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First Yakkamon Dev Stream: Everything They Announced

Thought Farm ran their first Yakkamon-only Discord stream on August 7th. A lot changed, and some of it reverses advice that was correct last week — including ours. Here's everything that matters, grouped by what it affects.

1. The $FLOWER deposit system has been rebuilt

This is the big one, and it lands two days before deposits open. There are now two separate bonuses, and both reward depositing early and in larger single transfers.

BonusHow it works
Weekly multiplier through the opening week, then −0.2× every week until it rests at 1×.
Size bonusRated per deposit, doubling at every step: +10% at 50 $FLOWER, +20% at 500, +40% at 5,000, +80% at 50,000.
The size bonus is per transfer. Craig was explicit: depositing 25 $FLOWER and then another 25 does not reach the 50 tier. It has to be one transaction. You keep your $FLOWER either way — the multiplier applies to points only.

The stated intent is to stop a last-minute rush before launch. They want points earned early, rather than everyone piling in on the final day.

This reverses our own tip. We previously advised splitting deposits weekly, because the bonus appeared to follow your cumulative deposited total. It doesn't any more, and the decaying multiplier makes later slices worth less than earlier ones. Our tip has been rewritten to match.

2. The official X account, and 10 free points

The compromise of @playyakkamon is confirmed — a phishing link was posted from it. X support was slow enough that the team stopped waiting and created a new account, @yakkamon_game.

Two things matter for you. First, the game itself was never compromised — you don't need to re-register or change anything about your account. Second, there are 10 bonus points waiting in the trainer dashboard.

Go and reconnect X. Anyone who connected the old account keeps those points and earns more, for 20 total. New connections earn the usual 10. It shows as “reconnect” in the dashboard if you'd connected before.

Three or four fake Yakkamon websites have already been taken down. Treat any Yakkamon link you didn't type yourself with suspicion.

3. The numbers, and the crackdown

  • 45,000 pre-registered trainers at the time of the stream. Around 10,000 arrived through private codes distributed via Sunflower Land and Ronin, and another 8,000–9,000 tried to sign up before referrals opened to everyone.
  • Roughly 4,500–5,000 bot accounts banned. Referrals will be double-verified before the leaderboard is finalised, so suspicious entries you can see now are expected to be cleaned up.
  • Discord points are switched off. The emoji reward system turned into reaction farming — chat hit ten messages a second — so they pulled it. It returns later as a manual weekly reward rather than an automated one.
  • The leaderboard will be hidden as launch approaches, to stop last-day gaming. Only the top 100 is visible now.
Worth acting on: the leaderboard going dark means the earlier you start climbing, the better a read you'll have on where you'll finish. Once it's hidden, you're flying blind.

4. What early access will actually include

Early access in Q4 ships the fundamentals only: gathering, monsters, hunting, and basic combat.

PvP is not in early access. Neither is advanced breeding. Both were described as post-launch, arriving through Sunflower Land-style chapter releases rather than all at once on day one.

Two other design notes worth knowing. The day/night cycle runs on a sped-up in-game clock, deliberately not tied to your real-world time — they've played games that do that and found it oppressive. And the season system may be weekly rather than quarterly: they're considering a Sunflower Land-style model with a winter week, a summer week, and different Yakkamon appearing week to week.

5. What the game is turning into

The clearest description yet: idle farming, plus automation, plus creature collecting. Named influences were Pokémon, Palworld, and Zachtronics — that last one being the automation-puzzle lineage, which tells you a lot about the depth they're aiming for.

  • Hunting is the third pillar, and the part they think other web3 games get wrong. You'll place snacks, send monsters to search, and combine the day/night and seasonal systems to find specific creatures. Legendaries are meant to be hunted, not bought.
  • Monsters have hidden genetics. Each spawns with stat ranges and initial values you can't fully see, and training shapes what it becomes. A defensive species with a high attack roll, trained into attack, produces something distinct.
  • Breeding and bloodlines are planned as a specialisation you could build an entire playstyle around.
  • Your monsters are the specialisation, not separate boost items — the team you farm with and the team you fight with are the primary source of bonuses.
  • No forging. No combining ten commons into one rare; the designer dislikes the mechanic in creature collectors.
  • Mobile is confirmed, as a PWA you save to your home screen rather than an app store download, at least initially.

6. Take all of it with a grain of salt

The team said this repeatedly, so it's worth repeating here. They're running hundreds of experiments and anything discussed can change before launch. Nothing above is a promise — it's where the project stands on August 7th.

Every points value in one place on the leaderboard guideline, and the free route to early access in the free-to-play guide.