SHIPPED
Finished and in the current build.
- Catching systemv0.0.16
- Trainer battlesv0.0.53
- Save systemv0.0.71
- Online tradingv0.2.3
- Asobipediav0.2.5
- Expedition foundationsv0.3.0

DEVELOPMENT NOTEBOOK / 001–104
This page covers what we’re working on now and how the game got here.
Asobimon is a Black Hole Collective project, developed by Nick Gray under Leftover Games.
01 / ROADMAP
Finished and in the current build.
What we’re working on right now.
What we want to work on next.
Things we want to get to later.
02 / MILESTONES
These are the builds that had the biggest impact on the game.
The early battle build established type matchups, moves, varied monster stats, and random wild encounters.
Catch calculations and the first catch attempt sequence entered the battle loop.
Natures, Genetic Values, and Dedication Values made individual monsters distinct.
A dedicated inspection interface began exposing monster data and statistics.
The first two trainer battles arrived with opponent parties, battle intros, and victory text.
The home town and Route 1 formed the rough starting area for the intended game world.
Save files began storing the player, party, world position, progression, and other run data.
A reworked testing world, new route, encounter tables, arenas, and the first 74 monsters entered the build.
More than 60 moves, major status conditions, implemented abilities, and skill-based trainer AI arrived together.
Online save sync, leaderboards, and an in-world computer established the connected systems.
The full code-based trade flow added review, approval, transfer, recovery, and completion states.
The in-game field guide began tracking monsters seen and collected alongside their reference data.
Playdate achievement support arrived with 42 achievements and an in-game viewer.
Every interior space was redesigned alongside new world and interface art.
A new roguelike mode introduced rooms, floors, captures, events, bosses, and separate save files.
03 / LATEST BUILDS
Here’s what changed in the latest builds.
04 / FULL ARCHIVE
Everything before that is here if you want to dig through it.
Showing 97 earlier builds
Version 0.2.18
Version 0.2.17
Version 0.2.16
Version 0.2.14
Version 0.2.13
Version 0.2.12
Version 0.2.11
Version 0.2.10
Version 0.2.9
Version 0.2.8
Version 0.2.7: Hotfix
Version 0.2.6
Version 0.2.5
Version 0.2.4: Hotfix
Version 0.2.3
Version 0.2.2
Version 0.2.1: Hotfix
Version 0.1.11.7
Version 0.1.11.6
Version 0.1.11.5
Version 0.1.11.4
Version 0.1.11.3
Version 0.1.11.2
Version 0.1.11.1
Version 0.1.11
Version 0.1.10
Version 0.1.9
Version 0.1.8.1: Hotfix
Version 0.1.8
Version 0.1.7
Version 0.1.6
Version 0.1.5
Version 0.1.4: (Again)
Version 0.1.4: UPDATE 1
Version 0.1.3
Version 0.1.2
Version 0.1.0: Closed beta release
Version 0.0.73
Version 0.0.72
Version 0.0.71
Version 0.0.70
Version 0.0.69: (nice)
Version 0.0.68
Version 0.0.67
Version 0.0.66
Version 0.0.65
Version 0.0.64
Version 0.0.63
Version 0.0.62
Version 0.0.61
Version 0.0.60
Version 0.0.59
Version 0.0.58
Version 0.0.57
Version 0.0.56
Version 0.0.55
Version 0.0.54
Version 0.0.53
Version 0.0.52
Version 0.0.51
Version 0.0.50
Version 0.0.49
Version 0.0.48
Version 0.0.47
Version 0.0.46
Version 0.0.45
Version 0.0.44
Version 0.0.43
Version 0.0.42
Version 0.0.41
Version 0.0.40
Version 0.0.39
Version 0.0.38: UPDATE 2
Version 0.0.38: UPDATE 1
Version 0.0.37
Version 0.0.36
Version 0.0.35
Version 0.0.34
Version 0.0.33
Version 0.0.32
Version 0.0.31
Version 0.0.30
Version 0.0.29
Version 0.0.28: UPDATE 2
Version 0.0.28: UPDATE 1
Version 0.0.27
Version 0.0.26
Version 0.0.25
Version 0.0.24
Version 0.0.23
Version 0.0.22
Version 0.0.20
Version 0.0.19
Version 0.0.18
Version 0.0.17
Version 0.0.16
Version 0.0.15
05 / EARLY BUILDS
Some early builds, menus, animations, and concept art from before the game looked like it does now.
BATTLE PROTOTYPE
WORLD PROTOTYPE
CATCHING PROTOTYPE
MENU PROTOTYPE
ANIMATION TESTS
CONCEPT ART

06 / DEVLOGS
Longer posts about what we’re making and why.
Hello friends.
Hey friends, it's been a minute.
Howdy again folks. I thought I'd update a little sooner this time and try and do these monthly. Progress is chugging along on Asobimon, so let's look at what's new for September.
Howdy friends. Just wanted to share a few updates since my last update 2 months ago. Here's everything new in the game!
The holographic effects doesn't show super well in video for some reason. These were made by printing onto holographic sticker paper and applying to both sides of a totally not similar monster catcher card game. Anyways, this was a quick weekend project and a nice break from development!
Trailer: https://www.youtube.com/watch?v=8Dx2_Plv9hM&t=5s
07 / KEEP EXPLORING