Fangame Review: Pokémon Alabaster

Welcome to a new feature on this blog: the Fangame Review. I will examine a Fangame or Fangame project in detail, sharing my thoughts and impressions upon playing the game. I will highlight the things that I think the project did well on, and also give some suggestions on how I think the game might be improved or expanded upon in the future.

Today, we will be looking at the fangame Pokémon Alabaster.


Game Thread on Relic Castle

Alabaster arrived without much fanfare late this past December. Its creator, Alababal, has been working on it since 2014. It is quite a substantial game, with 3 Gyms and an estimated 12-15 hours of gameplay. It takes place in the Nyejo region, an all-new region in the Pokemon world. It does not have Fakemon in it; rather, all 721 Pokemon are planned to be included in the final release. As someone who is always on the watch for promising new game projects, this one caught me off-guard by coming from seemingly out of nowhere with a significantly sized game release.

Its unpretentious exterior conceals a surprisingly well-made game, with a degree of polish the likes of which one seldom sees in fangames. It boasts a unique and original story, full of intrigue and plenty of twists and mysteries that I’m still left wondering about. The writing in this game is very strong, clear and even funny sometimes. Without spoilers, the plot is definitely a lot darker than your average Pokémon game, although the specifics of what happened are only revealed as you progress farther into the story. While it features several “Teams” — the ones I’ve seen so far are Team Tectonic and Team Celestial — their motives appear to be unclear and their morals ambiguous. (Well, Team Celestial anyway, Team Tectonic are a bunch of thugs.) What I think is remarkable about the story is the way it slowly builds around you as you discover more and more about the region and the world. With some pretty intense action sequences and climactic battles already, I can only imagine what lies in store for the future. I’m looking forward to finding out!


The game’s eventing is what allows the story to really shine through: the level of attention paid to small details, like minor NPCs or signposts, serves to immerse the player in the world of the game. I often found myself losing track of time as I played, because I was so curious about what I was going to discover next. It’s clear that the creator has put a lot of careful thought and attention into each area of the game, especially the Academy where your journey begins. There are also some truly ingenious puzzles that require the player to think creatively in order to figure out a solution.

It is also quite tough, along the lines of Pokémon Reborn, Rejuvenation, and similar Fangames. Scarce resources and an unconventional selection of starter Pokémon make the game feel sometimes punishingly difficult. But all battles can be won with some determination, and in my experience all that extra challenge simply adds to the feeling of accomplishment you get when you do win. For a veteran Pokémon player, a truly difficult Pokémon RPG can feel like a breath of fresh air since the Canon Pokémon games have gotten easier in the most recent installments. Though, those averse to doing grinding should keep in mind that I found it necessary at several points throughout the game, mostly before a Gym battle. The EXP system (scaling like in Pokemon Black and White) results in a much slower growth curve than I’m used to. Oftentimes, however, it instead encouraged me to think outside of the box and use more nuanced strategies than simple brute force. The game really inspires you to think creatively in order to win.

There are also Level Caps in the game — a controversial design choice — although I seldom if ever actually hit them in my adventuring. (I think I came close just before graduating from Nyejo Academy, but that was it.)

Also worth mentioning is the game’s original soundtrack, composed by the creator Alababal himself and absolutely one of the best parts of the game experience. It fits in perfectly with the 4th gen style, and there are some seriously catchy melodies (I found myself humming the Academy and Battle themes for hours afterwards).

Let’s move on to the Pokémon. It might seem a little strange for me to be reviewing a non-Fakemon game on this blog that is about Fakemon. But I’m willing to set aside my preferences in this case, because the way Pokémon are included in this game is simply wonderful. They really feel like a part of the world, factoring heavily into the story, your characters’ motivations, the setting, etc. I’m always thrilled when I see Pokémon in the overworld; little details such as that are what really immerse you in the game’s world. To my knowledge, the obtainable starters are: Beldum, Togepi, and Larvesta. Any game that lets me start with a cute fire bug is a great game in my book.


Let me see if I can sum up my thoughts on Alabaster into a quick bulleted list:


  • Interesting story that still feels like it’s grounded in the Pokémon world
  • Excellent Maps
  • Catchy Original Soundtrack
  • Challenging gameplay that rewards strategic thinking and patience


  • Requires some grinding
  • In-Battle graphics are “meh”
  • It’s sometimes not clear where the player should go next
  • Still some bugs to iron out (to be expected, it’s only a beta)


In Summary

Pokémon Alabaster is an exceptionally well-done fangame, which is worthy of recognition and more appreciation. Its creator, Alababal, has approached the Pokemon game format with imagination and ambition, and has managed to create something wonderful because of it. Although the slow pace and high level of challenge might feel off-putting to some players at first, I encourage them to stick with it despite all that. It is a game that feels very satisfying to play, and absolutely worth giving it a try and sending the creator some love and appreciation for all of his hard work. So, thanks, Alababal, for sharing your game with us — it’s truly something special.

Download Pokémon Alabaster Here 

That’s it for the first Fangame Review. I plan to do more of these in the future for fangames that catch my interest, not necessarily the most well known ones. If you have any suggestions for games that you would like to see me review, feel free to leave them in the comments below although bear in mind I will pick them at my own discretion.

Okay, peace!

~ Oripoke


So You Want To Make a Pokémon Game

The year is 2015. You’re on Twitter, or YouTube, when suddenly you spot it: a brand-new Pokémon game that you’ve never heard of before! Curious, you look it up in order to find out more, and you discover that this is no ordinary game, it’s a fan made game that looks and feels just like a new Pokemon game, but is free to download and play! Wow, you think, I had no idea that you could do that! Now I want to make a Pokémon game, too!

(Screenshots from Pokémon Ethereal Gates, an upcoming fangame to be released August 20th.)

Woah there, bucko, not so fast. You might think it’s easy to make a Pokémon game, but like any game project, it takes lots of time, careful planning, and dedication before you’ll reach a product that’s at all finalized. It’s important to understand the scale of a project before you dive head-first into a super ambitious game project, or else you risk being overwhelmed and having to cancel it because you didn’t realize how much work it was going to be.

Fortunately, I’m here to guide you. This post will be a tutorial to getting started on making your first fangame — but it will include advice that will hopefully be useful to veteran game developers, too. So, without further ado, here is what you should do:

1. Brainstorm some ideas. Think of what you’ve always wanted to see in a Pokémon game. Don’t be afraid to think outside the box, either. You may be tempted to follow the classic formula of 8 gyms + evil team, but consider more possibilities: What about a more story-driven game? Or a survival based game? Or a game where you play as a Pokémon? It helps to envision what kind of game YOU would most want to play. Keep track of all your ideas somewhere — in a notebook or a word document. Writing it down helps. Also bounce some ideas off your friends and listen to what they have to say. Have fun with this part! Coming up with new ideas is the most exciting part of game making. Be careful not to grow too attached to any of them at this point, since you might end up changing them around or scrapping them later.

2. Familiarize yourself with the tools used to make a Pokémon game. Yes, before you even finalize the concept for your game, you should explore your options when it comes to creating a fangame. My personal preference, and the base for almost every (non-ROM Hack) game out there today, is Pokémon Essentials for RPGMaker XP. Pokémon Essentials is free to use (although RMXP itself costs between $5 and $20), and is essentially a heavily modified version of the RMXP engine that includes complete functionality of a Pokémon game, and is easy to use with little to no programming knowledge. By default it is modeled on the 3rd generation, but it’s relatively easy to modify to fit any generation style or even a custom style of your very own. The creators of Pokémon Essentials are constantly releasing new updates to it as well, and there is an active community creating and sharing resources. Honestly, it’s never been easier, so what are you waiting for?


To learn the ropes of Essentials, the base game itself is honestly the best tutorial; it comes with dozens of pre-made maps and events that demonstrate how to use its tools. Another really great resource is Atomic Reactor’s “How To Make a Pokémon Game” video tutorial series on YouTube:

3. Consider the scale of your project. For somebody just starting out, making a full-length classic Pokémon game with hours and hours of gameplay is a hugely ambitious project. If you also plan to add Fakemon to your game, that’s an even loftier goal because then you will need a full set of sprites, along with stats and movesets for every single one. If you’re not ready to handle all that responsibility yet then you should practice making a smaller game first. Remember, none of the time spent working on a project is wasted — even if you decide to scrap it in the end, you will have learned valuable skills that you can bring with you to your next game project. The more games you make, the better you will get at making them.

Pokemon Marigold, a new, non-linear fangame, playable now!

4. Don’t get obsessed with recruiting a team. If you have some friends who want to make the game with you, that’s great. But far too often, people start out with just the bare-bones outline of a game and immediately try to recruit people to make the game for them: mappers, spriters, scripters, composers, etc. You should be ready to take on responsibility for making your game yourself; This may mean learning how to map, write events, make sprites, etc. If you have no artistic talents whatsoever, you can find resources for your game on the internet, on websites like DeviantArt and The Spriter’s Resource where there are many graphics available for public use. If you are using somebody else’s work however, make sure to keep track of it and give credit to them somewhere — it’s just polite.

Also, if you do have a team of people working together on your game: Communication is key. Having a good team dynamic is critical to being productive. Use platforms such as Skype or Slack to keep everybody coordinated and up-to-date on game progress. It doesn’t have to be all professional, though, so feel free to joke around and have fun — you’re probably all Pokémon nerds, anyway.

Phoenix Rising, another upcoming fangame


5. Prioritize work on the actual game. What I mean by that is, it’s easy to get sidetracked by making promotional artwork, graphics, memes, etc., but none of these things are going to make your game get finished any faster. This also means to not spend time brainstorming the post-game when you haven’t even finished the first Gym yet. Focus on what needs to get done — even if it’s less glamorous than composing your Champion’s battle theme, it’s just as important!

6. Wait to publicize your game until you have a substantial amount already finished. Social media such as Twitter, Tumblr and YouTube can be fun, and a great way to garner feedback and generate hype about your project, but it can also serve as a distraction from what’s important, which is actually finishing the game. If you over-hype your game without having anything concrete finished, you risk embarrassing yourself further on down the line when your fans are counting on you and you don’t have anything to show for it. Once you have made something playable, trust that your hard work will speak for itself and generate interest on its own.

And lastly and most importantly…

7. Have fun!!!! Game making is a fun and exciting thing to do, plus it’s incredibly rewarding to create something for yourself and other people to enjoy. It’s not a job, so don’t take it too seriously — go out there and have a great time! Once you’ve started your game, and you’d like to share it and connect with other people in the fangame community, I recommend joining Relic Castle — currently the only web community that’s dedicated solely to Pokemon fangames. If you do, tell them Involuntary Twitch sent you!

That’s all for today. I know this blog post was text-heavy and not filled with pretty, pretty pictures like it usually is, but I thank you for reading it all the same! If you have any lingering questions, feel free to leave a comment or tweet them to me at @voluntarytwitch.

Until next time,

~ Oripoke

Pokemon Uranium 4.0 Released!

4.0 launch posterAt long last, the time has come! It’s been months of coming up with designs, making pixels, writing dialogues, and testing and re-testing and changing it up and testing again that we’ve finally reached a product which we’re proud to present to the public: POKEMON URANIUM 4.0.

I’ve talked about Uranium on this blog multiple times before, such as in this post, and it’s the platform for many of my fakemon designs such as Shrumputy & Krillvolver as well as Masking & Dramsama. Although the game isn’t finished yet, I’m quite proud of the state it’s in right now. With hours of content and over 100 all-new Fakemon designs, it’s unlike any other Pokemon fangame project out there.

Uranium has a team of 2 developers and a handful of beta testers, which is my excuse for why it’s been a year and a half since the last beta (v3.1, released May 2013). But then again, very few Pokemon fangames ever get that far to begin with.


Here’s what’s in v4.0:

  • 135 Pokemon (54 more than the last beta — mostly fakemon, some canon ‘mons with new evolutions)
  • 7 Gyms
  • Mega Evolution
  • Virtual Trainer (upload your team, battle an AI controlled version — there are ranked battles!)
  • GTS and Wonder Trade, so that you can catch ’em all!
  • Nuclear Type (a new type, weak to everything and strong against everything)

Here’s what’s not in 4.0:

  • Gym #8
  • The end of the plot
  • The Elite Championship
  • The legendaries
  • Insufficient Ninjas
  • Several planned sidequests
  • …honestly I can just keep adding to this game forever, I will never be satisfied.

126129 131

Since I’m going away for 4 months to study abroad — did I mention that? — and I’ll be doing a Social Media fast during that time, and since JV’s going on vacation starting tomorrow, Christmas Eve seemed like the perfect day to launch the beta. It’s our holiday gift to everybody.

My favorite comment so far? “I’m going to download this game onto my sister’s laptop, and tell her I paid money for it.”

I couldn’t ask for anything more than that. (Except for a prominent YouTuber to pick it up for a Let’s Play; here’s looking at you MunchingOrange! TheJwittz? Hello?)

From me to you, happy holidays! I hope you have a great time, whether you’re spending quality time with people you love, reveling in the joy of exchanging gifts, or spending hours alone in your room playing video games. 🙂

Here’s that download link again.

Much love,

~ Oripoke

Fakemon Designs: Masking & Dramsama

099 Masking100 Dramsama

Name: Masking & Dramsama
Type: Psychic, Psychic/Ghost
Classification: The Masquerade Pokemon
Ability: Illusion
Moves: Psyshock, Hypnosis, Dream Eater, Pain Split
Evolution: Masking -(lv.45)-> Dramsama

It is capable of disguising itself as anything it likes. Although it appears to be a bird Pokémon, this is just an illusion. No one has seen its true form.”

A sinister and vengeful Pokémon, it puts its foes into an eternal sleep and steals their souls to add to its tail.”

[Full stats, moveset & dex info on the Pokemon Uranium Wiki]

Time for a new update, and… it’s another psychic type fakemon. I know, this is the third one in a row. But not just any psychic types! These are some of my designs from Pokemon Uranium, and you might recognize Dramsama from my avatar here on WordPress. That’s not arbitrary — these 2, and especially Dramsama, are my favorite fakemon I’ve ever made. In fact, part of my reason behind creating this blog was so that I could finally explain the convoluted inspiration behind this design and why I love it so much.

Masking & Dramsama Sprites

Before I get into the nitty-gritty details, though, I want to talk about Dramsama as a Battle Pokemon. Dramsama boosts a nearly unique type combination of Psychic/Ghost (only shared with the legendary Hoopa), and has a diverse kit full of moves designed to trip an opponent up, including Trick Room, Confuse Ray, Recover, and Skill Swap. It also learns Transform, for the lulz, and also because a Pokemon with base 135 HP using Transform is scary as heck. (Transform Dramsama would likely be banned in competitive play, but it’s in Uranium because we can.) Its stats are:

135 HP / 25 Atk / 90 Def / 105 Sp. Atk / 65 Sp. Def / 95 Speed

Its ability, Illusion, is the same as Zoroark’s, meaning that it can switch in disguised as another Pokemon and really mess with your head. It is the ultimate master of mind games. Fittingly, it is the signature Pokemon of the 6th Gym Leader in Pokemon Uranium, whose gym is in an opera house and who specializes in Pokemon that deceive and trick their opponents.

Rosalind, leader of Venisi City Gym

Did I mention that it also has a Mega Evolution???

Mega Dramsama

Woah, woah, you may be thinking. What makes this Pokemon so special that it deserves a ludicrously overpowered moveset, stats, and a Mega Evolution? Why is this fake different from all other fakes? And what in the world is it even supposed to be, anyway? Dear reader, read on…

The Design

masking dramsama transparent

Masking and Dramsama are based on a multitude of things, as my Fakemon generally are. They are based on birds, specifically quails and peacocks, but (as Masking’s dex entry says), they are also not really birds at all but weird, illusory, mysterious, slightly spooky things. (Their Egg Group is Amorphous, not Flying.)

A button quail, which is what they are not, but still relevant

They are also based on Venetian masks (and tragedy/comedy masks), fitting in with the dramatical theme of Venisi City and the gym leader.

Venetian Mask

But of course, all this is a ruse. Because what Masking & Dramsama really are is a massive, shameless reference (and a big spoiler) for the video game / visual novel Hatoful Boyfriend Holiday Star.

You’ve probably heard of Hatoful Boyfriend. “Isn’t that that dating sim where you date birds?” Yes. Yes, it is, and it’s unironically one of my favorite games I’ve ever played. What you probably haven’t heard is that it has a sequel, vaguely Christmas-themed. If you’ve never experienced either of the games, you’ll have difficulty believing what I’m about to tell you, because both games, which seem like mere light-hearted parodies at first, are actually incredibly dark. I’m talking about a story that involves murder, betrayal, war, and suicide. And yes, all the characters are birds.

Masking and Dramsama are based entirely on a character from the second game known as The King (Ousama in Japanese).

The King. Note the resemblance.

Be warned, as talking about this character necessitates spoiling practically the entire plot of Holiday Star. If you’d like to experience this game without any preconceptions — which I highly recommend — you can buy the game here and witness it all for yourself.

[Incidentally, you can now also get Hatoful Boyfriend HD Edition on Steam, for more lovey-dovey goodness. I digress.]

The plot of Holiday Star is as follows: The human protagonist (Hiyoko), her ghost bird boyfriend (Nageki) [it’s a long story] and all her other bird friends fall under a mysterious sleep and arrive, via train, at an enchanted fairy tale land known as the Holiday Star. There, they meet The King, a strange… bird-like… thing… who speaks in third person and sends them off on various tasks across the Holiday Star. But shortly into your quest, the protagonist starts noticing that there’s something… off about the King…


that’s not….. normal……..

Once the heroes complete their tasks, expecting the sun to rise and the dream to end, they find that they are trapped on the Holiday Star, and The King will not allow them to leave. Their real-life bodies are trapped in comas, unable to wake. They confront The King, demanding answers, and they learn the true story of the Holiday Star. The King was once a bird (a button quail, in fact) who was betrayed and killed by his closest friend. Unwilling to move on to the afterlife, he instead formed the Holiday Star, an illusory world which traps wayward souls in its false light. The King then absorbs those souls into his own consciousness.


The King is all, and all are The King.

Outraged that the heroes would defy him and bring conflict to the Holiday Star, The King shucks off his bird-like shape and assumes his true form: a nightmarish vortex of all the undead souls it has consumed.

Again, note the resemblance. Also: horrifying

Just when all hope seems lost for the heroes, a timely intervention from the rest of their friends allows Hiyoko and Nageki to escape its grasp and to destroy the source of The King’s power: a magic lantern that he uses to project all the illusions of the Holiday Star. Inside is the “true” king, the original lost soul. Nageki destroys it all setting fire to the magic lantern and willingly burning himself along with it. (Considering the fact that he originally died in a fire, this is twice as symbolic). Fortunately, Hiyoko pulls him out at the last minute, and all the birds, including the lost souls that were trapped by The King, are able to go free.

I can’t overstate how much of an emotional rollercoaster this visual novel is. Following the mostly light-hearted short stories before comes this incredibly dark and disturbing adventure (I just glossed over the backstory here; the real details are unpleasant to say the least) that had my heart pounding in my chest. It wasn’t too surprising though, considering the original game had a bonus storyline that was at least as complex and dramatic. On Steam, one of the genre categories for Hatoful Boyfriend is “Psychological Horror”. Here’s the thing: they aren’t kidding.

I hope this sheds some light on the inspiration behind this Fakemon design. Masking’s name comes from “Mask + King”, whereas Dramsama is “Drama + Ousama”. I will leave you with one other Fakemon, Dramsama’s natural enemy:

101101bName: Antarki
Type: Ghost/Fire
Classification: The Guide Star Pokemon
Ability: Illuminate
Dex: “The ghost of a Pokemon that died before its time. It guides lost souls to the afterlife by the light of its small star.”

It is based on a scorpion, after the constellation Antares, which factors heavily into Nageki’s backstory. 🙂

Catch Masking, Dramsama & Antarki in Pokemon Uranium 4.0, coming soon!

~ Oripoke

Pokémon Uranium


I suppose I shouldn’t get much further into this blog without talking about my own game, the one where practically all my fakemon designs go: Pokemon Uranium.


Here are some at-a-glance facts about Pokemon Uranium: it is not a ROM hack. It is a Pokemon styled game made using RPGMaker XP and Pokemon Essentials, a template that allows anyone, given enough time and dedication, to make their own Pokemon game with limited programming expertise required. It is designed to be played on PC, though you can get it to work on Macintosh too, apparently. You can download and play it right now, if you want to: the latest release is v3.1, which came out in May… of 2013. We haven’t had a new beta release in a long while, mostly because we planned to release the completed game… only it’s just kept on growing, and growing, with no end in sight.

Rest assured, the latest release has plenty of content: I estimate the total gameplay to be about 10~12 hours long. It contains 5 gyms, 3 optional sidequests, and 90 different species of Pokemon, a handful of them canon species (including Dunsparce, Corsola, and Mareep) but the vast majority are all-new. I’m quite proud of the version of Uranium that’s currently playable, but frankly it pales in comparison to the state the game is in now. I eagerly anticipate the day we are able to release our completed game, but unfortunately it’s just not quite ready yet, and won’t be any time soon.


Venisi city, one of my favorite areas in the game.

Uranium is made primarily by two people: myself, and JV who is responsible for coding the actual game, making the maps, scripting the cutscenes, putting together our original musical score, troubleshooting and fixing bugs, and basically everything else that’s important and essential for this game to work. Without JV, there would be no playable game at all. I could never have made it this far into realizing my forever dream of making my own Pokemon game without his eternal patience and support. You rule, JV.

As for my part, I do the designs & sprites for the fakemon (most of them — there’s a handful that were designed by other people). I also write the plot, and all of the in-game dialogue. I plan the movesets, although this is often a collaborative endeavor. But none of this would have any meaning if I didn’t have JV to put it all together into a playable, fun, and (mostly) bug-free package.

The fully-evolved starters: Metalynx, Archilles, and Electruxo

The fully-evolved starters: Metalynx, Archilles, and Electruxo.

I feel like I’ve summarized Uranium a million and one times, considering I built & maintain the official website, WikiTumblr page, Twitch channel and numerous other sub-sites and social media thingamajigs that I have trouble keeping track of them all. But here are some things that make Uranium special, in case you’re too lazy to read the Info page I spent so much time setting up for this exact purpose:

  • New region, Tandor
  • New fakemon, at least 100
  • New evolutions of canon Pokemon, including Corsola and Dunsparce
  • New Pokemon type, Nuclear

There are also new features that we have added since the last beta and will be in the next game release, which include:

  • GTS
  • Wonder Trade
  • Mystery Gift
  • Mega Evolutions
  • Nuzlocke Mode
  • Virtual Trainer Battle (upload your team and battle against CPU-controlled teams of other players. Compete for global ranking!)
  • Custom Pokemon Showdown server (not actually in game, but I consider it a feature)

In case you think this is complete bull crap, here are some screenshots to prove it’s real:


Nuzlocke mode settings


Virtual trainer card

fuji labs screen

Showdown server graciously provided to us by the kind folks at Fuji Labs — though I should note it’s not 100% working quite yet.

Most of this is, again, all JV’s doing whilst I sat around twiddling my thumbs and rearranging pixels on a screen. I have little doubt that when this project is done, it’s going to be a big freakin’ deal — well, I shouldn’t get ahead of myself. We’ve made it this far by working a little bit at a time. I’ve seen too many fangame projects get too big, too fast, and collapse under the weight of all their failed ideas. We have a solid base already, so it’s just a matter of making adjustments until it’s perfect. At this point, we will hardly settle for anything less.

My reasons for making this game are simple. It’s not for money (because Pokemon is copyright so, like, we can’t profit from it), or for glory (and honestly, I kind of dread the backlash that games like this inevitably receive). It’s simply about following the dream I’ve had ever since I was a little Twitch.

Some people want to become doctors, or astronauts. But, me? I just wanted to make my own Pokemon game. I wanted to make the kind of game I’d like to play. If other people can enjoy it too, then I consider that to be a success.


Moki town, where your journey begins.

I want to say more here that I haven’t said before, so let’s talk about how far we’ve come. JV and I have been working on Pokemon Uranium since 2008. For some real-life context, I was just starting high school at the time. Uranium wasn’t my first game project — I’d already gotten a lot of practice spriting and developing pretentious ideas about what it takes to make a Pokemon game from a previous project that never went anywhere, called Pokemon Amber, but that’s a story for another blog post. I knew what I had to do: I wanted to find someone who knew how to map and code, but were looking for someone who could sprite. It just so happened that JV was that exact person. We met on PokeCommunity and started talking (on MSN… those were the good ol’ days). Pretty soon we were able to put out a beta, which was a pretty big deal back then.

Only thing was… it looked like this:

3rd gen graphics with egregious cloud overlays everywhere because WHY NOT

The battle screens weren’t much better.

And my personal favorite…

dear god what IS that thing????

Part of the reason it’s taken 6 years to come this far is because Uranium underwent a total graphical overhaul, not just once but twice: in between betas 1 and 2 and then again between betas 2 and 3. If you can envision that, just picture the degree of improvement between betas 3 and 4, with “Beta” 4 intended to be the completed release of the game. We mean to keep most of the content from Beta 3 intact, though knowing me, I’ll still want to make some occasional tweaks along the way.

So, yeah, consider this a primer on the one thing I have dedicated more time to in my life than anything else, aside from maybe education. And being that I have worked on this game for a good quarter of my life, I have an infinite number of things to say about it, so expect me to return to this topic many, many times. Also, you are welcome to ask me questions. Lots and lots of questions! I love talking about this game.


If this has piqued your interest, and you’d like to learn more, you can click any of those links towards the top of the article, or this one, to go to our website which functions as a landing page with more info about the game and a link to download it as well as links to all our various sub-sites. I’d also like to note that we have a forum for discussion about the game, and if you would like to know what we are working on right now or to be a part of the creative process in any way you are welcome to join.

That’s all for today. Next time, I’ll most likely do some meta-analysis of Pokemon designs, or another fakemon feature. Until then, have a great day!

~ Oripoke