Create Your Own Fakemon Game
"Fakemon" -- fan-designed original monsters -- have been a creative outlet for the Pokemon community for decades. DeviantArt, Reddit, and dedicated forums are filled with thousands of brilliantly designed creatures that will never appear in an official game.
OpenMon turns those designs into playable, shippable games. Design your monsters, build your world, and release commercially on every platform -- no IP conflicts, no legal concerns, no limitations.
What You Need (and What OpenMon Provides)
| You Provide | OpenMon Provides |
|---|---|
| Monster designs and art | Monster data system (species, stats, types, abilities, forms) |
| World design and maps | Grid-based overworld with encounters, NPCs, events |
| Story and dialog | CommandGraph visual scripting for events and cutscenes |
| Music and sound effects | Audio management with BGM, SFX, and crossfading |
| Game balance decisions | Battle system with configurable damage formulas |
| Marketing and launch | Cross-platform builds (PC, mobile, web, consoles) |
Step 1: Design Your Monsters
Before touching the engine, design your creature roster on paper (or digitally). Good Fakemon design starts with these decisions:
Type System
OpenMon ships with the standard 18-type chart, but you can customize it completely:
- Keep the standard 18 -- players already understand Fire/Water/Grass relationships
- Add new types -- Sound, Cosmic, Digital, Light/Dark split
- Reduce types -- some games use 8-12 types for simplicity
- Custom interactions -- modify the effectiveness chart in the Type Chart Editor
Starter Trio
Your starters define your game's identity. Design three monsters that:
- Represent your type triangle (traditionally Fire/Water/Grass, but you can innovate)
- Have three-stage evolution lines
- Appeal to different player aesthetics
- Are balanced against each other
Regional Variety
Plan your roster around your game's regions and biomes:
| Biome | Example Types | Role |
|---|---|---|
| Starting town | Normal, Bug | Early encounters, learning battles |
| Forest | Grass, Bug, Flying | First type diversity |
| Caves | Rock, Ground, Dark | Physical attackers |
| Water routes | Water, Ice | Surfing encounters |
| Mountain | Fighting, Steel, Dragon | Late-game challenges |
| Endgame | Psychic, Ghost, Fairy | Rare and powerful |
A solid roster for a full game is 100-200 original monsters. For a smaller project or demo, 40-60 is workable.
Step 2: Create Monster Data in OpenMon
Each monster in OpenMon is a MonsterSpecies ScriptableObject. Create one through the editor:
- Go to MCE > Database > Create Monster Species
- Fill in the species data:
Name: Flambit
DexNumber: 001
Types: [Fire]
BaseStats:
HP: 45
Attack: 60
Defense: 40
SpAttack: 70
SpDefense: 50
Speed: 65
GrowthRate: MediumSlow
CatchRate: 45
BaseExperience: 64
EggGroups: [Field, Monster]
HatchCycles: 20
Abilities: [Blaze]
HiddenAbility: FlameBody
GenderRatio: 87.5 # percent male
- Assign sprites (front, back, icon, shiny variants)
- Define the learn set (moves learned by level, TM, egg move, tutor)
- Set up evolution chains
Using the Art Studio
Do not have sprites yet? OpenMon's Art Studio uses AI-assisted generation to create monster sprites from descriptions:
- Go to MCE > Tools > Art Studio
- Describe your monster: "Small fox-like creature with flame-tipped ears and a curled fire tail, pixel art style, 96x96"
- Generate variants and pick your favorite
- Art Studio creates front, back, and icon sprites automatically
This is perfect for prototyping. Replace with hand-drawn art when you are ready.
Step 3: Build Your World
Map Creation
OpenMon uses Unity scenes with a GridController component for tile-based movement:
- Create a new Unity Scene
- Add a GridController (sets up the tile grid)
- Paint tiles using the Visual Map Editor (MCE > Tools > Map Editor)
- Place collision, encounter zones, warps, and NPC spawn points
Encounter Tables
Configure which monsters appear where:
- Select an encounter zone tile
- Open the Encounter Table inspector
- Add species with rarity percentages:
| Monster | Rarity | Levels |
|---|---|---|
| Flambit | 30% | 3-5 |
| Leafpup | 30% | 3-5 |
| Rocklet | 20% | 4-6 |
| Sparkit | 15% | 3-5 |
| Shimmer | 5% | 5-7 |
- Set encounter conditions (time of day, weather, terrain type)
NPCs and Events
Use CommandGraph to create NPC behavior without code:
- Dialog nodes -- multi-line conversations with player choices
- Condition nodes -- check badges, items, variables, roster state
- Action nodes -- give items, heal party, set variables, warp player
- Battle nodes -- trigger trainer battles with configured teams
- Quest nodes -- start, progress, and complete quests
Step 4: Balance Your Game
Difficulty Curve
Plan your game's progression:
| Phase | Player Level | Wild Levels | Gym/Boss Level | New Mechanics |
|---|---|---|---|---|
| Early game | 1-15 | 2-12 | 14 | Basic battles, type matchups |
| Mid game | 15-35 | 12-30 | 32 | Status moves, abilities, items |
| Late game | 35-50 | 30-45 | 48 | Double battles, weather, terrain |
| Post-game | 50-100 | 50-80 | 70-100 | Competitive, breeding, shinies |
Battle Balance
OpenMon uses Gen V+ damage formulas by default, which are well-balanced. Key tuning points:
- Base stat totals -- starters typically total 525 at final evolution, legendaries 600-680
- Move power distribution -- early moves 40-60 power, late moves 80-120
- Type chart -- if you add custom types, test every interaction in the Type Chart Editor
Step 5: Polish and Ship
Localization
Going global? OpenMon's localization system supports runtime language switching:
- Export your text to localization files
- Translate monster names, descriptions, dialog, and UI strings
- Players select their language in settings
Platform Builds
From one Unity project, build for:
- Steam (Windows, macOS, Linux)
- Mobile (iOS App Store, Google Play)
- Web (WebGL, playable in browser)
- Consoles (Switch, PS5, Xbox -- requires dev kits)
Monetization Options
Your game, your business model:
| Model | Implementation |
|---|---|
| Premium ($10-30) | Traditional one-time purchase on Steam/stores |
| Free-to-play | Cosmetic shop, battle passes (Online tier) |
| Early Access | Release on Steam EA, iterate with community feedback |
| Patreon/Kickstarter | Fund development with community support |
Legal Considerations
When creating a Fakemon game for commercial release:
- Original monster designs -- do not trace or closely copy existing Pokemon. Inspired by is fine; derivative of is not.
- Original names -- "Flambit" is fine; "Charizard" is not. Even move names that are too close to Pokemon-specific moves should be changed.
- Mechanics are not copyrightable -- turn-based battles, type effectiveness, and capture mechanics are game mechanics, not IP. You can use them freely.
- Your art, your copyright -- sprites and art you create (or commission) belong to you.
- Music licensing -- ensure you have rights to all audio in your game.
OpenMon's engine code is commercially licensed. Your game content built on top of it is entirely yours.
Inspiration from the Community
These independent games started as Fakemon projects and became commercial successes:
- Coromon -- retro pixel art, 120+ original creatures, multi-platform
- Nexomon -- mobile-first, humorous tone, 300+ monsters
- Cassette Beasts -- cassette tape theme with fusion mechanic
- Monster Crown -- crossbreeding system, dark tone, open world
- Disc Creatures -- Game Boy aesthetic, 200+ creatures
Your Fakemon game could be next. The genre is thriving and players are actively looking for new experiences beyond the mainline Pokemon games.