
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
MAN did this game looked like it was going to be a love letter to the old Game Boy-era Pokemon games, and honestly, the pixel art is beautiful. You can tell a lot of effort went into capturing that classic handheld aesthetic. Unfortunately, that gorgeous art couldn't save the game from being an absolute buggy ♥♥♥♥♥♥♥ mess. I ran into so many issues that it became hard to enjoy anything. There were times when I just couldn't even evolve a Dokimon properly? Like it would evolve that Dokimon in my party... THEN PROCEED TO EVOLVE EVERY SINGLE DOKIMON IN THE GAME AND THEN CRASH. Music bugs were constant too—I had tracks overlapping every ♥♥♥♥♥♥♥ time I switched the music to the piano soundtrack which... honestly sounds like they put the music through an AI music convereter... The controls are also surprisingly frustrating. Moving around the world feels clunky, and backtracking becomes a chore. The game makes exploration feel more annoying than rewarding, especially when you're trying to revisit older areas. The story doesn't help either. The characters are about as memorable as road signs, and most conversations from NPCs felt like filler rather than meaningful worldbuilding. What really hurts is that there are countless Pokémon fan games, fan projects, and ROM hacks (WHICH ARE ALL FREE MIGHT I ADD YOU.) out there that feel far more polished and content-rich. Dokimon Quest has a charming visual style, but beyond that it feels shallow, unfinished, and held together by the phrase "good enough." ♥♥♥♥... man did I really want to enjoy this whole experience but just felt like ♥♥♥♥ throughout all of it...
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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
It's pokemon. If you were hoping for a unique or strategic take on the genre, look elsewhere.
Over time the bugs have been addressed, but there are still too many to be enjoyable after a while, especially as battles become higher levelled. The frustration of consistently having an attack in a double battle hit the wrong enemy because of a targetting bug that has been around for months really gets grating after it happens enough times in a row. I didn't find the story interesting. As someone else pointed out. It's trying to have a darker undertone but really doesn't live up to it. Only get on a very deep discount. The art is beautiful, it's just the game that it is attached to is very rough in a lot of areas.
做了个汉化补丁 github.com/MUMU-DADA/Dokimon-Chinese-Patch/releases 下载最新的补丁解压到游戏目录下双击安装汉化即可使用
I want to make it clear before anything else that some of the things I wrote in this review are based on memories from playing the game back in March, so I don’t remember everything super well atm. I wanted to write this review way back then but I had a lot of things I wanted to say and not a lot of time nor desire to write it all down. BUT THAT CHANGES NOW: Pros: The art style is beautiful The Dokimon designs are cute feels like classic pokemon but also does its own thing which I appreciate -- Cons: music: I know that making music isn’t easy but there is way too little variety between tracks and some of it can get really grating. I’m not huge on this game’s main battle theme as it is but it playing during 90% of all battles, both wild and trainer, makes it so much worse to listen to. Even if you changed the pitch or something to make a very slight remix that changes slightly whether it’s a wild or trainer battle would likely help reduce the repetitiveness of the OST. Light type being the normal type equivalent really screws over dark types in early game. In most pokemon games, for the first couple of gyms you’re going to encounter pokemon that will mostly attack you with normal moves. This works because normal types do not have any weaknesses or strengths aside from being unable to get hit by or attack ghost types. In Dokimon, most dokimon in the early game use light type moves on a regular basis, and it’s usually Clobber, a 30 power move. Unlike Normal type moves in pokemon, Light type moves are actually strong against two different types, Dark and Fairy. So even though the move has a low base power, every other dokimon was able to one shot my quackfil because the move was super effective. I ended up having to replace it just because no matter what I was trying to do I could not get it to level up. Flight is given to you WAAAAY too late in the game. I couldn’t get it until right before the final area, and even then I had to backtrack all the way back to Xelos City just to get it to work. I know the DLC exists now so you can get the hovercraft before flight which helps overworld travel but someone shouldn’t have to pay extra money just to have a QoL option slightly earlier when the QoL option should have been available much earlier as it is. Speaking of, the repel equivalents ALSO should have been made available earlier in the game. It’s been a few months since I played the game at this point but I remember there was at least 1 or 2 caves that became a bit of a slog because of all the random encounters with dokimon I already caught. And by the way, I know that both flight and repels were added later into the game’s life cycle but that doesn’t mean they should have been tacked on right on the end of the game. level scaling: I understand it might have partially been because I was playing on normal mode but the levels suddenly jumped by 10 out of nowhere, basically forcing me to either use the void berries or grind an inhumane amount. Part of why I play these types of games is to level up and grow with my team, and having to dump a pile of instant level up items onto them just to play through the game kinda ruins that a little. On that note the difficulty modes that were added should have been named better, didn’t even realize that the “easy” mode was the difficulty the game was originally designed in until I saw it mentioned in a forum or the discord somewhere. I have a feeling that a lot of new people also have started the game for the first time and selected “normal”, not realizing that it’s actually designed as a hard mode. I’m glad that sometime after I finished the game the ability to switch difficulties mid playthrough was added at least but that only solves part of the problem. It should have been more clear within the game itself from the beginning which one was the standard/base game difficulty. When people think “normal” most will assume that’s the standard, not “more difficult then the standard difficulty”. -- I know I gave this game a lot more cons than pros but believe it or not I still found this game a lot of fun, and addicting… maybe a little TOO addicting lol. Besides the fact that it’s already been about 5 months since I actually finished the game (not counting the DLC) so my memory’s a bit fuzzy on the details, most of the positive things I can think about the game are hard to explain without saying “it’s like how in pokemon…”. I don’t want to make it sound like it’s just a ripoff because there’s definitely some cool things that make it stand out from its inspiration but it’s hard to ignore how heavily inspired this game was by pokemon, generations 1 + 2 especially. Also, I’m a lot more willing to forgive this game for its faults considering it’s been largely a solo effort from one indie dev, one that has been updating it constantly for the past 2 years based on feedback even though they said they would be done updating it almost a year ago now lol. I think this series has a lot of potential to be really great someday but we’ll see what happens I guess. If you enjoyed classic pokemon you will most likely still love Dokimon, just be ready to have a guide on you and expect some jank.
Played 2,5h, completed 32% of the game. I fought some "rocket team guy" then the "fish guy gym leader", I don't remember if I fought someone before or after him too but the last one was the "quadruplets". That's when I stopped, there were some logs blocking a way (I have no idea how to unblock it) and i have to go to an island, don't know how to and I don't want to go back to the cave. Walking is really annoying. What's the point of moving me away from things or moving in a different direction from what I chose. Also I would walk every space of the map because it's not really clear what you can walk over/through until you "touch" it. There was no grinding to level up my dokimons and every fight was super easy.
This game looks very pretty and as a pokemon fanatic, I felt obligated to check it out. I got it on dirt cheap sale because I wasn't going to pay that much for a game that looks like it could very easily suck...and it...does, but not in the ways you might think! It seems like a confident enough RPG, the pixel art is gorgeous, it has a lot of what most people look for in a pokemon rom hack shy of actual pokemon of course, but I found the battle system to be confusing and the art can only carry a game so far before it's ultimate pitfall and the reason I won't be playing it anymore...The story is really cringingly bad. It was so hard to be cool and dark and edgy and it just comes across as corny. I kept waiting for it to really lock in and it didn't. Are the Dokimon dangerous? Everyone talks about them like they're murderers, and what was that one throwaway line about so much of the human race dying!? Like come on...Establish your world better and take the story a bit more seriously. I think this is a great pixel art and game starter pack if someone wants to develop with it as the developers have offered as an option, but I think this game is just irredeemably bad without a story change. p.s. The character hero art when people are speaking are gorgeous and I wish mainline pokemon had that. It looks SO GOOD.
August 24th, be there on Steam as Dokimon: Quest will be 100% Free to Keep for 48 hours.
9割引き120円で購入。初代ポケモンライクゲー。 やはり本家ポケモンと比較すると見劣りする所もあるが、定価でもオススメ出来るレベルだった。 話自体は少しだけ暗めだが、モンスターの数も100種類以上おり技も非常に多くて良い。 クリアだけなら10時間もかからないが、収集や全実績解除狙いなら50時間以上遊べるかも。DLCもある。 [以下気になった点] ・日本語が読みづらい箇所が多い ・ファストトラベルが解禁されるのが最終盤であり移動が多い ・次にどこに行けばいいかが分かり辛い セール時なら迷わず買い。
EDIT: I have changed my review to positive due to the Developer's response. They took criticism in their stride and responded gracefully it's clear they genuinely care about the game. I feel with how recycled and terribly made the newer pokemon games are making a successful clone of one shouldnt be that hard, especially with how cheap this game is. To Dokimon's credit it certainly nails the look has a great crack at creating its own pokedex. However it has a lot of minor annoyances that prevented me from enjoying it and overall not completeing it. Firstly the story and how it interacts with your character is woeful. Story in pokemon games has never really mattered to me or to most people I imagine as we are all there for our little companions but this game has a habit of just telelporting you to different towns for story beats including if you haven't fully explored an area. The worst example I experienced literally sends you from the very bottom to the very top of the map instantly... There's also no character at all to anyone. Everyone is a "Ranger" or an "X'er" and even then theres no names or personailty beyond that from what I could see. another annoyance is the amount of roadblocks and how clunky they are to navigate. At first they make sense: You get cut, surf, rock smash and then an invisible barrier that's passable with another item. All pretty standard stuff but then you realise that blockades respawn after every battle. So you can rock smash, take two steps, get into a battle then once you come back out the rock is up again. This partnered with the fact that the prompt is on "no" whenever you interact on something so when you want to spam through the 8 text boxes that come up every time you want to get past one there'll be at least one time you select no. Why is there all that text anyway? why give me the choice? do you think I want to find out what species of tree it is or maybe politely ask the rock to move this time after murdering its whole family including it not 2 minutes ago?? I know the old pokemon games did it but christ its been 20 years and even back then it didnt respawn as soon as you sneezed. Surf is also incredibly clunky to use. You can only start surfing from piers which is certainly a choice of all time which means you can only stop surfing on certain bits of land otherwise you wouldnt be able to start surfing again. It does not tell you which is which as even some beaches with piers wouldnt let me back on land and also means that you can see NPCs on islands of which you cant interact with leaving another thing you have to keep in the back of your mind to come back to once you've been teleported to another city. On my way to the main city I found two different types of log which I'm sure will need two different types of gadget to move which adds even more to this mental map that hasnt had time to set becasue of the constant teleporting and my patience was at an all time low. Got to the city and the hospital which is needed for main story progression has the same gimmick as a cave earlier in the game and I lost all faith of anything new happening if they were already recycling. On my final straw I went into a department store and found pokeballs which you could use in trainer battles to take other peoples monsters and from the depths of an "It's so over" I found a "We're so back". I bought 20 of the ♥♥♥♥♥♥♥ and immediately went to steal the pokemon of people I had already fought and....they didn't work. Tried some new trainers I hadn't faced before.... Didn't work either. Game got unistalled. It was indeed, so over.
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| $168.1K | 230 | 69% | $29.99 | |
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| $168.2K | 1.6K | 50% | $4.99 | |
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| $168.1K | 1.2K | 97% | $10.99 | |
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