help as well. - You can buy outfits! Though only 2 are easy to find in the main-game, allegedly there is some in the postgame... These changes your sprites. Nice! Its also reflected in battle AND on your badge-screen. Theres also accessories but on my end, it didnt work. Game wouldnt let me equip it (???) - Theres a PKMN-stealing capture mechanic, which is admitedly restrictive. Still, its a neat touch thats unusual. I like it! You'll get that in the mid-late game. - Devolve your pokemon at will. The purpose of which is to change its movepool AND its appearance, more than anything. - Each PKMN has 7 color palettes alterations: Red, Green, Yellow, Blue, Purple and some others. Unlike how GameFreak does it, in THIS game (Dokimon), all it takes is to use a somewhat cheap item on a PKMN with maxed 'Affinity' and you'll take a chance at another coloration. Save-scum to get the type you want! Look them up online. :) - Rename your PKMN at will. - Two OSTs (BGM Soundtracks). The 'piano' (think modern) version is objectively the best one. Though the choice being there, for free, is appreciated as you can toggle it, at any time. My favorite track is the one when in caves (modern vers). - 26 screen palettes to choose from. Like it was on the GBC (GameBoy Colors), you can alter the looks of the screen, color-wise. So you can pretend you're playing a game like PKMN Blue! Though doing so will also rob you of noticing color diff in the case of seeing 'dark' versions. In the mid-game, you should consider reverting to normal colors, perhaps? - Can warp back to your hometown instantly with a keyitem (anytime). - All NPC trainer battles are on a "consent basis" meaning itll never be forced on you (Yes/No). This has a strange humorous effect: Since all of them are trigger by a "yes", the devs got some to ask you questions in a clickbait manner: Saying yes triggers the fight (as its how the engine has fights triggered, outside of cutscenes). - The difficulty curve is alright. - ALL the achievements are reasonable. - I beat the final boss with only 4 PKMNs! Most of them arent the best (at all). My point being, meta-addicts, calm down. Go for your favorite, like Karen said in GSC... 'Dark' (as in corrupted/bound) will block you from entering the final battle area. I tell you this so you dont lose one precious one as it happened to me (if you recall earlier, I wrote about 2 cat-jesters). - Griding takes a while (until you find one specific double-battle NPC that is) but it feels nice to crush NPCs with your favorites later. >:3c Suffah!! - Past the midgame, theres plenty of DOUBLE BATTLES if you like those! Those are ALSO forced in Gym-Leaders battles (later on). - Lots of options for the player to tinker with. [b]NEUTRAL:[/b] - Using shards (rare candies) will NOT trigger an evolution, if the req. LV is met. Only in battle, can a PKMN evolve. Furthermore, shards are limited (15-ish?), so do not waste them! - Many bugs. Sometimes, the game will tell you to go visit a scientist/prof, but theres many out there. Even if you manage to find the right one, the dialogue might not trigger as you expect (sadly), causing further confusion for the player. Its not that bad, as 'being lost' means you just get more EXP and capturing done along the way. - FLYING is locked behind 99% of the game completed. You really earn it! - After naming pokemons, the new names arent reflected in battles' dialogue boxes (only in the user interface status panel to the right of the screen). This will be confusing for many as it means if you renamed one early, and it levels up, you might not know who its refering to. Weird! - The story is a bit of a rollercoaster in the sense it throws a lot at you (names as well) in short bursts. In the mid to late-game, the story gets more mature and the stakes are higher! Good. [b]CONS:[/b] - Screen-Tearing was really jarring and common on my end, when moving around (outside of battle). There is no V-Sync feature in the options menu at the moment of writing this review. - Many PKMNs have a strange move-scaling bias towards Sp.Atk, yet 95% of their damaging moves are phys. =w= Why the h*ll would a WATER ELEMENTAL with POOR PHYS SCALING have mostly phys moves?? - Some/most battle animations are incredibly minimalistic. If you do a sequel, dear devs, make them more flashy and noticeable! - 1 skill literally has a sped-up telephone ring SFX. [b]CONCLUSION:[/b] Its a good game. Yes, I recommend it.
ゲームボーイ時代のポケモンの悪いところをわざわざ引き継いでいる駄ゲー。 確かにポケモン赤緑は神ゲーだけど、現代のUIかといったらそうではないだろ? 一度切り倒したいあいぎりの木が復活していることに喜びを感じるか? わざ選択画面でわざの効果が見られないのが良いゲームか? ダンジョンの一番奥から歩いて入口に戻るとき、ワクワクするか? ボタン配置が変えられないって、ゲームボーイで遊んでるわけじゃないんだぞ! パチモンやるならせめて面白いか快適であってくれ。 やたらとわざの命中率が低かったり回避率アップが強かったり、威力や効果の設定が適当なのも腹が立つ。 あと日本語訳も普通にダメ。 過去のレビューを見る限り「理解不能で遊べない」レベルからは改善したようだが、「翻訳アプリでこんな風に翻訳されたらキレるぞ」程度の出来のテキスト。
I'd like to recommend this game but it was largely a miss for me. The story wasn't very compelling and there weren't very many creatures that I liked. Those are more of a preference thing, but what tipped the scale into do not recommend was the lack of polish in some areas: - Most egregious is a targeting bug in double battles that makes you attack the wrong mon, and considering that many of the end game battles are doubles, it becomes a constant headache. - There were a number of moments where I was walking on top of sprites instead of behind them. - The battle fast-forward feature is kind of clunky and awkward to use. - There wasn't a way to reorganize moves as far as I could tell, which meant that I had to go through this awkward process of replacing them with moves I didn't want before relearning the ones I did want in the right order. - The battle animations are few and the ones that exist aren't very appealing to look at. - You can talk to your mon in the overworld but it's the same interaction with every mon. It would have been more fun if there had been some variation instead of all of them simply showing a heart. - In other games, a lot of mons have distinct strategies you can use them for. All the dokimon felt very samey and repetitive to me, and it didn't really matter which ones I used so long as I took elements into account. This means that every mon is pretty viable, which is good, but it makes them all much less interesting at the same time. - I haven't finished it yet, but the post-game is mostly just a time sink because it's little more than a back-and-forth scavenger hunt for obscure objectives. - Achievement hunting aside, the standard experience is very short considering the price tag. If you want this game, I'd only buy it during a good sale. All in all, most of the issues I had with the game were minor annoyances but they really stacked up, and the double battle bug nearly made me drop the game before completion. The only thing that pushed me forward was that I could tell I was almost at the end.
像pokemon 不錯玩
I enjoyed my time with this game but there are critical design flaws. The world is big and there is a lot to explore and I had fun with discovering rare mons in the wild. The capture rate is usually very favorable to the player and you are able to buy guaranteed catch items later on in the game. The mons all have very unique designs and all have a sense of identity. The game lets you customize the moveset in the menu which is a great quality of life feature. However there is a lot of moveset overlaps. It felt like every single mon was able to learn "Sly Shot" and there wasn't much variation to the strategies possible so it becomes very punchy. Also the moves all generally use the same attack animation as one another so you'll be seeing the same recycled frames. A big thing that is very useful is you can rematch any previously fought trainer, and they will get stronger too. You can farm EXP easily by using this. In regard to overall EXP, there is an EXP share but if you don't use it then only the mon that defeats the enemy mon will get EXP and not any who participate in the battle so it can get rough raising mons in the late game. I will say that for half of my playthrough it was a great experience, however it just seems to abruptly pick up speed as there are essentially 5 elite trainers (gym leaders) close to one another and there is not much exploring anymore. It gives off the impression that the devs either lost steam or wanted to rush the game. In this halfway mark, all the problems start becoming apparent. At the time of my playthrough, there is a glitch with double battles where your mon will occasionally target the wrong enemy. In addition, you will also see the wrong data for the type matchups while also in double battles. While this was annoying, since the trainers aren't all that difficult it usually just prolonged fights a little longer. The 2nd half of the same is mostly double battles which is why it was so noticeable. There was also a glitch with evolution, I wasn't sure if it was fixed because I didn't evolve anymore mons towards the end but sometimes evolution wouldn't happen and if you are using item to level them up then evolution wouldn't happen either. It follows the same principle of defeat 8 leaders and get the badges to get to the end, but I made it to the end and I realized I only had 5 badges. The badges you have been getting only show up as a generic diamond in your trainer screen so it's hard to know what badge you are missing. I ended up having the backtrack and go through all the cities again to find out which badges I was missing. There is a quest system however it's very vague and I was letting the map design essentially guide me initial but I got stuck about 3/4 of the way through. For the first couple towns, healing was usually at the inn but there are some cases where speaking to the NPC doesn't heal you but sleeping on the bed does and vice versa so it was confusing trying to remember the healing spots per location. This same design choice was done for elite trainers, there is an actual building for them until halfway through and they are just in random spots on the map or in a house somewhere. There is a lot of backtracking in this game. Though it wouldn't have been so bad, but the dev used a dark pattern design in which you are not able to fly or fast travel until the very end of the game unless you buy the $5 DLC. Over the playthrough, I only had an item that can take you back to your room in the starting area. The story brings you in at first with it's mysterious vibe. But at the halfmark of this game, the story also stops making any sense and it will seem as if things are just happening without any explanation. The NPCs don't add any anything and most of the time are jokes. There are legendary mons but they didn't really make much of an impact on the experience they were just kinda there. After beating the main story there is a post game section that is interesting though I only got halfway through it because I lost interest. It definitely feels like the 2nd half of this game was rushed to sell the last portion as paid DLC when it could have been just one full game for $20. For what it was worth though, the base game definitely has $15 worth of content. If you are someone who enjoys monster taming games, it's definitely worth a try just be prepared to use a walkthrough.
A derivative Pokemon imitator that is found wanting. Given the tough competition and direct self-comparison to Pokemon, I don't think this is worth playing. It seems like a confused passion project that lacks the metaphorical sauce. Gameplay wise, it's got all the components but not the execution it needs to be good. It doesn't seem to iterate from Pokemon in any meaningful way. It's very easy, perhaps due in part to QoL features it implements over the top of the Pokemon systems, but it seems like the game tracks with the player level rather poorly overall. The art is inconsistent and there seems to be a general lack of creative follow-through across many aspects of the game. I understand that the style is retro-inspired but it doesn't seem to transcend actually being primitive. When I say primitive, I mean that sprites often have LESS color than the actual GameBoy Color does. Using a monocolor palette and lack of values on some sprites mean they're visually a bit messy and difficult to distinguish. The pixel art varies wildly in quality from 'I don't even know what I'm looking at' to genuinely pretty impressive. The audio is very basic and lacks the same energy or composure as its inspiration. The writing is amateurish, or maybe poorly translated, I'm not sure. It's awkward and left me confused more often than not. It needs editing and things need to be named better. The lore and worldbuilding need more work because I generally had no sense for what kind of place I was in or what anything was. Everything is Japanese, so it's presumably set in Japan, but the environment design doesn't follow that idea either. Dokimon design is where it especially drops the ball: there seems to be no understanding of what led to the inspiration for various aspects of Pokemon nor what made their designs appealing. Frustratingly, only one rare variation of the Dokimon (roughly equivalent to a shiny) has a varied color palette. Their naming schemes lack creativity and many designs lack a distinguishing feature to hint at their stats or tie-in to their types. All of this accumulates into it being difficult to size them up through their designs most of the time. It exists, which is impressive, but otherwise it falls short of being fun or interesting.
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