How the game's systems actually work, with the numbers. Everything here comes from the game itself — its in-game tutorial entries, its battle code, and the item and Dokimon tables — rather than from experience. Where a number is the game's own wording, it is quoted.
Same-type damage: 2× or 1.5×
The single most missed mechanic in this game, because it works backwards from what you might expect. The in-game tutorial states it directly:
"Attacking with a move that matches your own type hits harder. If your monster has a single type it gets 2x damage. If it has two types, it gets 1.5x damage. This damage stacks with type matchup, so be sure to use the best move!"
So a single-type Dokimon is rewarded more for staying on-element than a dual-type one. 59 of the 144 Dokimon are single-type and get the full 2×; the other 85 get 1.5× on either of their two elements.
Because it stacks with the matchup, a single-type Dokimon hitting a 2× matchup with its own element is doing 4× before anything else is counted.
Element matchups
There are 13 elements and no Normal type. Light does that job: it is the largest move pool in the game and holds the generic moves nearly every Dokimon learns. Multipliers are 2×, 1×, ½ and 0, and against a dual-type target both of its elements apply and the two multipliers multiply together.
AP and EP
The game's own description of its two growth currencies:
"AP are your born stats. A monster gets 20 to 50 points at birth or on catch, then earns 2 more per battle, or 4 against a Ranger. They cap at 50 per stat and 300 total, which reads as 100 percent affinity. EP are the points you spend yourself, earned on level up."
- AP (Affinity Points) are rolled randomly on a wild catch, then grow as you battle with that Dokimon. 50 per stat, 300 total, is 100% affinity.
- Battling trainers is twice as fast for AP growth as battling wild Dokimon — 4 per battle against a Ranger versus 2.
- EP are earned on level up and spent by you.
The base stats listed on every Dokimon page here are the species' own numbers. AP and EP sit on top of those and are per-individual, so two of the same Dokimon will not match.
Evolving
"Monsters only evolve in battle, right after they level up. That is the only place it happens. Level up items like the Orb Shard do not trigger an evolution."
Underneath, evolution is the simplest rule it could be: a Dokimon evolves into the very next Mondex number. The battle code increments the species id by one and writes it back, with no lookup table involved, which is why every evolution family in this game occupies a consecutive run of Mondex numbers.
85 of the 144 Dokimon evolve, across 55 families of two or more stages and 4 that stand alone. Evolution levels in the release data run from 10 to 46.
Form Change — evolution is reversible
"Open Party, pick a monster and press Confirm on the first screen. Two options let you apply Nicknames, or Form Change, which lets you step a monster forward to a later form or back to an earlier one by hand, as long as it has forms to move between."
Worth knowing before you agonise over an evolution: you can step a Dokimon back to an earlier form by hand. Evolving early is not the one-way door it is in most games of this shape.
Catching, and the Captals
Captals are the capture item — a card a Dokimon shrinks into. Caught Dokimon go to your D-Tech, and a wild Dokimon's AP are rolled at the moment you catch it.
| Captal | Price | What it does |
|---|---|---|
| Captal | 200c | A card used for storing Dokimon. Dokimon shrink down to 2D and can live here. |
| Super Captal | 400c | A Captal with stronger morphing properties than normal Captals. |
| Premium Captal | 900c | A premium Captal with powerful morphing ability to capture strong Dokimon. |
| Lightning Captal | 1000c | A curiously swift Captal, that makes capturing easy on the first turn. |
| Medical Captal | 500c | A remedial Captal fused with medical herbs. It heals upon capture. |
| Midnight Captal | 8000c | An extremely powerful Captal, that ensures guaranteed capture. |
| Theft Captal | 4000c | Lets you steal monsters from other trainers. The battle ends on use. |
The Medical Captal's "heals upon capture" is not just flavour text — the battle code special-cases that one item id and calls the heal routine the moment the catch resolves, provided the Dokimon lands in your active party rather than storage.
Bound Dokimon
"A Bound monster is possessed. A Black Contract binds one, which slams every AP straight to the 50 cap but zeroes its affinity. Because affinity is stuck at zero it can never evolve and never earns AP from battles. A Soul Fetch will purify the heart of any Dokimon."
Binding is a trade, not an upgrade: maximum AP immediately, in exchange for a Dokimon that can never evolve and never grow again. A Soul Fetch reverses it.
Stealing another Ranger's Dokimon
"A Theft Captal lets you take a monster from another Ranger, but only in a single battle, and only while the one they have out is Bound. The battle ends the moment you use it, so pick your moment carefully."
Three conditions, all required: a single battle rather than a double, the target's active Dokimon must be Bound, and using it ends the battle immediately.
Rare palettes — 1 in 777
"Every monster has a 1 in 777 chance of showing up in one of seven rare palettes, one of which is particularly special. Morph Toxins can also give a maxed out monster a different rare look, but don't award the full odds star icon."
This game's shiny equivalent. Note the second half: Morph Toxins give the look without the star, so a Morph Toxin recolour is not the same collectible as a 1-in-777 encounter.
Key items and where they let you go
"The Katana cuts what is in your way, the Nun-Chucks, found on the mountain, can smash boulders, and the Fire Fairy burns through the rest while floating along beside you. You make the Fire Fairy by handing over an Ember Soul and a Fae Stone. The Fae Stone also opens the fairy portals."
- Katana — cuts obstacles.
- Nun-Chucks — smash boulders. Found on the mountain.
- Fire Fairy — burns the rest. Made from an Ember Soul plus a Fae Stone.
- Fae Stone — also opens the fairy portals, which are one-way.
EXP and the Yuujyou Orbs
"EXP is needed for leveling up, unlocking moves, and evolving. Moves can be changed at any time in your pause menu. If you're in need of more EXP, the Xer's might have some more Yuujyou Orbs. There's 4 in total around the map."
Two things worth pulling out of that: moves can be swapped at any time from the pause menu, so nothing is permanently missed by learning something at the wrong level, and there are exactly four Yuujyou Orbs in the world.
Offline trading and friend battles
Added in the 24 August 2026 update. After reaching Xelos City, the megacity near your home town, a Trading Center and a Battle Center open in the same building. Both work by generating a code you exchange with a friend — you can trade Dokimon, or build a battle team, export it to a code, and share it for someone to fight against. There is no server involved and no online matchmaking; the developer described the feature as workable specifically because this is a PC game, and said it is unlikely to come to consoles.
A decoder for these codes is not built here yet. Xelos City has its area page in the meantime.
Options that change how the game plays
Several things players ask about are settings rather than mechanics:
- World battles — fight in your surroundings instead of a separate battle background. Off by default; enable it in options.
- Move Delay — a short pause between pressing a direction and stepping, so a tap turns you on the spot instead of walking. This is what makes facing your partner reliable.
- Partner Block — your partner stops you rather than being walked past, so talking to them always works.
- Move Predict — slides you around a corner when the tile ahead is blocked but the one beside it is open.
- Music Type — swaps the soundtrack between Piano and 8-bit.
- Palette — recolours the whole game.
- Snappy Camera — locks the view to you instead of drifting.
- Autosave — on by default, saves after important moments. A fairy appears in the bottom-left corner whenever the game saves.
Battle basics
Four options each turn: Fight, Switch, Catch, Flee. Holding Tab or Shift mid-battle shows extra stats, and holding it after pressing Fight shows full move data — power, accuracy and PP for the move you are about to pick.
Where this page comes from
- The game's own in-game tutorial entries, quoted verbatim above.
- The decompiled battle code, for the evolution increment and the Medical Captal behaviour.
- The extracted item and Dokimon tables, for prices, descriptions and every count on this page.
- Yanako RPGs' announcement of 24 August 2026, for the trading and battle centers. See the news page.
