
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 450 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
幻のNo087だけは攻略情報を頼って捕獲しコンプしたのでレビュー(他モンも独力コンプは根気を要した) ゲーム全体として不親切で未完成な印象 詰みかけて総当たり気味に徒歩で世界中を往復した 非公式翻訳を入れてさえいればこうはならなかったかもしれない それでも根本的にかったるい印象は拭えないが 良かった点は 覚えた技から自由に付け替え可能(覚えるの少ないし技マシンない) 序盤から学習装置で仲間にも経験値が入る点と 話しかけるたびにトレーナーに挑んで賞金を毟れる点(稼がないと厳しいとも言えるか) ストーリーと人物やモンスターのデザインについては「ポケそのものではない」といった感じか じつを言うとゲーム中のドットが荒く単色なのもあって よく分からないで終わりかけている 別のどこかの作品っぽい部分もあって独創的という表現も違う気がする 背景デザインはコタツや神社 アキバめいた都市など 妙に日本を混入させてあった
good
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 452 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Scratches the pokemon itch
免费拿的 没有中文……为啥不能给中评啊
还可以
A decent, but flawed game. It's a short game reminiscent of Pokemon Crystal. The major problem is that it is often vague in direction. I found the puzzle in Xelos and Gad'riel mountain annoying and difficult. Plus, I think I softlocked the game somehow. I would urge the developer to fix the bugs and be more polite on social media as many of the negative comments critique the behavior of the developer, not the game. Yanako, you are holding a good game back by your actions. Fix the bugs and act better, and people will notice. Just look into what Hello Games has accomplished since 2017.
I’m a professional walker Everyday after waking up I’d walk myself to the bathroom to shower and prepare myself for the day, this of course followed with another set of walking back to my room and later to-and-fro my university/workplace which I’ve been doing for the past 20 or so years of living. Naturally, this walking-loving trait of mine have carried over into games where I’d wound up walking about 10000 steps in the prologue of Corpse Party and had spent 30-45 minutes walking during the prologue of Persona 4 Golden, specifically at Moel Gas Station. I believe that due to all of this it isn’t exactly far-fetch to consider myself rather certified in regards to all walking-related events even those within the realm of video games, and especially so because of this I can say with high qualification that Dokimon Quest have one of the worst walking system that I’ve ever experienced to the point that it’s shocking how this game can make me despise playing it just from the act of navigating around. In its simplest form, walking in Dokimon works™, but it comes at the cost of it being rather janky. There’s bit of a delay-ish(?) when changing direction even on instant movement setting and some props also have bigger hitbox than what they’re seen which can be bit annoying. Places that you’re supposed to go can also be bit confusing as they aren’t really properly marked and can even subject against player expectation. For instance, at the start of the game if the player decides to explore the starting area by walking around, then they are able to see a path up north that’s being blocked by a dokimon trainer in which after you’re done and finally decided to go to the professor lab, she would later inform you that one of your friend is missing and that she’s located in the forest to the left of the village. While it’s nice that the game just outright tells you that she’s located to the left of the village (and also not use these complicated compass jargon, like what even is a “west” smh), I’d rather have the game just say that she’s missing in the forest somewhere and I’ve to find her. The forest to the side not only doesn’t look like it’s navigable, but typical (old gens) pokémon games also usually start by only allowing you to go in one direction, in this case being up to avoid players from being lost on not knowing how to proceed. While this game isn’t pokémon, it does seem to take inspirations off it, as such it will naturally gain the attention amongst pokémon fans especially when it somewhat look the part too. This is why one of the review mentioned that he’s softlocked when in reality he just didn’t know that you’re supposed to go to the left as there’s a more obvious path up north that looks like it should open up after talking with the professor. On top of that, navigation in general is iffy. I’m the kind of player that enjoy walking up to every single props in the game to try and interact with them in hopes of squeezing up every single additional tidbit of dialogues. Dokimon Quest however feels like it’s being made to explicitly screw over people like me as some of the props do have dialogues within them, but navigating to them is harder than trying to beat Mew2King in a game of Melee. Most of the time your character would outright refuse to look at an object, so a lot of the time instead of being able to stare at a prop and interact with it, your character would instead try to “walk around” the object instead because ??? Not only does this happen pretty frequently, but as mentioned before some of the props do indeed have dialogues on them but you don’t really know if they do or not until you try to interact with them and when you do try the character would suddenly spaz out like crazy. The game also have a ton of bugs/issues in general: [list] [*]Game controls are shown when player boot up the game for the first time which is nice, but not only are you not allowed to change the keybindings, but some of the keybindings are even outright false as the game says that fullscreen is “F”, when in reality it’s actually right shift + enter. I personally enjoy playing games with WASD movement + right shift to sprint + enter to interact, but with Dokimon while the option is there which I appreciate, it’d ended up feeling annoying as I’d have constantly have to let go and re-hold the shift. To the game credit. Default seems to be “E” for navigation but then I still don’t get why you’d allow player to use the enter key in the first place. Simple fix would just to allow the player to change the keybindings, please. [*]Being able to choose between piano or 8bit song is nice, but what the game doesn’t tell you is that (from what I can tell) even when you change the song to piano, only the frolicking around soundtrack is set to piano, other chimes and songs would still be 8bit which is bit jarring & heavily ruins immersion. Not only that, but sometimes you’d even experience the 8bit and piano songs both playing at the same time because yay. [*]Being able to choose between varying amount of palettes is REALLY COOL, but just like with the choice between piano/8bit song, it’s also bit janky as some scenes would outright ignore your palettes. [*]Very nitpicky, but some pick-able objects such as berries allow you to still pick them up despite said objects being 180° away from you. [/list] Onto the good things about the game, as stated before I REALLY enjoy the many QoL & additions that the setting menu provide such as being able to change between palettes and even music (even if they don’t really work that well). The art & songs are cute and does bring the retro-ish nostalgia vibe. I also like the ability to pick my difficulty between easy, normal, and hard unlike your typical Pokémon games. Unfortunately that’s probably about it really while the game does look & sound good and imo does have some degree of love being poured into it, it’s simply just riddled with bugs to the point that I suspect the game to have 0 playtesters as the lack of any qa/qc is simply astonishing. Like Yanako please, I’d even playtest your games for free 😭 You can argue that “whoa, guy is just an indie dev, go easy on him”, but at the same time this is the same dev that decided to seemingly brush aside negative reviews & complaints from players as just them being “low quality buyers” while glazing himself for fixing a lot of bugs. If Yanako have indeed fixed a lot of bugs, yet the game in its current state is still filled to the brim with them, then I can’t really imagine the horrors of what the 0-day players were experiencing, good lord. I might still tough it out as I’ve barely made a dent on the game as of writing, but honestly I’m really not expecting much to change, though hopefully Yanako have indeed iron out the bugs and listen to player complaints in the upcoming sequel or else this will just be the case of “Yanako jank” that we just have to live with. 4/10 (this review was typed with colemak)
First impressions, Not positive. There are no shortage of romhacks out there. Just play those instead.
Not really worth your time you are better off play old pokemon games over this
Tinha tudo pra ser muito bom, tem uma arte linda, mas infelizmente eu não consegui nem sair da primeira casa simplesmente por que meu personagem não se movia na maior parte do tempo, uma pena.
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.
Related
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $436.3K | 1.7K | 96% | $9.99 | |
| $436.3K | 755 | 81% | $24.99 | |
| $436.4K | 443 | 90% | $39.99 | |
| $436.2K | 2.3K | 85% | $9.89 | |
| $436.5K | 670 | 81% | $19.99 | |
| $436.2K | 2.4K | 87% | $6.99 |