The Unofficial Yakkamon Player Portal
The full field guide — every mechanic we know about, explained so anyone can follow it. Built from the official docs, the dev streams, and the official screenshots. Prefer it split by system? →
Updated October 14, 2026 — the Genesis eggs are open, and the roster has its first six names: Raigo, Ondi, Kova and Salu (the Legendary dragons the docs had called Storm, Echo, Ghost and Bloom), Malandrix the Rare and Brazito the Uncommon that 91.6% of the 11,265 eggs became. Their cards, with the reveal art, counts and abilities, are in Your Yakkamon; the Legendary table in Rarity, decoded uses the real names; the battle bench (three on the field, up to three in reserve) and the dates (internal beta the week of October 19, early access aimed at the end of November) are in the battle system and Arena, quests & trading; the quick reference and the unknowns carry the reveal’s numbers. The whole story: Welcome to the Brazito Army. The October 9 Contracts section stands.
▶ Prefer to watch? Gameplay explained in 4 minutes ↗The short version: it's a farming game where the monsters do the farming — and your job is to go catch better ones.
The name is thought to come from yakka, the Australian word for hard work. That is the whole idea: your monsters don't only fight, they hold down jobs.
THE SHAPE OF IT
Half of Yakkamon plays itself. Half of it needs you — and each half feeds the other.
Your monsters farm, gather and produce around the clock. Set them up, walk away, come back to progress. This keeps running even when the game is closed, so you log back in to a pile of stuff waiting for you.
You go out hunting rare creatures, craft your gear, and fight other trainers in the arena. This only moves when you're actually playing — and better hunts feed a better farm.
Your farm is a slow cooker that keeps going all night. Hunting is the trip to the shops for better ingredients.
THE ENGINE
Six things you do over and over. Every system in the game bolts onto this circle.
It's a snowball. Small team, small resources, small upgrades, slightly bigger team. Do that twenty times and you have an empire.
THE ROSTER
Thirty species are in the early-access build (September 17 stream; the older figure was 50–60 at launch), six of them named and revealed on October 14 — and four separate things decide whether one individual is worth keeping.
Every one of the 11,265 Genesis eggs hatched into one of these, or into nothing (831 Bad Eggs). Pictures are the reveal art on the NFTs; the count is how many of each the whole collection holds. Full cards and the collection numbers →

Stormcharged — Yakkamon within range work 2× as fast (large AOE)

Yakkamon within range produce double resources (small AOE)

Unsleeping — always at maximum stamina on the farm (small AOE)

Regenerates a % of Max HP every combat turn

Normal working Yakkamon — no ability yet

Normal working Yakkamon — no ability yet
Type decides what it can gather. A Grass type gathers Wood. A Fire type can't — the game refuses outright. Thirteen types at launch, one per monster; dual types come later. Named so far: Dragon, Psychic and Fire on the Genesis six, plus electric, water, grass and a “spirit” type from the October 14 stream.
Every monster rolls slightly different stats. Two of the same species won't be identical, so it's worth hunting the same one again for a better roll. The battle stats are four: Health, Attack, Defense, Speed. The revealed NFTs carry no stats yet — a separate small reveal is due closer to launch.
Rares sit in tiers, and certain rares are more powerful than other rares in the same tier.
Every monster carries a boost. Legendaries have a named one; Rares and Uncommons roll theirs at random, separately from their stats — so great stats and a great utility on one monster is the jackpot. No wearable gear exists to make up the difference.
The second dev stream filled in the machinery underneath: monsters have real genetics and base stats, traits are randomly rolled and define your build, and breeding lines carry a rarity-scaled breeding limit, with evolutions planned for after launch. A Yakkamon Training Center, where monsters train themselves up, was teased on the September 17 stream. The team put roll predictability at roughly 80–90%.
Think trading cards. Same picture on the front, better numbers on the back — and that's the one everybody wants.
THE TIERS
Two corrections from August 21 that reframe the whole roster.
Every individual of a species shares its tier. There is no rare version of a common monster and no legendary variant of an ordinary one. Grinding commons hoping for a lucky upgrade roll is not a strategy that exists.
The best commons beat middling rares and roughly match a low-end legendary on raw stat outlay. What rarity buys is a higher ceiling as the monster levels, scarcer utility, and traits no other tier can access.
Legendary — pre-minted, fixed scarce supply, minted as NFTs, exclusive traits. Rare — time or event limited, issued as SFTs, supply set by how hard players hunt. Common — plain game assets with no token behind them.
Hunting is the primary route at every tier. Rares can appear in any hunt; legendaries lean on events, specific conditions and tournament wins.
| Legendary | Supply | In the Genesis eggs | Utility | Airdrop ranks |
|---|---|---|---|---|
| Raigo (was Storm) | 75 | 3 | Stormcharged — Yakkamon within range work 2× as fast (large AOE) | 1–50 |
| Ondi (was Echo) | 275 | 5 | Yakkamon within range produce double resources (small AOE) | 1–3, 51–250 |
| Kova (was Ghost) | 400 | 10 | Unsleeping — always at maximum stamina on the farm (small AOE) | 4–10, 251–500 |
| Salu (was Bloom) | 2,000 | 50 | Regenerates a % of Max HP every combat turn | 501–2,000 |
| Malandrix (Rare, Psychic) | 4,000 | 50 | Normal working Yakkamon — no ability yet | 2,001–5,000 |
| Brazito (Uncommon, Fire) | 15,000 | 10,316 | Normal working Yakkamon — no ability yet | — |
Small touches only the job the monster stands on — assign it to a tree and the two or three trees beside it get the effect. Large covers a whole section of the farm and every Yakkamon working there.
Some utilities are additive, some are multiplicative with each other. Storm + Echo — now Raigo + Ondi — is the confirmed combo: twice the speed on top of double the output.
No utility is listed for them because each one is randomly rolled at generation, independently of species and stats — the revealed Malandrix and Brazito NFTs read “no ability yet”. Keepers are the ones that rolled both well.
The utilities are descriptive text. Radii, percentages and every Rare/Uncommon utility are still being balanced — and will be, the team says, right up to release.
A first-team squad player can outperform a benched international. The badge tells you the ceiling, not the current form.
THE RULE THAT MATTERS MOST
Every resource can only be gathered by the right type, so your roster decides what you're able to gather at all.
| Resource | Who can gather it | Status |
|---|---|---|
| Wood | Grass types | CONFIRMED |
| Wood | Fire types — blocked. In-game message: “Fire type cannot harvest wood!” | BLOCKED |
| Stone | Type not yet announced | UNKNOWN |
| Berries / crops | Type not yet announced | UNKNOWN |
| Region materials | Each Region has its own resources and its own monster types — the Water Region is the named example | MAPPING TBC |
The consequence is worth sitting with: collecting more species literally unlocks more of the map's materials. A narrow roster caps what you can produce no matter how well you play.
You wouldn't ask a fish to chop firewood. Same rule — except here the game enforces it.
THE ENGINE ROOM
Gathering runs on a repeating work-and-rest cycle that keeps going without you.
A monster that's asleep isn't broken, it's recharging. There are two ways to raise output: level them up, since higher levels make them more efficient farmers, and collect more of them, since that unlocks more resource types and lets you gather several at once.
Beds are capacity. The September 17 stream showed the cycle running itself: out of stamina, a Yakkamon walks to a bed, sleeps and goes back to work — after battles too. You can override it, but your role is overseer, not micromanager. With too few beds, tired Yakkamon queue for one, so rest capacity is something you build.
Each monster is a little worker with a battery. Work drains it, sleep charges it, and it clocks back on without being told.
THE NEW SINK
Your farm wears out as you use it — a resource sink that does not exist in Sunflower Land.
The job card carries a degradation marker. The example shown read degraded 1.6× — that plot farms more slowly until you refertilize it.
So upkeep is a permanent drag on production rather than a cosmetic status. Bryn was clear the intent is not to punish going wide, but the cost is real.
Degradation comes from use, not absence. Log off for a month and your Yakkamon fill the bins, then stop and wait: “no decay, no neglect feature, no punitive system for not logging in”. The only cost of being away is the output you didn't bank.
Growing tiles come in groups of three, and upkeep scales more slowly than production does. Filling out a group beats spreading thin — invest deep, not wide.
A vegetable patch, not a vending machine. Crop the same soil forever and yields drop until you feed it.
WHERE THE LOOT GOES
Gathered resources pile into a bin that keeps filling while you're gone — until it fills up and stops.
Resources don't go straight to your bag. They stack in a storage bin that keeps filling on its own, even while you're offline, until you tap it to collect the haul into your inventory.
The catch: bins have a cap. Once a bin hits MAX it stops accepting, and every hour it spends full is production you never banked. That turns bin capacity and how often you check in into a genuine strategic variable — the difference between a farm that runs all night and one that quietly stops at 2am.
A piggy bank that fills itself. Once it's full, extra coins bounce off the top — so empty it before it overflows.
UPKEEP
Your monsters have needs, and a monster that needs something isn't earning.
Status icons float above a Yakkamon when something's up, and a notification feed calls it out by name — screenshots show messages in the form of “[name] is Hungry”.
Needs feeding before it will carry on.
Injured or knocked out, and out of action until treated. Per the official Battles guide (September 24), battle damage sticks until a Yakkamon is rested or healed — manage the roster between fights.
Recovering stamina. Not broken — it restarts itself.
Can ask directly with a speech bubble, e.g. a stone icon with a “!”.
An item bar sits along the bottom of the screen for exactly this — milk, flowers, mushrooms, a health item and more, ready to use on whoever's struggling. Because a monster in a bad state stops producing, upkeep is part of the economy rather than flavor.
They're pets with jobs. Feed them, patch them up, let them nap — and they keep earning for you.
THE STACKING RULE
A short rule with large consequences for how you build a roster.
Two monsters both carrying “Wood Gatherer I” give you the effect once — even if they are different species (reconfirmed September 17). Stacking duplicates of your best monster achieves nothing.
“Wood Gatherer” alongside “Extreme Wood Gatherer” is two separate effects, and both apply.
Stated plainly: kill the reason to hoard copies, and create a strong reason to collect a broad array of monsters with different skills so you can layer boosts on one activity.
Wide, not deep. One excellent specialist per job beats five copies of your best one — and combined with type locking, that is now the clearest planning rule available.
Two identical umbrellas keep you exactly as dry as one. An umbrella and a raincoat is the upgrade.
THE LONG GAME
Where the team expects the deepest optimization to live — on a one-to-three-year horizon.
Breed two strong individuals of the same species and their good stats and traits propagate, letting you aim a line at a specific result.
Bred Yakkamon are tradable, so there is a cap to stop inflation: commons breed above replacement, rarer species around it, and some Legendaries may breed only once. Offspring can breed, but their own count can narrow further. Random noise still creeps in the more you breed from one individual.
One RNG component plus one fixed component, and explicitly no RNG stacked on RNG. You should be able to build a best/worst case before committing.
Combining ten commons into one rare was rejected as tonally wrong. Evolutions are confirmed but not launching with the game — the team wants to solve the supply problem (everyone evolving up and piling at the top tier) first.
Pedigree breeding. You can keep going back to the same champion, but the litters get scruffier each time.
HOME
The place they all work from — and the doorway out into the wild.
Each tile carries a resource price right on the button — the starter one reads 10 Wood + 1 Stone. A tile can hold resource nodes, room for workstations and plots, or a hunting area, and every tile raises how much you can run at once.
Workbenches with their own storage counters, a workshop marked with an axe, houses with beds for sleeping monsters, crop plots and rock nodes.
A dedicated zone with an entry cost shown on the sign — 5 berries in the launch screenshot. This is your doorway from farming into hunting.
Land customization is unlikely at launch, but your gym is fully customizable — and a working prototype was shown on September 17. A version ships before the competition arena: decorate it, visit other trainers’, battle them, with leaderboards and status attached. The official Battles guide (September 24) calls a gym a team you leave behind for others to challenge — it can be earning you wins while you’re offline.
The menu buttons you'll live in: Squad (your active team), Items, Quests, Shop, Trade (the player market) and Log (notification history).
A workshop yard. More space means more benches — and more benches mean more gets made at once.
THE WORLD
A clock, weather, seasons — and a world that opens up in three layers: tiles, Regions, Chapters.
A clock runs in the corner with a sun or moon icon. Time of day rolls over every few real hours on a universal clock — no personal timezones, no resetting — and some Yakkamon carry traits that make them thrive at certain hours, so a night-owl outworks a sleeper on the night shift. Match your roster to the clock.
Separate indicators sit next to the clock — and special weather events roll in on random days that break the usual spawn rules, with Yakkamon appearing in places and at times they normally wouldn’t. “When the sky does something strange, get your hunters out.”
Seasons roll on top of the daily cycle and change the weather — which touches the grounds, what’s available and how your Yakkamon work. Some resources and items can only be gathered or crafted in certain seasons: stock up before the season turns.
Grasslands, deserts, volcanoes, fire regions and a Water Region, each with its own resources and its own monster types.
The world has its own little day that runs faster than yours. Nobody gets a head start on sunrise.
GETTING STRONGER
Gear is how you reach the rare stuff — and the gear is built from what your ordinary monsters gathered.
You refine gathered resources into the gear and items you need. That gear is what lets you track down and capture rarer, tougher monsters.
Hunting is a job you assign, not a place you walk to — same top-down view as the farm. The Yakkamon you send in roams the ground while you farm, and what it meets depends on the ground, the in-game hour and the wild monster's temperament.
Three shown so far (a rocky outcrop among them), with swamps and water areas to come. Send a monster to snoop around one area to skew toward that type, or let it wander and take pot luck.
A rock-type lure draws rock types. Recipes turn your gathered resources into lures and baits — and into the materials your farm needs to expand.
A red alert on the ground means something wants to fight you. Most of the ground pauses and waits for your move — this is where hunting hands off to combat. Win and you may bring the wild Yakkamon home; a hunter that wins hurt carries that damage until rested or healed (Battles guide, September 24).
Skittish, they never alert you. Send your hunter over with bait, watch a short emoji conversation, and see whether it joins or runs.
No limit on hunts per Yakkamon. The hunting ground itself is what runs dry: the more it's hunted out, the lower its chance of producing anything.
A daily board of standing requests for specific Yakkamon, paid in Coin — one of the few faucets for the currency that gates the tradable economy — and in items you can’t gather or craft. See Contracts.
Each ground reveals different Yakkamon at different times of day — on the sped-up in-game clock, not yours. “Learn the clock” is the team's own advice, and the table is yours to discover.
Affectionate monsters come home only if your hunter wins them over. Greedy ones want resources first — bring the right goods. Angry ones start a fight a weak hunter loses.
Legendaries and Rares sporadically appear in ordinary grounds with no schedule — and per the Clock post they land in real time, with the same window for everyone. No pausing, no catching up later. Keep a strong, well-supplied team ready — and expect Seasons to change what is on the map.
The official Hunting post (September 5) is where the timetable, the temperaments and the wild Legendaries come from. Our reading of it: Every Wild Yakkamon Wants Something.
Crafting is the thing to watch, because it's what actually gates progress. Raw gathering scales easily once you have a roster; what limits most players is turning that pile into the specific items a harder hunt needs.
You need a better fishing rod to catch the big fish — and you build the rod out of what the small fish helped you collect.
WHAT THE BOARD WANTS
Standing requests for specific Yakkamon, on a board that changes every day — paid in Coin and in items you can’t just gather or craft. The official Contracts post (early October 2026), point by point.
Every day brings new Contracts, each asking for different Yakkamon. What was wanted yesterday won’t be wanted today — check in daily and plan your hunts around it.
Contracts pay Coin — the currency that gates the tradable layer — plus specific items you can’t just gather or craft, the kind you need to push your farm and your roster forward.
The wanted Yakkamon may only roam a certain ground, at a certain time of day, in a certain season — and every Contract expires. Know the clock and the grounds.
The right type, the right traits, maybe a particular skill — “so a well-sorted roster beats a big one”.
Some Contracts want goods your farm produces alongside the Yakkamon. A farm that’s humming along can answer more of the board.
High-value requests come with short windows. Keep a few spare Yakkamon tamed and ready rather than scrambling when the big one appears.
Contracts will play a big part in chapter-based content and in grinding your way toward some of the Legendaries. Chapter 0 is a month after early access on the official docs.
Contracts were first described as requests to find and deliver specific Yakkamon — “your cash faucet for coins” — and as the main sink for surplus monsters: a delivery consumes the Yakkamon. The post confirms the Coin; it doesn’t restate the sink.
A wanted board outside the general store. New notices go up every morning, the best ones are gone by lunch — and the farmer with a full pantry and a few spare animals in the barn fills them first.
THE ARENA FLOOR
“Won before the first hit lands” — the team’s own words. You build the team, place it, pick its skills, and then step in with substitutions and items while it fights. The official Battles guide (September 24) on top of the September 17 stream.
Every battle opens with placement: drag your Yakkamon onto your side of the board and position them however you like. Who is up front, who is tucked behind and where each type stands all shape the fight. The enemy team is visible — scout it before you commit.
Fights run in real time (turn-based underneath, per the stream). Some are one-on-one; most are team fights with several per side and reserves on the bench that jump in when one goes down. The stream’s “three or four” reads as the number on the board at once; on October 14 the team put it at three in the battle plus up to three on the side who jump in through player actions — “three to six” for beta.
Your Yakkamon move into range, attack and fire skills automatically when their conditions are met — “heal when health drops below half”, “when this one faints, stun whoever took it out”. You choose which skills each carries in, so building combos is half the strategy.
Every Yakkamon and every skill has a type. Hitting a weakness cranks up damage; hitting a resistance dulls it. A Yakkamon’s coverage is its skills’ types, not only its own. The chart itself is still unpublished.
Mid-fight, call a Yakkamon back and sub in a reserve, and drag battle items onto the field — a potion on a struggling ally, a debuff on a dangerous enemy, a shield before a big hit. Before the fight, equip one preparation item that buffs the whole team from the opening bell.
Wild encounters and hunt battles in the field, event fights, live PvP, and player-made gyms where you leave a team behind for others to challenge — earning you wins while you’re offline. Gyms ship before the full arena (aimed at early next year); PvP is not in early access.
A Yakkamon that limps out of a fight carries that damage until it is rested or healed. Manage the roster between battles instead of sending the same team at everything — beds and healing items are battle resources now.
A win rewards in-game items, XP for the Yakkamon who fought and trainer-level XP for you. Beat a wild Yakkamon and you might bring it home as your own.
The 70/30 planning-to-input target after ~40 iterations; four battle stats — Health, Attack, Defense, Speed; identical buffs don’t stack; the internal AROC rock-tank meta; fights kept short so battling doesn’t eat the rest of the loop. Balancing is the named remaining hurdle.
August said skills move only expensively, by extracting one monster’s skill onto another. The guide says you choose which skills a Yakkamon carries in. Both hold if the choice is from skills it already has — unconfirmed. MMR matchmaking with no rewards below a cutoff is still the anti-bot plan.
You’re a manager, not a player. Pick the squad, set the formation, keep subs on the bench and a potion in your pocket — and rest the walking wounded before the next match.
WHAT IT'S ALL FOR
The arena, your gym, an on-chain market, and the quests and events running alongside. For how a fight actually resolves, see the battle system.
You face other players in PvP arena combat and build your own gym. Since rarity and stat rolls both affect power, the team you build on the farm is the team you fight with.
Every core resource and creature is tradable on-chain, with a Trade button in the main menu. Two valid ways to build an empire: grind it, or trade your way there.
The free-to-play layer produces without limit but can't be traded. Making something tradable costs coins, and coins only come from VIP, burning assets or crops, and Contracts (the official Contracts post confirms they pay Coin) — so the gate between the tracks is the whole economic design.
Quests appear in a feed with names like “Capture the Spikemon”, and timed events run on a countdown with a milestone bar filling toward marked rewards.
The farm is practice, the arena is the match — and the market is there if you'd rather buy a good player than raise one.
THE LONG RUN
Infinite levels, chapter releases, and a meta the team expects to move without intervening.
Plans and sinks are meant to ship at launch; the endgame features themselves arrive after early access once the core has been tested.
Early: gathering and hunting specialists are the valuable monsters, because throughput funds everything else. Later: once the arena (aimed at early next year) and tournaments establish, demand shifts toward battle-stat monsters.
Producer versus fighter is meant to emerge from opportunity cost rather than an enforced limit. Top-end players will comfortably do both.
Mistakes get worn and fixed. Inflation is attacked with hard sinks and new content that absorbs old — the pattern Sunflower Land shipped as an infinite XP sink.
A long-running league rather than a season that wipes. The table never resets — they just keep adding divisions.
THE HARD NUMBERS
Every figure the team or the screenshots have actually shown, with where each one came from.
| Thing | Value | Source |
|---|---|---|
| Yakkamon in early access | 30 in the build (26 shown publicly; six of them now named and revealed: Raigo, Ondi, Kova, Salu, Malandrix, Brazito); more per Chapter — the older figure was 50–60 at launch | Sep 17 stream + Oct 14 reveal |
| The Genesis reveal | 11,265 eggs opened October 14: 10,316 Brazito (91.6%), 50 Malandrix, 50 Salu, 10 Kova, 5 Ondi, 3 Raigo and 831 Bad Eggs (7.4%) that reveal nothing | NFT metadata, Oct 14 (our count) |
| Minted vs airdropped eggs | 10,000 minted (63 Legendaries, 38 Malandrix, 9,068 Brazito, 831 Bad Eggs) · 1,265 airdropped on Oct 13 (5 Legendaries, 12 Malandrix, 1,248 Brazito, no Bad Eggs) | NFT metadata, Oct 14 |
| Legendary odds, realized | One clean minted egg in 146 held a Legendary; one in 241 a Malandrix; 98.9% a Brazito | NFT metadata, Oct 14 (the odds table) |
| Bad Eggs | 831 at the reveal — down from the 973 quoted on September 17; all in the minted 10,000, none among the airdropped eggs | NFT metadata, Oct 14 + Sep 17 stream |
| Genesis types | Raigo, Ondi, Kova and Salu are Dragon; Malandrix is Psychic; Brazito is Fire | NFT metadata, Oct 14 |
| Unique stats on the NFTs | Not yet — beta balancing comes first; a separate small reveal is due closer to launch | Oct 14 stream |
| Levels built | 36, with the Legendaries already in the world | Sep 17 stream |
| Battle format | Auto battler, real time — a setup stage where you drag and place your team freely, then they fight on their own; 70% pre-battle planning, 30% live input | Battles guide (Sep 24) + Sep 17 stream (replaces Aug 21’s lane-based 3v3) |
| Setup stage | Position your side however you like — front / back and where each type stands matter; the enemy team is visible to scout | Battles guide (Sep 24) |
| Squad size | Some fights are 1v1; most are team fights with several per side plus reserves on the bench. Latest shape: three on the field and up to three on the side who jump in through player actions — “three to six” is what beta will test | Oct 14 stream + Battles guide (Sep 24) |
| Battle stats | Health, Attack, Defense, Speed | Sep 17 stream |
| Skills | A normal attack plus condition-triggered skills (“heal below half health”, “stun whoever fainted me”); you choose which skills each Yakkamon carries in; every skill has a type | Battles guide (Sep 24) + Sep 17 stream |
| Skills per individual | Skills are generated: two Yakkamon of the same species can carry different skills, some rarer than others — you hunt for the one with the rare skill. Farming skills exist outside battle too | Oct 14 stream |
| Type matchups | Every Yakkamon and every skill has a type — a weakness “cranks up” damage, a resistance dulls it; chart unpublished | Battles guide (Sep 24) |
| Live input | Substitutions (call one back, sub in a reserve) and battle items dragged onto the field: potion on an ally, debuff on an enemy, shield before a big hit; the stream showed potions + an experimental AOE “blizzard pot” | Battles guide (Sep 24) + Sep 17 stream |
| Preparation item | One per fight, equipped beforehand, buffs the whole team from the opening bell | Battles guide (Sep 24) |
| Kinds of fight | Wild encounters & hunt battles, event fights, live PvP, player-made gyms (a team you leave behind wins for you offline) | Battles guide (Sep 24) |
| Damage between fights | Sticks until rested or healed — manage the roster between battles | Battles guide (Sep 24) |
| Battle rewards | In-game items, XP for the Yakkamon who fought, trainer-level XP; a beaten wild Yakkamon may join you | Battles guide (Sep 24) |
| Typical battle length | 3–5 rounds, under a minute | Aug 21 stream (not restated since) |
| Battle variance target | The “average” fight is under 40% of all fights | Aug 21 stream (not restated since) |
| Boost stacking | Same ability doesn’t stack — even on two different creatures; different abilities do | Aug 21 stream, reconfirmed Sep 17 |
| Rarity assignment | Set at species level — no rare variants of commons | Aug 21 stream |
| Types at launch | 13, one type per Yakkamon; dual types later. Named so far: electric, fire, water, grass, a spirit type (“rather than a ghost type”), plus the Dragon and Psychic the reveal showed; the chart itself is unpublished | Free-mint stream + Oct 14 stream |
| Wearable gear | None — possibly one held item | Free-mint stream |
| Genesis supply, total | Raigo 75 · Ondi 275 · Kova 400 · Salu 2,000 · Malandrix 4,000 · Brazito 15,000 (10,316 already out — “not infinite”) | Yakkapedia (official docs) + Oct 14 stream |
| Legendary abilities | Raigo: Stormcharged, in-range work 2× as fast (large AOE) · Ondi: in-range double resources (small AOE) · Kova: Unsleeping, in-range always at max stamina (small AOE) · Salu: regenerates % Max HP per combat turn · Malandrix and Brazito: “normal working Yakkamon, no ability yet” | NFT metadata + Yakkapedia (official docs) |
| Small vs large AOE | Small = the job it stands on and the 2–3 nodes beside it; large = a whole section of the farm | Free-mint stream |
| Utility stacking | Additive and multiplicative combinations exist — Storm + Echo (now Raigo + Ondi) confirmed | Free-mint stream |
| Rare / Uncommon utilities | Randomly rolled at generation, independent of stats | Free-mint stream |
| Legendaries in the Genesis collection | 68 — 3 Raigo, 5 Ondi, 10 Kova, 50 Salu (plus 50 Malandrix) — drawn across all 11,265 eggs, clean eggs only; 63 of them landed in minted eggs, 5 in airdropped ones | Official docs + NFT metadata, Oct 14 |
| The trainer airdrop | Top 2,000 on the leaderboard get a Legendary (2,009 in all), ranks 2,001–5,000 get Malandrix — the raffle tickets are used here, not in the free mint, for a small number of Legendaries | Official docs, reconfirmed Oct 14 stream |
| Eve-of-reveal airdrop | 1,265 sealed eggs on Oct 13: Ronin’s top 1,000 spenders, the top 100 trainers, the top 100 Sunflower Land players, the fan art winners, creators and supporters (the docs had said 1,500) | Oct 14 stream + NFT metadata |
| Active Yakkamon cap | None — as many as you have jobs for | Free-mint stream |
| Being away | Pauses — bins fill, jobs stop, no decay, no neglect penalty | Free-mint stream |
| Storage bins | Now one bin per resource | Free-mint stream |
| Resting | Tired Yakkamon walk to a bed, sleep and go back to work — after battles too; too few beds and they queue | Sep 17 stream |
| Plot degradation example | 1.6× slower until refertilized | Job card screenshot |
| Time split the team is aiming at | Roughly 50/50 or 30/30/30 farm / combat / market | Aug 21 stream |
| Starter storage bin | Cap of 20 | Early-game screenshot |
| Later storage bin | Cap of 120, shows “MAX” when full | UI mock-up |
| Expansion unit | Tiles, unlocked with gathered resources; each raises how much you can run at once | Regions post (Aug 28) |
| First land expansion | 10 Wood + 1 Stone | Early-game screenshot |
| What a tile can hold | Resource nodes, build space, or a hunting area | Regions post (Aug 28) |
| Hunting Area entry | 5 berries | Early-game screenshot |
| New Regions | Unlocked by growing your starting Region; each has its own resources and monster types | Regions post (Aug 28) |
| Named Regions so far | Grasslands (starter, from the Updates panel); Water Region (official post) | Updates panel + Regions post |
| Old Regions | Stay active — you manage every Region you have unlocked at once; lands never reset | Regions post (Aug 28) + Sep 17 stream |
| Cross-Region resources | Moved and shared between Regions — “the real puzzle”; mechanic unpublished | Regions post (Aug 28) |
| Region size | Each new Region bigger than the last; more arrive per Chapter | Regions post (Aug 28) |
| New monster drops | Every 3 months (weekly still under consideration) | Docs + Aug 6 stream |
| Type locking | Grass gathers Wood; Fire is blocked outright | In-game message |
| Hunts per Yakkamon | Unlimited — the hunting ground depletes instead | Free-mint stream |
| Hunting ground areas | Three shown; swamps and water areas to come; lures target a type | Free-mint stream |
| Wild encounters | Aggressive (red alert, battle) or ambient (bait and a short dialogue) | Free-mint stream |
| Wild temperaments | Affectionate (must be won over), greedy (wants resources first), angry (battle) | Hunting post (Sep 5) |
| Spawn timing | Different Yakkamon at different times of day per ground — on the in-game clock | Hunting post (Sep 5) |
| Wild Legendaries & Rares | Appear sporadically in ordinary grounds, no schedule | Hunting post (Sep 5) |
| Depleted grounds | Spread hunts across grounds and Regions; regeneration rate unpublished | Hunting post (Sep 5) |
| Seasons and hunting | Change which Yakkamon are available and where, Chapter to Chapter | Hunting post (Sep 5) |
| Contracts | Standing requests for specific Yakkamon on a board that changes every day — each Contract asks for different Yakkamon | Contracts post (Oct 2026) |
| Contract pay | Coin, plus specific items you can’t gather or craft | Contracts post (Oct 2026) |
| Contract requirements | A species; sometimes the right type, traits or a particular skill; some also want goods from your farm | Contracts post (Oct 2026) |
| Contract timing | The wanted Yakkamon may only roam one ground, at one time of day, in one season; every Contract expires, high-value ones on short windows | Contracts post (Oct 2026) |
| Contracts later on | A big part of chapter content, and of grinding toward some of the Legendaries | Contracts post (Oct 2026) |
| Contract deliveries | Consume the Yakkamon handed in — the main sink for surplus monsters, “hungrier” than generation | Aug 6 & Aug 13 streams (not restated in the post) |
| Initiative | Coin flip, unless a lane holds the type advantage | Free-mint stream (lane design, since loosened) |
| Lane order | Lane 1, then 2, then 3, every round | Free-mint stream (lane design, since loosened) |
| Abilities per monster | 2–3, fired in a preset order | Free-mint stream (superseded Sep 17 by condition-triggered skills) |
| Trait roll predictability | Roughly 80–90% | Aug 13 stream |
| Breeding limit | Scales with rarity — commons above replacement, rares around it, some Legendaries once; bred Yakkamon tradable | Free-mint stream (supersedes Aug 13) |
| Evolutions | Not at launch | Free-mint stream |
| Free-to-play layer | Unlimited production, but untradable; Coin gates the tradable layer, and Contracts pay it | Free-mint stream + Contracts post (Oct 2026) |
| Login method | Email, wallet optional | Aug 21 stream |
| Orientation | Landscape; PWA install recommended | Aug 21 stream |
| Client source | Will be open sourced | Aug 13 stream |
| Chain and token | Ronin, using $FLOWER — no new token | Official docs |
| PvP | After launch, not in early access; the full competition arena is aimed at early next year | Aug 6 + Sep 17 streams |
| Gyms | Working internal prototype; a version ships before the arena, outside the core reward loop | Sep 17 stream |
| Early access | November or December 2026 (docs); the team aims at mid-to-late November — “the end of November” if all goes to plan — with the exact date and the leaderboard lock announced two to three weeks ahead | Official docs + Oct 14 stream |
| Beta testing | Internal beta opens the week of October 19; a tiny invitation-only group, no applications; early access is the broad beta; expect leaks | Oct 14 stream |
| Creature sounds | Every Yakkamon gets its own walking and interaction sounds; 168 species sounds queued to go in; animations in progress | Oct 14 stream |
| Chapter 0 & first hunt | Docs: Chapter 0 and the first NFT monster hunt one month after early access. Stream: first hunt ~6 weeks in, Chapter Zero 6–8 weeks in | Official docs + Sep 17 stream |
| Guilds & alliances | Deferred behind core functionality, no timeline | Aug 21 stream |
| Economy resets | Ruled out entirely | Aug 13 & Aug 21 streams |
THE GAPS
If you're planning calculators, roster planners or market tools, these are the numbers that don't exist publicly yet.