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HOW YAKKAMON WORKS

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? →

▶ 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.

01

THE SHAPE OF IT

Two halves, one game

Half of Yakkamon plays itself. Half of it needs you — and each half feeds the other.

The idle half

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.

The active half

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.

LIKE THIS

Your farm is a slow cooker that keeps going all night. Hunting is the trip to the shops for better ingredients.

02

THE ENGINE

The core loop

Six things you do over and over. Every system in the game bolts onto this circle.

  1. Catch — head into the wild and hunt Yakkamon. Every one you catch joins your roster.
  2. Work — send them out to gather resources. They repeat the job automatically, even offline.
  3. Collect — their haul stacks up in a storage bin. Tap the bin to move it into your inventory.
  4. Craft — turn raw resources into gear, items and buildings, including the gear that catches rarer monsters.
  5. Maintain — feed and heal your monsters, and refertilize plots that have degraded. New as of August 21, and it means you can't set this up once and walk away.
  6. Level up — higher-level Yakkamon gather faster. Better gear plus a better team means you go catch something rarer, and you're back at step one.
LIKE THIS

It's a snowball. Small team, small resources, small upgrades, slightly bigger team. Do that twenty times and you have an empire.

03

THE ROSTER

Your Yakkamon

Expect roughly 50–60 species at launch — and four separate things decide whether one individual is worth keeping.

Official Yakkamon roster sheet headed YAKKAMONS, showing twenty-three creature portraits: three full rows of six and a fourth row of five.
Twenty-three of the expected 50–60, as of September 8 — portraits only, with names and types still to come. What can and can’t be read into it →

Its type

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.

Its stats

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.

Its rarity

Rares sit in tiers, and certain rares are more powerful than other rares in the same tier.

Its utility

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 there are breeding lines with degradation but no hard cap, with evolutions planned. The team put roll predictability at roughly 80–90%.

LIKE THIS

Think trading cards. Same picture on the front, better numbers on the back — and that's the one everybody wants.

04

THE TIERS

Rarity, decoded

Two corrections from August 21 that reframe the whole roster.

Rarity is set at species level

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.

Rarer is not simply stronger

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.

The three tiers

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.

How you get them

Hunting is the primary route at every tier. Rares can appear in any hunt; legendaries lean on events, specific conditions and tournament wins.

Utilities & auras — what the Legendaries actually do

LegendarySupplyUtilityAirdrop ranks
🌩 Storm75Stormcharged — Yakkamon within range work 2× as fast (large AOE)1–50
Echo275Yakkamon within range produce double resources (small AOE)1–3, 51–250
👻 Ghost400Unsleeping — always at maximum stamina on the farm (small AOE)4–10, 251–500
🌸 Bloom2,000Regenerates a % of Max HP every combat turn501–2,000

Small AOE vs large AOE

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.

They stack, some multiply

Some utilities are additive, some are multiplicative with each other. Storm + Echo is the confirmed combo: twice the speed on top of double the output.

Rares and Uncommons roll theirs

No utility is listed for them because each one is randomly rolled at generation, independently of species and stats. Keepers are the ones that rolled both well.

Numbers not yet published

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.

Tide is gone. The docs renamed two of the four: the 251–500 Legendary formerly called Bloom is now Ghost, and the 501–2,000 Legendary formerly called Tide is now Bloom. Same monsters, same boosts — renamed to match their types. The full Genesis table →
LIKE THIS

A first-team squad player can outperform a benched international. The badge tells you the ceiling, not the current form.

05

THE RULE THAT MATTERS MOST

Type locking

Every resource can only be gathered by the right type, so your roster decides what you're able to gather at all.

ResourceWho can gather itStatus
WoodGrass typesCONFIRMED
WoodFire types — blocked. In-game message: “Fire type cannot harvest wood!”BLOCKED
StoneType not yet announcedUNKNOWN
Berries / cropsType not yet announcedUNKNOWN
Region materialsEach Region has its own resources and its own monster types — the Water Region is the named exampleMAPPING 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.

LIKE THIS

You wouldn't ask a fish to chop firewood. Same rule — except here the game enforces it.

06

THE ENGINE ROOM

The work cycle

Gathering runs on a repeating work-and-rest cycle that keeps going without you.

  1. A cycle starts — you assign a Yakkamon to a resource it's allowed to gather.
  2. It takes time — each work cycle runs for a set duration before it pays out.
  3. It costs stamina — working burns stamina, which limits how much a monster can do in one stretch.
  4. It produces resources — the cycle finishes and drops its haul into a storage bin.
  5. It repeats automatically — no tapping needed. Work continues while you're off hunting or battling.
  6. It sleeps when tired — out of stamina, the Yakkamon goes to bed, recovers, then gets back to work on its own.
WORKINGOUT OF STAMINASLEEPINGWORKING

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.

Cycle duration, stamina cost, yield per cycle and sleep recovery rate are all unpublished. Nobody can build an accurate farming calculator until they land.
LIKE THIS

Each monster is a little worker with a battery. Work drains it, sleep charges it, and it clocks back on without being told.

07

THE NEW SINK

Upkeep & degradation

Your farm wears out as you use it — a resource sink that does not exist in Sunflower Land.

Plots degrade

The job card carries a degradation marker. The example shown read degraded 1.6× — that plot farms more slowly until you refertilize it.

Fertilizer costs resources

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.

Being away just pauses it

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.

Plot groups are non-linear

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.

No numbers published. Not the degradation rate, not the fertilizer recipe, not the live group size. Only the single 1.6× example is public, and it came off a mock-up job card.
LIKE THIS

A vegetable patch, not a vending machine. Crop the same soil forever and yields drop until you feed it.

08

WHERE THE LOOT GOES

Storage bins

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.

EARLY BIN5 / 20
FILLING84 / 120
FULL — MAX120 / 120

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.

LIKE THIS

A piggy bank that fills itself. Once it's full, extra coins bounce off the top — so empty it before it overflows.

09

UPKEEP

Looking after them

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”.

Hungry

Needs feeding before it will carry on.

Hurt

Injured or knocked out, and out of action until treated.

Sleeping

Recovering stamina. Not broken — it restarts itself.

Needs an item

Can ask directly with a speech bubble, e.g. a stone icon with a “!”.

Nothing gets worse while you're gone. A monster that needs something stops earning until you deal with it — that is the whole penalty. There is no hunger clock running while you're logged out.

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.

LIKE THIS

They're pets with jobs. Feed them, patch them up, let them nap — and they keep earning for you.

10

THE STACKING RULE

How boosts stack

A short rule with large consequences for how you build a roster.

Same name → does not stack

Two monsters both carrying “Wood Gatherer I” give you the effect once. Stacking duplicates of your best monster achieves nothing.

Different name or higher rank → stacks

“Wood Gatherer” alongside “Extreme Wood Gatherer” is two separate effects, and both apply.

What the team wants

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.

The roster shape this implies

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.

LIKE THIS

Two identical umbrellas keep you exactly as dry as one. An umbrella and a raincoat is the upgrade.

11

THE LONG GAME

Breeding & genetics

Where the team expects the deepest optimization to live — on a one-to-three-year horizon.

Bloodlines carry down

Breed two strong individuals of the same species and their good stats and traits propagate, letting you aim a line at a specific result.

A breeding limit, scaled by rarity

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.

80–90% predictable

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.

No forging, no evolutions at launch

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.

Advanced breeding is not in early access. It arrives in a chapter release after launch, alongside PvP.
LIKE THIS

Pedigree breeding. You can keep going back to the same champion, but the litters get scruffier each time.

12

HOME

Your base & your gym

The place they all work from — and the doorway out into the wild.

Expand your land, tile by tile

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.

Buildings & stations

Workbenches with their own storage counters, a workshop marked with an axe, houses with beds for sleeping monsters, crop plots and rock nodes.

Hunting Area

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.

The menu buttons you'll live in: Squad (your active team), Items, Quests, Shop, Trade (the player market) and Log (notification history).

LIKE THIS

A workshop yard. More space means more benches — and more benches mean more gets made at once.

13

THE WORLD

The living world

A clock, weather, seasons — and a world that opens up in three layers: tiles, Regions, Chapters.

Day & night

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.

Weather

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

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.

Regions

Grasslands, deserts, volcanoes, fire regions and a Water Region, each with its own resources and its own monster types.

How the world expands

  1. Tiles — your Region is made of tiles. Gather resources to unlock more (the starter one costs 10 Wood + 1 Stone). Each tile can hold fresh resources, room to build, or a hunting area — and each raises how much you can run at once.
  2. Regions — grow your starting Region far enough and you unlock whole new ones. A Water Region has water hunting areas full of Yakkamon you could not catch back home, and its resources need the right type to gather.
  3. Chapters — Regions get bigger each time you expand, and more arrive in upcoming Chapters alongside new species.
Nothing you unlock ever closes. Old Regions stay part of your operation, so you end up automating and managing Yakkamon across several at once — and moving and sharing resources between Regions is, in the team’s words, “the real puzzle”. That only makes sense if resources sit in the Region they were gathered in. What moving them costs is not published. Logistics between Regions →
Every three months, new monsters drop into the wild. Brand-new Yakkamon are released on a quarterly schedule and players compete to hunt them down and claim them first. Being ready when a drop lands is a real advantage — and one of the better reasons to keep your farm and gear strong between seasons.
Two caveats. The team said on August 6 that the cadence may become weekly rather than quarterly, Sunflower Land style. And day/night runs on a sped-up in-game clock, not real time — so no timezone gets a better night shift.
LIKE THIS

The world has its own little day that runs faster than yours. Nobody gets a head start on sunrise.

14

GETTING STRONGER

Hunting & crafting

Gear is how you reach the rare stuff — and the gear is built from what your ordinary monsters gathered.

Crafting

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

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.

Grounds have areas

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.

Lures and baits are crafted

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.

Aggressive encounters

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.

Ambient encounters

Skittish, they never alert you. Send your hunter over with bait, watch a short emoji conversation, and see whether it joins or runs.

Grounds deplete, monsters don't

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.

Contract hunts pay coins

A contract system requests specific Yakkamon and pays in coins — one of the few faucets for the currency that gates the tradable economy.

The ground has a timetable

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.

Three temperaments

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 walk in unannounced

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.

LIKE THIS

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.

15

THE ARENA FLOOR

The battle system

Lane-based 3v3 auto-battling. Your skill shows up in the team you built, not the buttons you press.

Lane-based 3v3

Monsters hold assigned lanes and act top to bottom — lane one, then two, then three, every round. You set positions before the fight; AOE attacks keep positioning relevant.

Skills fire in a fixed order

Each monster cycles through two to three abilities in a preset order. The move list is visible in advance, which creates the core tension: type advantage versus skill-loop advantage.

You act inside the fight

Decided at the end of August: it is not a pure simulation. Players influence combat through “mechanic swapping”, on an architecture built to flex once player feedback starts. What the action looks like hasn't been shown.

Who goes first

A coin flip — unless a lane holds the type advantage, which overrides everything. Fire attacking grass goes first, full stop. Lane one is where a disadvantage hurts most.

Pacing

Three to five rounds typically, under a minute. But deliberate wide variance — the “average” fight is meant to be under 40% of all fights.

Speed up, don’t skip

Battles run on an animation timer you can accelerate. Full skipping likely won’t ship, because real-time interaction mechanics are in testing.

Respeccing is expensive on purpose

The intended route is to find a monster with the skill you want and extract it onto another. Buildcraft is meant to come from breeding, not from hot-swapping loadouts before every fight.

Matchmaking & anti-bot

MMR confirmed. No meaningful rewards below an MMR cutoff — that is where weak human players sit, and it makes the low end worthless to bots. Better bots get flagged by event tracking.

That screenshot is a dev gym. The battle image circulating is an internal design environment with placeholder backgrounds — not the finished battle screen. Skill counts aren’t settled either; around two per monster with more passives is under consideration. Lane effects, ground types and weather are in the back pocket, not in early access.
LIKE THIS

You’re a manager, not a player. Pick the squad and the formation, then watch from the touchline.

16

WHAT IT'S ALL FOR

Arena, quests & trading

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.

Arena battles & your gym

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.

Player trading, on-chain

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.

Two tracks: free and tradable

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 contract hunts — so the gate between the tracks is the whole economic design.

Quests & timed events

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.

PvP is not in early access. The team confirmed on August 6 that early access — November or December 2026 — ships gathering, monsters, hunting and basic combat. PvP, tournaments and advanced breeding arrive after launch in chapter releases. Guilds and alliances were pushed back further still on August 21 — explicitly behind core functionality. The full schedule →
LIKE THIS

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.

17

THE LONG RUN

Progression & endgame

Infinite levels, chapter releases, and a meta the team expects to move without intervening.

Infinite levels and expansions

Plans and sinks are meant to ship at launch; the endgame features themselves arrive after early access once the core has been tested.

The meta is expected to move

Early: gathering and hunting specialists are the valuable monsters, because throughput funds everything else. Later: once the arena and tournaments establish, demand shifts toward battle-stat monsters.

No hard specialization cap

Producer versus fighter is meant to emerge from opportunity cost rather than an enforced limit. Top-end players will comfortably do both.

No resets, ever

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.

Not all monsters ship at launch. Around 50–60 species open the game; new regions and species arrive per chapter, framed internally as roughly the first year of content.
LIKE THIS

A long-running league rather than a season that wipes. The table never resets — they just keep adding divisions.

18

THE HARD NUMBERS

Quick reference

Every figure the team or the screenshots have actually shown, with where each one came from.

ThingValueSource
Yakkamon at launch50–60 species, rest arrive per chapterDev statement
Battle formatLane-based 3v3 auto-battlerAug 21 stream
Typical battle length3–5 rounds, under a minuteAug 21 stream
Battle variance targetThe “average” fight is under 40% of all fightsAug 21 stream
Skills per monsterAround 2 under consideration, plus passivesAug 21 stream
Boost stackingSame name doesn’t stack; different name doesAug 21 stream
Rarity assignmentSet at species level — no rare variants of commonsAug 21 stream
Types at launch13, one type per Yakkamon; dual types laterFree-mint stream
Wearable gearNone — possibly one held itemFree-mint stream
Genesis Legendary supplyStorm 75 · Echo 275 · Ghost 400 · Bloom 2,000 (Rare 4,000, Uncommon 15,000)Yakkapedia (official docs)
Legendary utilitiesStorm: in-range work 2× as fast (large AOE) · Echo: in-range double resources (small AOE) · Ghost: in-range always at max stamina (small AOE) · Bloom: regenerates % Max HP per combat turnYakkapedia (official docs)
Small vs large AOESmall = the job it stands on and the 2–3 nodes beside it; large = a whole section of the farmFree-mint stream
Utility stackingAdditive and multiplicative combinations exist — Storm + Echo confirmedFree-mint stream
Rare / Uncommon utilitiesRandomly rolled at generation, independent of statsFree-mint stream
Legendaries in the free mint68 of 10,000 — 3 Storm, 5 Echo, 10 Ghost, 50 Bloom (plus 50 Rare)Official docs
Active Yakkamon capNone — as many as you have jobs forFree-mint stream
Being awayPauses — bins fill, jobs stop, no decay, no neglect penaltyFree-mint stream
Storage binsNow one bin per resourceFree-mint stream
Plot degradation example1.6× slower until refertilizedJob card screenshot
Time split the team is aiming atRoughly 50/50 or 30/30/30 farm / combat / marketAug 21 stream
Starter storage binCap of 20Early-game screenshot
Later storage binCap of 120, shows “MAX” when fullUI mock-up
Expansion unitTiles, unlocked with gathered resources; each raises how much you can run at onceRegions post (Aug 28)
First land expansion10 Wood + 1 StoneEarly-game screenshot
What a tile can holdResource nodes, build space, or a hunting areaRegions post (Aug 28)
Hunting Area entry5 berriesEarly-game screenshot
New RegionsUnlocked by growing your starting Region; each has its own resources and monster typesRegions post (Aug 28)
Named Regions so farGrasslands (starter, from the Updates panel); Water Region (official post)Updates panel + Regions post
Old RegionsStay active — you manage every Region you have unlocked at onceRegions post (Aug 28)
Cross-Region resourcesMoved and shared between Regions — “the real puzzle”; mechanic unpublishedRegions post (Aug 28)
Region sizeEach new Region bigger than the last; more arrive per ChapterRegions post (Aug 28)
New monster dropsEvery 3 months (weekly still under consideration)Docs + Aug 6 stream
Type lockingGrass gathers Wood; Fire is blocked outrightIn-game message
Hunts per YakkamonUnlimited — the hunting ground depletes insteadFree-mint stream
Hunting ground areasThree shown; swamps and water areas to come; lures target a typeFree-mint stream
Wild encountersAggressive (red alert, battle) or ambient (bait and a short dialogue)Free-mint stream
Wild temperamentsAffectionate (must be won over), greedy (wants resources first), angry (battle)Hunting post (Sep 5)
Spawn timingDifferent Yakkamon at different times of day per ground — on the in-game clockHunting post (Sep 5)
Wild Legendaries & RaresAppear sporadically in ordinary grounds, no scheduleHunting post (Sep 5)
Depleted groundsSpread hunts across grounds and Regions; regeneration rate unpublishedHunting post (Sep 5)
Seasons and huntingChange which Yakkamon are available and where, Chapter to ChapterHunting post (Sep 5)
Combat inputsPlayer actions via “mechanic swapping” — not a pure simulationFree-mint stream
InitiativeCoin flip, unless a lane holds the type advantageFree-mint stream
Lane orderLane 1, then 2, then 3, every roundFree-mint stream
Abilities per monster2–3, fired in a preset orderFree-mint stream
Trait roll predictabilityRoughly 80–90%Aug 13 stream
Breeding limitScales with rarity — commons above replacement, rares around it, some Legendaries once; bred Yakkamon tradableFree-mint stream (supersedes Aug 13)
EvolutionsNot at launchFree-mint stream
Free-to-play layerUnlimited production, but untradable; coins gate the tradable layerFree-mint stream
Login methodEmail, wallet optionalAug 21 stream
OrientationLandscape; PWA install recommendedAug 21 stream
Client sourceWill be open sourcedAug 13 stream
Chain and tokenRonin, using $FLOWER — no new tokenOfficial docs
PvPAfter launch, not in early accessAug 6 stream
Guilds & alliancesDeferred behind core functionality, no timelineAug 21 stream
Economy resetsRuled out entirely13 & Aug 21 streams
Treat mock-up numbers as placeholders. Several circulating screenshots are UI mock-ups rather than tuned builds — the 999,999 currency figures and the level 99 cap are filler, not confirmed limits.
19

THE GAPS

Not confirmed yet

If you're planning calculators, roster planners or market tools, these are the numbers that don't exist publicly yet.

This is a player-made reference sheet, last revised September 2, 2026. Compiled from official Yakkamon screenshots, the official game description and dev stream statements — not an official document. Everything here is pre-launch and subject to change. Browse the same material system by system →