“Gathering, battling, hunting, breeding” — the Contracts post opens by listing what Yakkamon are already for, then adds one more. Published on the team's X account in early October, it is the latest in a guide series that has covered the economy, Regions, hunting, the clock and battles since August. It is seven numbered points long, and it describes the first system whose whole job is demand: a board of standing requests for specific Yakkamon that changes every day, pays in Coin and in specific items you can't just gather or craft, and — in its last line — reaches all the way to chapter content and the Legendaries.
Every earlier post explained how one part of the game works. This one is about what the game will ask of you, day by day: what to catch, what to produce, and when. Here is what a Contract is, how one works, where the system sits in the bigger picture, what it changes for each kind of trainer, and what we would do about it before early access opens.
What a Contract is
In the team's own words, Contracts are “standing requests for specific Yakkamon. Fill them and you're paid in Coin and items; ignore them and you're leaving good stuff on the table.” Picture a wanted board in a town square. Someone has posted an order for a particular monster — sometimes with conditions attached, sometimes with a list of goods to bring along — and the notice comes down when it expires, filled or not.
The idea is not new to anyone who has followed the dev streams. From August on, the team described a contract system that asks you to find and deliver specific Yakkamon and pays in coins — “your cash faucet for coins” was the phrase on stream — and the free-mint stream listed contracts as one of the few ways to earn the currency that gates the tradable economy. What the post adds is the first written set of rules, and two details that change the system's weight: the board turns over daily, and it is tied to chapters and to Legendaries. Note the spelling, too. The post writes Coin, capital C — the first of the team's guide posts to name the in-game Web2 currency. The rename to something like “new yen” floated on stream has not happened, at least not yet.
The seven points, in plain terms
| # | What the post says | New? |
|---|---|---|
| 1 | A new board every day. Every Contract asks for different Yakkamon, and what was wanted yesterday won't be wanted today. Check in daily and plan your hunts around it. | New (a daily rotation) |
| 2 | Contracts pay in Coin, and they also hand over specific items you can't just gather or craft — the kind you need to push your farm and your roster forward. | Confirms the streams' coin faucet; new: the items |
| 3 | The wanted Yakkamon might only roam a certain ground, at a certain time of day, in a certain season — and the Contract expires. Know the clock and the grounds. | New (an expiry, and a direct tie to the Hunting and Clock posts) |
| 4 | Some Contracts want more: the right type, the right traits, maybe a particular skill. “A well-sorted roster beats a big one.” | New (requirements beyond the species) |
| 5 | Some Contracts want goods your farm produces alongside the monsters. A farm that's humming along can answer any request the board throws up. | New (goods as well as monsters) |
| 6 | High-value requests come with short windows. Keep a few spare Yakkamon tamed and ready rather than scrambling when the big one appears. | New (tiers of value, and the spares advice) |
| 7 | Contracts go deeper than daily chores: a big part of chapter-based content and of grinding your way toward some of the Legendaries. | New (the link to chapters and Legendaries) |
Of the seven points, only the Coin was already on record, from the streams. Everything else is new in an official post, and points 1, 2 and 7 are the ones that change how we would plan.
How a Contract works, step by step
Put the seven points in order and a Contract has a life cycle. Almost every step leans on a system an earlier guide already explained:
| Step | What happens | What it leans on |
|---|---|---|
| 1. Read the board | New Contracts go up every day, each for different Yakkamon (point 1). | A daily check-in |
| 2. Read the fine print | Some want a type, traits or a skill; some want farm goods as well (points 4 and 5). | Knowing your roster; a stocked farm |
| 3. Track it down | The wanted Yakkamon may only roam one ground, at one in-game hour, in one season (point 3). | The Hunting and Clock posts |
| 4. Beat the deadline | Every Contract expires; the high-value ones soonest (points 3 and 6). | Spares you already own |
| 5. Hand it in | Deliver the Yakkamon, and the goods if asked. | The streams say a delivery consumes the monster; the post doesn't say |
| 6. Get paid | Coin, plus items you can't gather or craft (point 2). | — |
| 7. Play the long game | Chapter content, and a grind toward some of the Legendaries (point 7). | Keeping the board cleared |
The table is our ordering of the post, not the team's. The points themselves are below, one at a time.
Point 1: the game now tells you what to catch
Until now the hunting advice on this site has been about supply: catch broad, learn the clock, keep a log, spread your hunts across grounds. A daily board turns that into a planning loop with a target. You read what is wanted, then choose the ground, the hour and the hunter — “plan your hunts around it” is the post's own instruction. It also gives Yakkamon a daily reason to log in that is not the farm. The farm pauses politely while you are away. A board that rotates does not.
One word needs pinning down: day. The Clock post says the in-game day rolls over every few real hours. “Check in daily” reads like a real-world day — one board per day at your desk — and that is how we read it. If the board follows the in-game day instead, there are several boards between breakfast and bed, and the advice changes from “check once” to “check every session”. The post doesn't say. Nor does it say whether every trainer sees the same board. If the board is shared — same requests, same day, same universal clock — the whole player base is hunting the same few species at once. If it is personal, there is no race at all.
Point 2: Coin is the gate, and the items aren't ones you can make
The streams said contracts pay coins; the post confirms it, and that matters more than it sounds because of what Coin does. On the free-mint stream the team laid out a two-track economy: an unlimited free-to-play layer whose output cannot be traded, and a tradable layer you can only produce into by spending coins — with the coin faucets deliberately limited to VIP, actions that help the economy such as burning crops or other assets, and contracts. Put the post and the stream together and a Contract is a converter: free-layer time and monsters in, the currency that opens the tradable layer out. For a player who never spends a cent, the board is one of the few doors into the market — and the first the team has described in an official post.
The second half of point 2 is the new part. Contracts “hand over specific items you can't just gather or craft”, and those are “the kind of things you'll need to push your farm and your roster forward”. The post doesn't say Contracts are the only source — battles pay in-game items too — but it does say these aren't items you can simply gather or craft for yourself. That could make the board a progression gate as well as an income: if some upgrades need items like these, a trainer who ignores the board doesn't just earn less, they stall. What the items are, and whether they can be traded, the post doesn't say — and the answer matters. Untradable, they are a gate money can't skip. Tradable, they are a new market good, and Contract grinders become everyone else's supplier.
Point 3: the clock and the grounds, with a deadline
“The Yakkamon a Contract wants might only roam a certain ground, at a certain time of day, in a certain season.” That sentence is the Hunting post and the Clock post in one line — grounds with timetables, a universal in-game clock, seasons that rotate the map — plus something neither had: an expiry. Hunting knowledge used to be an edge. On the Contract board it is the price of entry. The trainer who has logged which ground shows which species at which in-game hour fills a Contract in one session; the one who hasn't is guessing against a deadline.
Two consequences. The hunting log this site has recommended since September becomes a Contract planner — ground, in-game hour, season and weather in, “where do I send the hunter” out. And seasons get a second edge: if a Contract ever asks for a species that is out of season, the only way to fill it is from stock — one you caught while it was around, and kept. That is the case for spares, and point 6 makes it outright.
Point 4: a well-sorted roster beats a big one
Some Contracts want “a bit more”: the right type, the right traits, maybe a particular skill. The team has already said something about each. Types: thirteen at launch, one per Yakkamon (the free-mint stream). Traits: the Economy post said every monster NFT carries unique ones, the Clock post added hour traits, and the streams described breeding lines that pass them on. Skills: per the Battles post, something a Yakkamon carries and you choose between. A Contract that names any of them is really asking whether you know what you own.
That is what “well-sorted” means, and it pulls in a slightly different direction from our reading of the Battles post, which was that battles reward depth — enough bodies to bench, substitute, guard a gym and heal at the same time. Contracts reward range: a roster that covers the types, carries a spread of traits and skills, and is recorded well enough that you can find the right one in a minute. The two fit together — neither wants five copies of your best monster — but the Contract version is cheaper to build. Sorting costs attention, not catches.
Point 5: farm goods are part of the order
“Contracts don't just want monsters; some want goods your farm produces alongside them.” Read that against the two-track economy. The free layer's output — the wood, stone and berries your monsters gather without limit — cannot be traded. It already had uses: crafting, paying off greedy wild monsters (the Hunting post), selling at shops and burning for coins (the free-mint stream). Contracts add one that pays Coin and the items above, and that asks for goods and monsters together. The streams listed burning and contracts as separate coin faucets, so Contracts are not the only way goods turn into Coin — they are the one that ties your farm to your hunts.
It also means a farm tuned to a single resource can answer only part of the board. “A farm that's humming along is a farm that can answer any request” is an argument for a spread of production and a spread of stock. The storage bin we have called a ceiling, a hunting purse and a seasonal warehouse now has a fourth job: the Contract pantry.
Point 6: spares are stock, not clutter
“High-value requests come with short windows, so keep a few spare Yakkamon tamed and ready rather than scrambling when the big one appears.” The Hunting and Clock posts already said the rarest moments don't wait; point 6 says the same of the best Contracts. If a window is shorter than the time it takes to find, catch and bring home the wanted Yakkamon, the only way to fill it is to own one already.
One question the post leaves open: what happens to the Yakkamon you hand in. The streams answered it. On the August dev streams, contract deliveries were described as consuming the monster — the main sink for surplus Yakkamon, designed to be “hungrier” than generation, so commons get caught and sunk instead of piling up. The post neither repeats nor retracts that. Until the team says otherwise, we treat every hand-in as permanent — which makes the post's word the right one: the Yakkamon you deliver should be a spare, one you can afford to lose.
That changes how to read a common catch. A duplicate of an ordinary species used to be worth only what it gathered. If Contracts eat monsters, a rested common of a useful type is a Contract waiting to happen — and a common carrying a trait or skill the board asks for is worth more than its species suggests.
Point 7: chapters, and a grind toward Legendaries
The last point lifts Contracts out of the chores column. “Contracts will play a big part in chapter-based content and in grinding your way towards some of the Legendaries.” Two things are in that sentence.
Chapters. On the official docs, Chapter 0 arrives one month after early access opens, with the first official NFT monster hunt, the first batch of Legendaries, auctions, $FLOWER withdrawals and the in-game marketplace (the September 17 stream put Chapter Zero six to eight weeks in; until the docs change, the docs' month is the record). If Contracts are a big part of chapter content, the board is likely to be how each chapter's goals and rewards get delivered — our reading. Sunflower Land, the team's other game, already pays players through deliveries alongside its seasonal chapters, so request-driven chapter content would be a familiar pattern from this studio.
Legendaries. “Some of the Legendaries” is careful wording. It doesn't say every Legendary, and it doesn't say which. The only Legendary numbers published are the Genesis supplies in the Yakkapedia, and once the airdrop, the free mint and the raffle are taken out they leave a remainder the docs hold for “future game events”: 21 Storm, 66 Echo, 133 Ghost and 449 Bloom — 669 in all, by our arithmetic. Add the docs' “first batch of Legendaries” at Chapter 0, and the wild Legendaries the Hunting post says turn up in ordinary grounds. Which of those pools a Contract grind draws on, if any, is not published.
What is clear is the shape. The published routes to a Legendary so far have been rank (the airdrop), luck (a mint egg, the raffle, a competition egg) and being ready when one walks into your ground. “Grinding” is a different kind of route: consistency. It is the first that rewards the trainer who shows up every day over the one who had the best week. And “the trainers who keep the board cleared now are setting themselves up for what's coming” reads like progress that accumulates — a count, a reputation, a currency — rather than a raffle you enter once. That is our reading; the mechanism is unpublished.
Where Contracts sit in the bigger picture
Read the guide series in order and a pattern shows. Every earlier post explained how one part of the game works — the market, the map, the hunt, the clock, the fight. Contracts are the first post about what the game asks of you — and, on our reading, the first system that needs all of the others at once.
| Guide | What it gave you | What a Contract asks of it |
|---|---|---|
| Economy (Aug 21) | A free, untradable layer and an effort-gated tradable one; limited tradeability for basic monsters | Coin, the gate between the two layers, is what a Contract pays |
| Regions (Aug 28) | Tiles, hunting areas, Regions with their own monster types | The right ground — possibly in a Region you haven't opened yet |
| Hunting (Sep 5) | Grounds, roaming hunters, temperaments, depletion | The species itself, tracked down before the deadline |
| The Clock (Sep 11) | A universal clock, hour traits, seasonal gates | The right hour and the right season |
| Battles (Sep 24) | A type on every Yakkamon and every skill; skills you choose | The right type and, sometimes, a particular skill |
| Your farm (dev streams) | Gathering, bins, crafting | Goods delivered alongside the monster |
The economy loop gets its first official tap. The two-track design needed ways for free-layer effort to reach the tradable layer without letting automation flood the market. Coin was always the valve, and the streams named three taps — VIP, burning, contracts. Contracts are the first an official post has described. Monsters and goods go in — and, if the streams' sink is still the design, they don't come back out — and Coin comes out the other side. A faucet and a sink in one building is about as tidy as economy design gets.
The quests feed may have been a preview. Early in-game screenshots showed a Quests feed with entries like “Capture the Spikemon” and a counter of how many were waiting. A standing request for a specific Yakkamon is exactly what that looks like. Whether that feed is the Contract board, or a separate quest track, is not stated.
The timeline. Early access is officially November or December 2026, with the first three waves entering a week apart; the team's own aim is mid-to-late November. Chapter 0 — the in-game market, the first batch of Legendaries, the first NFT hunt — follows a month later on the official dates. Nothing dates the board itself. Hunting was still being prototyped on the September 17 stream, and the docs put the first official NFT monster hunt at Chapter 0, so Contracts could arrive on day one or with Chapter 0 — it is the last of our questions below. If the board is live from launch day, every trainer gets a stretch of Contracts before the market opens, and the length of that stretch depends on the wave. The numbers are in the next section.
What it means for you
Contracts land differently depending on where you start. Our reading:
| If you are… | What Contracts mean for you | Do this |
|---|---|---|
| Free-to-play | The board is one of your few doors into the market: Coin gates tradable production, and Contracts pay it for time, monsters and goods you already have. If the items they pay can't be bought either, they are progress nobody can simply outspend you on. | Clear the board every day you play. Keep your bins stocked with a spread of goods, not one resource at the cap. |
| Short on time (one session a day) | Routine Contracts fit a daily check. The high-value ones run on short windows and may come and go between your sessions. | Check the board first and the bin second. Keep a few spares of different types rested, so a short-window request can be filled on sight. |
| A Genesis Legendary holder | Three of the four Genesis abilities are farm auras — Storm's 2× work speed, Echo's double resources, Ghost's always-full stamina — and the farm is what supplies a Contract's goods. The Legendary itself is the one Yakkamon you won't want to hand in. | Put the Legendary on the farm that feeds the board, and fill Contracts with your spares. |
| A breeder or collector | Contracts that ask for traits and skills turn good rolls into Coin and items, and give an odd duplicate a use. | Record every monster's type, traits and skills. Don't part with anything carrying an unusual trait until you have seen what the board asks for. |
| Thinking about the market | If the board is shared, demand for the requested species moves together every day; if Contract items trade, Contract grinders supply them. The Economy post's limited tradeability for basic monsters may stop anyone buying their way through a Contract. | Don't plan around buying Contract fills until the team says what a Contract accepts. Watch which Contract items stay untradable. |
The wave math
If Contracts are live from launch day, each wave gets a different number of boards before Chapter 0 opens the market. Our arithmetic on the official dates — waves a week apart, Chapter 0 one month after launch on the docs, six to eight weeks on the stream:
| Wave | Enters | Days of Contracts before Chapter 0 (docs: one month) | Same, on the stream's six to eight weeks |
|---|---|---|---|
| Wave 1 | Launch day | About 30 | 42–56 |
| Wave 2 | One week later | About 23 | 35–49 |
| Wave 3 | Two weeks later | About 16 | 28–42 |
| Wave 4 | “Confirmed closer to launch” | Not dated | Not dated |
Those are real days, one board each — if the board follows the in-game day, multiply. None of it is a reason to panic about a later wave: a Contract you never saw is not one you lost, and nothing can be traded in-game until the marketplace opens at Chapter 0. It is a reason for an early wave to treat those weeks as the time to bank Coin, Contract items and a sorted roster before the market opens and starts pricing them.
What this does to the advice already on this site
Breadth beats depth gets a fourth leg. The Game That Starts the Next Morning argued that type locking makes roster breadth the cap on production; the Hunting, Clock and Battles posts added hunter variety, shifts and type coverage. Contracts are the most literal version yet: the board asks for specific species, types, traits and skills, and range is how you answer it.
Three earlier calls pick up a Contract job. The storage bin — ceiling, hunting purse, seasonal warehouse — is now the Contract pantry as well. The hunting log's columns (ground, in-game hour, season, weather) are exactly what point 3 asks you to know. And if deliveries consume monsters, a rested common of a useful type is stock, not clutter.
Our coin-faucet advice now has an official source. The free-to-play advice in our Hunting article — treat contract hunts as the coin faucet they are — leaned on the streams; the post puts the Coin in writing and adds items you can't just gather or craft.
We have added a Contracts page to the gameplay section, pointed the contract lines in Crafting, Lures & Bait, Hunting and The Two-Track Economy at it, and updated the field guide, the quick reference and the FAQ.
How to get an edge
- Read the board before the bin. The board tells you what the hunt and the farm should be doing today; the bin only tells you what they did yesterday.
- Run your hunting log as a Contract planner. Ground, in-game hour, season, weather and what appeared. When a Contract lands, you should already know where and when to send the hunter.
- Keep a Contract bench. A few spare Yakkamon of different types, caught, rested and unassigned — the post's own advice for the short-window requests.
- Catalog your roster. Type, traits (hour traits included) and skills for every Yakkamon you own. A Contract that asks for a trait should be a lookup, not a hunt.
- Stock a spread of goods. A little of everything beats a lot of one thing. Contracts and greedy wild monsters both ask for variety.
- Hand in what you can replace. Until the team says otherwise, assume a delivered Yakkamon is gone. Fill Contracts with commons you can catch again, and weigh a trait or skill request against what that monster earns you on the farm or in a fight.
- Bank the items Contracts pay. Don't spend or trade them until you know what they unlock.
What's good here, and what to watch
- Good: a daily reason to play that rewards knowledge, not money. Knowing your grounds, your clock and your roster is what fills a Contract.
- Good: a sink with a payout. Surplus monsters and farm goods get a use that pays Coin and items, not just storage space.
- Good: a route toward Legendaries that rewards consistency. Not rank, not mint luck, not a 3 AM spawn — showing up.
- Good: it ties the systems together. Hunting, the clock, types, traits, skills and the farm all feed one board.
- Watch: chore creep. A daily board, short windows and real-time Legendary windows add up to a lot of reasons to check in. “Absence pauses” covers the farm, not the board.
- Watch: every number is missing. How much Coin, which items, how many Contracts a day, how long a window lasts, what the Legendary grind counts.
- Watch: the hand-in. If a delivery consumes the monster, a trait-and-skill Contract can cost you a good one. The reward has to clear that bar.
- Watch: bots like daily boards. A predictable daily faucet is exactly what automation farms. The team's Bad Egg record says they will be watching; the design has to hold up anyway.
The six questions we'd put to the team
- When you fill a Contract, is the Yakkamon gone? The streams said deliveries consume it; the post doesn't say.
- Is “every day” a real day or an in-game day, how many Contracts are on a board, and does every trainer see the same one?
- Can a Yakkamon you bought or bred fill a Contract, or only one you caught?
- Are the items Contracts pay tradable, and what do they unlock?
- What does “grinding your way towards some of the Legendaries” actually count, and which Legendaries — Genesis leftovers, the Chapter 0 batch, or something new?
- Is the board live from the first day of early access, or does it open with Chapter 0?
The first and the fifth decide whether Contracts are a chore list with a payout or the spine of the whole game.
Read next
- Contracts: The Daily Board — the new system page, built around this post
- Every Wild Yakkamon Wants Something — the grounds and temperaments a Contract sends you into
- One World, One Clock — the hours and seasons a Contract's timing runs on
- Won Before the First Hit — the types and skills a demanding Contract asks for
- Yakkamon Just Split Its Economy in Two — the two-track economy that makes Coin worth earning