DEVELOPMENT NOTEBOOK / 001–104

Still
being built.

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.

Current closed beta build
0.3.5
Main game
Core systems in closed beta
Expedition
Closed beta
Online
Trading active in closed beta
Additional online features planned.
Platform
Playdate

01 / ROADMAP

What we’re
working on.

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

NOW

What we’re working on right now.

  • Mountain biomeExpedition / almost complete.
  • Floor 1 content passBuilding toward four biomes for a planned Floor 1 public beta.

NEXT

What we want to work on next.

  • Fourth Floor 1 biomeExpedition / one more biome after Mountain would bring the total to four.
  • FusionsMain game / system still to be built.
  • Monster & world artMain game / fill missing monster art and refresh environmental assets.
  • Battle content & balanceMain game / more moves, animations, and move and monster-stat balancing.
  • World level designMain game / the map exists; individual levels still need to be designed.
  • Memory optimizationMain game / optimize the build as content expands.

LATER

Things we want to get to later.

  • Expedition Floors 2–8Seven more floors are planned after Floor 1.
  • Complete ExpeditionFinish the art and combat balance after the required main-game systems are ready.
  • Online battlesMain game / planned online feature.

02 / MILESTONES

The big
updates.

These are the builds that had the biggest impact on the game.

  1. 01
    v0.0.15 ↘

    Battle foundations

    The early battle build established type matchups, moves, varied monster stats, and random wild encounters.

  2. 02
    v0.0.16 ↘

    Catching begins

    Catch calculations and the first catch attempt sequence entered the battle loop.

  3. 03
    v0.0.31 ↘

    Individual monsters

    Natures, Genetic Values, and Dedication Values made individual monsters distinct.

  4. 04
    v0.0.32 ↘

    Inspection view

    A dedicated inspection interface began exposing monster data and statistics.

  5. 05
    v0.0.53 ↘

    Trainer battles

    The first two trainer battles arrived with opponent parties, battle intros, and victory text.

  6. 06
    v0.0.57 ↘

    A world takes shape

    The home town and Route 1 formed the rough starting area for the intended game world.

  7. 07
    v0.0.71 ↘

    Persistent saves

    Save files began storing the player, party, world position, progression, and other run data.

  8. 08
    v0.0.73 ↘

    The Beta world

    A reworked testing world, new route, encounter tables, arenas, and the first 74 monsters entered the build.

  9. 09
    v0.1.11.6 ↘

    Battle systems expand

    More than 60 moves, major status conditions, implemented abilities, and skill-based trainer AI arrived together.

  10. 10
    v0.2.2 ↘

    Online services

    Online save sync, leaderboards, and an in-world computer established the connected systems.

  11. 11
    v0.2.3 ↘

    Online trading

    The full code-based trade flow added review, approval, transfer, recovery, and completion states.

  12. 12
    v0.2.5 ↘

    Asobipedia

    The in-game field guide began tracking monsters seen and collected alongside their reference data.

  13. 13
    v0.2.17 ↘

    Achievements

    Playdate achievement support arrived with 42 achievements and an in-game viewer.

  14. 14
    v0.2.19 ↘

    World redesign

    Every interior space was redesigned alongside new world and interface art.

  15. 15
    v0.3.0 ↘

    Expedition arrives

    A new roguelike mode introduced rooms, floors, captures, events, bosses, and separate save files.

03 / LATEST BUILDS

Recent
builds.

Here’s what changed in the latest builds.

04 / FULL ARCHIVE

Older
builds.

Everything before that is here if you want to dig through it.

Showing 97 earlier builds

05 / EARLY BUILDS

Where we
started.

Some early builds, menus, animations, and concept art from before the game looked like it does now.

BATTLE PROTOTYPE

Early battle

WORLD PROTOTYPE

Early overworld

CATCHING PROTOTYPE

Early catching

MENU PROTOTYPE

Early menu

ANIMATION TESTS

Early animations

CONCEPT ART

A page from the project’s early visual development

Early concept art

06 / DEVLOGS

More from
development.

Longer posts about what we’re making and why.

September Asobimon Updates →

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.

Asobimon Updates →

Howdy friends. Just wanted to share a few updates since my last update 2 months ago. Here's everything new in the game!

I made IRL Asobimon cards! →

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!

07 / KEEP EXPLORING

Keep
looking.