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 in early access | 30 in the build (26 shown publicly); more per Chapter — the older figure was 50–60 at launch | Sep 17 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 that jump in when one goes down (the stream’s three or four = on the board at once) | Battles guide (Sep 24) + Sep 17 stream |
| 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 |
| Type matchups | Every Yakkamon and every skill has a type — a weakness “cranks up” damage, a resistance dulls it; chart unpublished | Battles guide (Sep 24) |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 | 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); sold out Sep 17, revealed Oct 14, clean eggs only (none in the 973 Bad Eggs) | Official docs + Sep 17 stream |
| 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 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; 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) |
| 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; 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; 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, best case, with beta testing in October and ~2 weeks’ notice | Official docs + Sep 17 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 |
NOT CONFIRMED YET
The gaps worth tracking — and the reason nobody can build a reliable calculator or roster planner for this game yet.
- Stat numbersThe four battle stats are named — Health, Attack, Defense, Speed — and stats vary per individual with hidden initial values on spawn. The roll ranges, any non-battle stats, and how much of it is visible in game are unknown; the team declined deep stat questions until beta.
- 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 for gathering. Combat type effectiveness is now official in principle — weaknesses raise damage, resistances lower it, and skills carry types of their own — but the chart itself is unpublished.
- Skills and their triggersSkills fire on conditions on top of a normal attack, every skill has a type, and you choose which skills a Yakkamon carries into a fight — but the skill list, how many slots a Yakkamon has, where its pool of skills comes from (bred, extracted, learned) and how that squares with August’s expensive extraction respecs are all unpublished.
- Squad, bench and items“Several per side” plus reserves is the official shape, but not the number on the board, the bench size, or whether the count changes by fight type. Potions, debuffs, shields and a single preparation item are named; how many items a fight allows, what they cost to craft, and what a preparation item actually does are unknown.
- Healing and restBattle damage persists until a Yakkamon is rested or healed, but how long rest takes, whether a bed heals as well as restores stamina, and which items heal outside a fight are unpublished.
- 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.
- Battle numbersBalancing is the team’s named remaining hurdle, so damage, speed order and the size of the type-weakness and type-resistance multipliers will keep moving through beta. Battle XP amounts and trainer-level rewards are unpublished too.
- 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 — and as of September 17 the hunting mechanics are still being prototyped.
- The exact datesThe team’s spoken aims (beta in October, early access mid-to-late November, Chapter Zero six to eight weeks later) sit beside the official docs’ November-or-December and one-month figures. The docs are the record until they change.
- 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.