HomeGamesUpdatesPricingMethodology
Steam News9 July 20261mo ago

The "Clunky" Update with Buttery Smooth Movement

Hi guys! We've gotten a lot of complaints of "clunkiness" regarding the game. Now, while a lot of these things are more or less unavoidable (or even intentional) with the game having heavy GBC inspiration, some of the c

Full notes

Full Dokimon: Quest update

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

What changed

9 fixes8 additions9 changes1 removal
  • Gameplay
  • UI and audio
  • Fixes
  • Balance
changedI did my best to fix as much of those as possible without taking away from GBC essence of the game, so let's get right in to what changed recently and in this update.
changedThe Main Thing: Movement Rework
addedMovement has been completely reworked to allow new inputs to push you towards that direction, even if you're still holding the previous direction key. For example: holding right and moving right, and then, whilst still holding right key, holding up for 2-3 grid spaces, before letting go of up (and continuing right).
addedIt's a bit hard to explain but ... you'll find it's probably more what you're used to from other games if you jump in and give it a try! Along with the movement rework, we also added a new nifty little option ...
changedButtery Smooth Movement
addedMovement prediction has been added, which you can disable from the options menu if you don't like it, which essentially lets you "glide" around corners instead of just running into them and coming to a halt. It can be a little weird in a couple of tighter areas, but adds for a less intrusive movement system for a majority of the experience.

Dokimon: Quest changes

changedI did my best to fix as much of those as possible without taking away from GBC essence of the game, so let's get right in to what changed recently and in this update.
changedThe Main Thing: Movement Rework
addedMovement has been completely reworked to allow new inputs to push you towards that direction, even if you're still holding the previous direction key. For example: holding right and moving right, and then, whilst still holding right key, holding up for 2-3 grid spaces, before letting go of up (and continuing right).
addedIt's a bit hard to explain but ... you'll find it's probably more what you're used to from other games if you jump in and give it a try! Along with the movement rework, we also added a new nifty little option ...
changedButtery Smooth Movement

Hi guys! We've gotten a lot of complaints of "clunkiness" regarding the game. Now, while a lot of these things are more or less unavoidable (or even intentional) with the game having heavy GBC inspiration, some of the clunkiness did come from hindsights.

I did my best to fix as much of those as possible without taking away from GBC essence of the game, so let's get right in to what changed recently and in this update.

The Main Thing: Movement Rework

Movement has been completely reworked to allow new inputs to push you towards that direction, even if you're still holding the previous direction key. For example: holding right and moving right, and then, whilst still holding right key, holding up for 2-3 grid spaces, before letting go of up (and continuing right).

It's a bit hard to explain but ... you'll find it's probably more what you're used to from other games if you jump in and give it a try! Along with the movement rework, we also added a new nifty little option ...

Buttery Smooth Movement

Movement prediction has been added, which you can disable from the options menu if you don't like it, which essentially lets you "glide" around corners instead of just running into them and coming to a halt. It can be a little weird in a couple of tighter areas, but adds for a less intrusive movement system for a majority of the experience.

An example of this feature in action would be: walking UP towards a house and running into the corner makes your character immediately move to the right (or left) to continue walking up, instead of stopping.

This feature is enabled by default but it can be disabled at any time from the options menu: Steam post image

Other Improvements

  • Added cursor wrapping in some areas that was missing it (i.e. the options screens)

  • Fixed a bug that returned to 1st party mon when pressing BACK on a monster info screen

  • Added in several missing sound effects (language selector, party screen, and several others)

  • Greatly reduced the time the player stands still in between room transfers (entering/leaving homes)

  • Adjusted the battle speedup system slightly (including speeding up move animations to match battle speed)

  • Adjusted move animation and monster death timing so that death "animations" aren't played before HP hits 0

  • Possibly fixed a minor graphical error when inside homes (white line on top/bottom screen)

  • Fixed an issue where some items/objects would be invisible at night time (Ai cutscene, eggs)

  • Fixed an issue where the meteorite collector (final town) needed to be talked to twice before getting your item

  • Fixed an issue that let you enter the alt region early (was tracking "seen" all monsters instead of caught...)

  • Fixed an issue that killed music when switching to Piano/8bit until you moved

  • Adjusted shop UI to account for greater space to remove run-off text

  • Fixed countless translation errors, mix-ups, or missing translations

  • Slightly improved the typechart screen in monster info

  • Fixed several typo's and a few run over messages

  • Removed cliff sound effect when using vehicles

  • Fixed a couple items that had identical pricing

That's all^^ p.s. the Steam Summer Sale is now officially over~ If you want to check out the game's recently released DLC, it has been quite well received by everyone who's played it!

But before any of that, I just want to thank everyone that has enjoyed this game, and to all the new people that picked it up over the Steam Summer Sale :) I'm a solo developer and this is my first big game I've released by myself, and here I am updating it almost 2 years later !!! (omg... lol)

To all the new people that may or may not know, we are working on a new game called Yami Kids, which is a new IP, new art style, and will have all the updated QOL and other misc. fixes on launch day. Please look forward to that !

I'll put all the links below here~ Please give the game a review if you've enjoyed it or been happy with the upkeep !!! Thank you ♡

Dokimon DLC (just released!) Dokimon The Great Fairy Island

Yami Kids - Coming in 2026 Yami Kids

Dokimon: Quest (this game) just in case you want to give it a review! Dokimon Quest

Any and all feedback is welcome as always! Either on this thread, or in our Discord. We'll see you in the next one... Cheers!

Official Website: https://www.yanakorpgs.com/

Official Discord: https://discord.com/invite/4YUaYNvVHD

The Dokimon Engine (MonTamer Maker): https://yanako-rpgs.itch.io/

Coming soon:

Source

Steam News / 9 July 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.