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Steam News15 September 20259mo ago

Automon Arena - progress update #3

Hello Automon enjoyers It's been so long since last update that you might have forgotten about this. No offense taken. Just don't forget again. Think about Automon Arena daily from now on.

In this update2

Full notes

Full Automon Arena update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions1 change0 removals
  • Maps
  • Events
  • Gameplay
changedHere's some cool stuff done since the last update:Remember that circular world map? You can forget it, because it looks like this now. Like an actual continent, with areas color-coded by difficulty. Still sticking to basic shapes though.
addedHere's some cool stuff done since the last update:Wild areas can now have NPCs in them. Well, one NPC for now. It's Barry Jitters. That son of an Angrus. NPCs have a type preference, can benefit from type bonuses, will rearrange their team to counter yours (somewhat) but their Automons also reward a bit more experience. If you beat an NPC, they'll still be in the area, but with no Automons. They will get a new team 5 turns later
addedHere's some cool stuff done since the last update:Quite a few Automon reworks. A bunch got a new ability. Two of them even changed types!
addedHere's some cool stuff done since the last update:Added music from the original Automon. I can't show this through a gif though, so here's the new "evolution" animation instead
addedHere's some cool stuff done since the last update:Added shinies because of course I would spend time on that
addedHere's some cool stuff done since the last update:Add some non-combat areas that do simple things like healing, trading Automons with NPCs, fast travel to another point on the map, but also absurd things like change the ability of an Automon, recruit a terrorist to attack another player, blend 3 Automons of the same type into a badge

Automon Arena changes

changedRemember that circular world map? You can forget it, because it looks like this now. Like an actual continent, with areas color-coded by difficulty. Still sticking to basic shapes though.
addedWild areas can now have NPCs in them. Well, one NPC for now. It's Barry Jitters. That son of an Angrus. NPCs have a type preference, can benefit from type bonuses, will rearrange their team to counter yours (somewhat) but their Automons also reward a bit more experience. If you beat an NPC, they'll still be in the area, but with no Automons. They will get a new team 5 turns later
addedQuite a few Automon reworks. A bunch got a new ability. Two of them even changed types!
addedAdded music from the original Automon. I can't show this through a gif though, so here's the new "evolution" animation instead
addedAdded shinies because of course I would spend time on that

Hello Automon enjoyers

It's been so long since last update that you might have forgotten about this. No offense taken. Just don't forget again. Think about Automon Arena daily from now on.

Here's some cool stuff done since the last update:

  • ALL Automons have sprites now. Some even got pretty major redesigns. Magmelt here is still burning in the afterlife

  • Remember that circular world map? You can forget it, because it looks like this now. Like an actual continent, with areas color-coded by difficulty. Still sticking to basic shapes though.

(Had to crunch the hell out of this gif to let Steam upload it)

  • Wild areas can now have NPCs in them. Well, one NPC for now. It's Barry Jitters. That son of an Angrus. NPCs have a type preference, can benefit from type bonuses, will rearrange their team to counter yours (somewhat) but their Automons also reward a bit more experience. If you beat an NPC, they'll still be in the area, but with no Automons. They will get a new team 5 turns later

  • Some areas are now "gyms" for a lack of better word, where you can fight bosses. If you beat them, you get a badge of their type, which boosts the type bonus of that type by 1. Everything said about NPCs also applies to bosses, except they don't disappear for a 5-turn vacation

  • Quite a few Automon reworks. A bunch got a new ability. Two of them even changed types!

  • Added music from the original Automon. I can't show this through a gif though, so here's the new "evolution" animation instead

  • Added shinies because of course I would spend time on that

Remember how I said that I plan to release in Early Access in August? Well, that was obviously a joke! And you fell for it!

Nah but honestly, I thought that there's no point in just sending the game into space to die when Next Fest is around the corner. I'll throw a demo out there for the festival and see how things go (or don't go).

No matter how it goes, I will update this game until it's the next Minecraft (or at least the next Artifact)

Next up on the big to-do:

  • Add some non-combat areas that do simple things like healing, trading Automons with NPCs, fast travel to another point on the map, but also absurd things like change the ability of an Automon, recruit a terrorist to attack another player, blend 3 Automons of the same type into a badge

  • Items! This is obvious since it was in the original Automon. BUT HOWEVER: there are some things I don't like about how items worked there so I'll try a system that doesn't require excessive fiddling and doesn't have the "what if I need it later" syndrome

Ok, that's it. You can go back to whatever you were doing before (probably playing a better game)

Source

Steam News / 15 September 2025

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