THE ROSTER SO FAR
Every creature the team has officially shown, in one sheet — no names, no types, no rarities yet, so a portrait says nothing about what one can gather.
QUICK REFERENCE
Every number the team or the screenshots have actually shown, in one place.
| Thing | Value | Where it came from |
|---|---|---|
| Yakkamon at launch | 50–60 species, rest arrive per chapter | Dev statement |
| Battle format | Lane-based 3v3 auto-battler | Aug 21 stream |
| Typical battle length | 3–5 rounds, under a minute | Aug 21 stream |
| Battle variance target | The “average” fight is under 40% of all fights | Aug 21 stream |
| Skills per monster | Around 2 under consideration, plus passives | Aug 21 stream |
| Boost stacking | Same name doesn’t stack; different name does | Aug 21 stream |
| 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 | Free-mint stream |
| Wearable gear | None — possibly one held item | Free-mint stream |
| Genesis Legendary supply | Storm 75 · Echo 275 · Ghost 400 · Bloom 2,000 (Rare 4,000, Uncommon 15,000) | Yakkapedia (official docs) |
| Legendary utilities | Storm: 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 turn | 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 confirmed | Free-mint stream |
| Rare / Uncommon utilities | Randomly rolled at generation, independent of stats | Free-mint stream |
| Legendaries in the free mint | 68 of 10,000 — 3 Storm, 5 Echo, 10 Ghost, 50 Bloom (plus 50 Rare) | Official docs |
| 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 |
| 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 in-game Updates panel); Water Region (official post) | Updates panel + Regions post |
| Old Regions | Stay active — you manage every Region you have unlocked at once | Regions post (Aug 28) |
| 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) |
| Combat inputs | Player actions via “mechanic swapping” — not a pure simulation | Free-mint stream |
| Initiative | Coin flip, unless a lane holds the type advantage | Free-mint stream |
| Lane order | Lane 1, then 2, then 3, every round | Free-mint stream |
| Abilities per monster | 2–3, fired in a preset order | Free-mint stream |
| 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; coins gate the tradable layer | Free-mint stream |
| 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 | Aug 6 stream |
| Guilds & alliances | Deferred behind core functionality, no timeline | Aug 21 stream |
| Economy resets | Ruled out entirely | 13 & Aug 21 streams |
NOT CONFIRMED YET
The gaps worth tracking — and the reason nobody can build a reliable calculator or roster planner for this game yet.
- Stat systemStats vary per individual and there are hidden initial values on spawn, but the roll range, which stats exist, and how much of it is visible in game are all unknown.
- Work cycle numbersCycle duration, stamina cost per cycle, yield per cycle, and sleep recovery rate.
- Tile numbersHow many tiles a Region holds, what each tile past the first costs, and how many parallel jobs a tile actually adds. Only the 10 Wood + 1 Stone starter price is public.
- The Region unlock condition“Grow your starting Region” is all the post says. Whether that is a tile count, a quest, a level or a resource payment is unknown.
- The transfer mechanicMoving resources between Regions is called a core strategy, but nothing says what it costs — time, stamina, a building, a fee — or whether monsters move freely.
- Upkeep numbersThe degradation rate, the fertilizer recipe, real plot-group sizes and how steeply upkeep scales. Only the 1.6× example figure is public.
- Full type chartOnly Grass→Wood is confirmed. The complete type list and the resource each unlocks is missing — and so is combat type effectiveness.
- Final skill countAround two per monster plus passives is under consideration, not decided. The full skill list, extraction cost and respec cost are all unpublished.
- Real-time battle interactionMechanics that let you influence a fight as it plays out are in testing. If they ship, you won’t be able to skip battles outright — only speed them up.
- Leveling & traitsXP costs, the real level cap, the full trait list, and how much each level actually adds.
- Rarity distributionTiers are now clear, but not how many species sit in each, nor the drop rates.
- Egg mechanicsRare egg breakdowns are separated out, but hatch rates and sources aren’t public.
- Evolution triggersConfirmed to be per-monster and deliberately hidden. The team has said the game will hint rather than explain, so expect this to stay unknown by design.
- Utility numbersThe Legendary utilities are published as text only. The radius of a small or large AOE, Bloom’s regeneration percentage, and every Rare and Uncommon utility are still unpublished — the team says values are being balanced up to release.
- The type chart, part twoThirteen types are confirmed, and the count of weaknesses per type (two for dragons, three for everyone else) — but not which thirteen, nor the chart itself.
- Mechanic swappingPlayers will act inside combat, but what that action is, how often, and what it costs has not been shown.
- CoinsHow many coins a tradable unit costs, the burn rates that produce them, and whether coins can be bought. Even the name may change.
- Hunting ratesThe official Hunting post describes the system with no numbers: how long an in-game day lasts, how fast a ground regenerates, how often a Legendary appears, what a greedy monster charges, and what an affectionate one judges a hunter on. Also unstated: whether a ground is your own tile or shared with other trainers.
- The trainer raffleOne of each Genesis Legendary is reserved for a raffle. No rules, date or entry condition has been published.
- Endgame featuresInfinite levels and sinks are planned but explicitly not locked down — they arrive after early access.