
难题
从零开始做一款宝可梦风格游戏,难度巨大。
战斗系统、属性克制、能力值公式、野生遇敌、进化逻辑、界面、存档系统——这些都是你写游戏之前就要花好几个月的工程量。
解决方案
OpenMon 将这一切开箱即用。
将 OpenMon 加入 Unity,框架即刻就绪。设计你的世界,创造你的怪兽,书写你的故事 — 然后发布一款完全属于你的商业游戏。
你需要的一切
一个框架,完全控制创作。
完整战斗引擎
回合制战斗、属性克制、能力值公式、招式、特性、状态异常 — 全部内置,随意定制。
完整游戏系统
野生遇敌、训练师对战、进化、道具、图鉴系统、存档功能和大世界地图 — 全部包含。
商业发布就绪
专为原创 IP 从零设计。创作你的素材,拥有你的游戏,在 Steam、Unity、Epic 发布 — 没有任何限制。
Unity 驱动
充分利用 Unity 引擎、资源管线和跨平台部署。专业级工具,由开发者为开发者打造。
如何使用
从创意到发布,只需三步。
设置
将 OpenMon 加入 Unity 项目。战斗、遇敌、进化、UI 等全套功能开箱即用。
构建世界
使用 OpenMon 的数据驱动工具设计怪兽、地图、招式和剧情。无需引擎编程。
发布
你的游戏,你的素材,你的 IP。在 Steam、Unity Asset Store 或 Epic Games Store 发布 — 零限制。
演示
实际效果展示
在 Unity 中运行的完整框架概览。
额外功能
已经有 Pokémon Essentials 项目?
OpenMon 直接导入 PE 项目。地图、事件、机制、属性、等级自动转换 — 无需手动移植。替换为原创素材,即可商业发布。
你的世界
原创怪兽。
零版权风险。
设计你自己的怪兽阵容 — 受当前类型启发,完全属于你。OpenMon 处理战斗机制、属性系统和动画。你只需专注创作。

正面

侧面
原创怪兽示例 — 与任何现有 IP 无关
即将登陆各大平台
OpenMon 将在 Unity Asset Store 和 Epic Games 的 Fab 上线。我们正在申请 Epic MegaGrant,以将完整框架带到 Unreal Engine。
版本
五个版本。同一个引擎。
每个版本都包含完整框架。每次升级解锁的是真实能力,而不是许可条款。
- 完整框架:战斗、属性、怪物、网格世界、存档
- 可视化脚本(运行时 + 编辑器)
- 最多 30 只怪物
- 特别演示:30 个物种、10 个招式
- 去掉 OpenMon 启动画面
- 游戏内无水印
- 联机与多人(Nakama)
- Pokémon Essentials 导入器
- 完整 C# 源码
- 私有 git 仓库访问
- 持续更新,直接来自 main
- 发布前的实验性功能
- 卡带导入器(HGSS、FireRed、B/W)
- 完整框架:战斗、属性、怪物、网格世界、存档
- 可视化脚本(运行时 + 编辑器)
- 怪物数量不限
- 使用原创生物的演示项目
- 去掉 OpenMon 启动画面
- 游戏内无水印
- 联机与多人(Nakama)
- Pokémon Essentials 导入器
- 完整 C# 源码
- 私有 git 仓库访问
- 持续更新,直接来自 main
- 发布前的实验性功能
- 卡带导入器(HGSS、FireRed、B/W)
通过发布门槛后开售。
- 完整框架:战斗、属性、怪物、网格世界、存档
- 可视化脚本(运行时 + 编辑器)
- 怪物数量不限
- 使用原创生物的演示项目
- 去掉 OpenMon 启动画面
- 游戏内无水印
- 联机与多人(Nakama)
- Pokémon Essentials 导入器
- 完整 C# 源码
- 私有 git 仓库访问
- 持续更新,直接来自 main
- 发布前的实验性功能
- 卡带导入器(HGSS、FireRed、B/W)
累计 25 条评价、平均 4.2 后涨至 $499。
- 完整框架:战斗、属性、怪物、网格世界、存档
- 可视化脚本(运行时 + 编辑器)
- 怪物数量不限
- 使用原创生物的演示项目
- 去掉 OpenMon 启动画面
- 游戏内无水印
- 联机与多人(Nakama)
- Pokémon Essentials 导入器
- 完整 C# 源码
- 私有 git 仓库访问
- 持续更新,直接来自 main
- 发布前的实验性功能
- 卡带导入器(HGSS、FireRed、B/W)
- 完整框架:战斗、属性、怪物、网格世界、存档
- 可视化脚本(运行时 + 编辑器)
- 怪物数量不限
- 使用原创生物的演示项目
- 去掉 OpenMon 启动画面
- 游戏内无水印
- 联机与多人(Nakama)
- Pokémon Essentials 导入器
- 完整 C# 源码
- 私有 git 仓库访问
- 持续更新,直接来自 main
- 发布前的实验性功能
- 卡带导入器(HGSS、FireRed、B/W)
| 功能 | Starter免费 | Indie$99 | Pro$199 | Source$399 | Studio$599 + $199/yr |
|---|---|---|---|---|---|
| 完整框架:战斗、属性、怪物、网格世界、存档 | ✓ | ✓ | ✓ | ✓ | ✓ |
| 可视化脚本(运行时 + 编辑器) | ✓ | ✓ | ✓ | ✓ | ✓ |
| 怪物数量不限 | 30 | ✓ | ✓ | ✓ | ✓ |
| 使用原创生物的演示项目 | 30 / 10 | ✓ | ✓ | ✓ | ✓ |
| 去掉 OpenMon 启动画面 | ✗ | ✓ | ✓ | ✓ | ✓ |
| 游戏内无水印 | ✗ | ✓ | ✓ | ✓ | ✓ |
| 联机与多人(Nakama) | ✗ | ✗ | ✓ | ✓ | ✓ |
| Pokémon Essentials 导入器 | ✗ | ✓ | ✓ | ✓ | ✓ |
| 完整 C# 源码 | ✗ | ✗ | ✗ | ✓ | ✓ |
| 私有 git 仓库访问 | ✗ | ✗ | ✗ | ✗ | ✓ |
| 持续更新,直接来自 main | ✗ | ✗ | ✗ | ✗ | ✓ |
| 发布前的实验性功能 | ✗ | ✗ | ✗ | ✗ | ✓ |
| 卡带导入器(HGSS、FireRed、B/W) | ✗ | ✗ | ✗ | ✗ | ✓ |
从任意版本开始。之后补差价即可升级。
任何版本都可以销售你的游戏,无需分成。演示项目仅包含原创生物。Yakuza.sh 订阅者的套餐中已包含一个版本 — 详见 yakuza.sh。
获取抢先体验
第一时间了解 OpenMon 的发布动态。不发垃圾邮件 — 只推送重要消息。
Frequently Asked Questions
Everything you need to know about building monster-catching games with OpenMon.
Can I use OpenMon to make a monster-catching game?
Absolutely. OpenMon is a complete monster capture engine built for Unity that gives you everything needed to create a game in the style of classic creature-catching RPGs. It ships with a fully featured turn-based battle system, 668+ moves, type matchups, stat formulas, wild encounters, evolution logic, a save system, and grid-based overworld navigation. Whether you want to build a single-player adventure or a full monster-catching MMO, OpenMon provides the framework so you can focus on your creative vision instead of re-engineering core systems from scratch.
How does OpenMon compare to Pokemon Essentials?
Pokemon Essentials is a popular RPG Maker XP toolkit, but it ties your project to Ruby scripting, 2D-only rendering, and copyrighted assets that prevent commercial release. OpenMon is the leading Pokemon Essentials alternative built on Unity 6, giving you access to modern 2D and 3D rendering, C# scripting, cross-platform deployment, and a professional asset pipeline. OpenMon even includes an importer that can convert your existing Pokemon Essentials project directly into the Unity framework, preserving your maps, events, stats, and mechanics. If you have ever searched for a way to take your fan game to the next level, OpenMon is that bridge.
Can I publish my game commercially with OpenMon?
Yes, that is precisely what OpenMon was designed for. Unlike fan game tools that rely on copyrighted IP, OpenMon is built for original IP from the ground up. You design your own monsters, your own world, and your own story. The game you ship is entirely yours. Publish on Steam, the Epic Games Store, console marketplaces, mobile stores, or anywhere else Unity deploys to. There are no royalties, no revenue shares, and no restrictions on commercial distribution. If you want to sell a monster-catching game legally, OpenMon is the framework that makes it possible.
Does OpenMon work with Unreal Engine?
OpenMon is currently built for Unity 6 (URP), which is the most widely used game engine in the indie space. However, we are actively applying for an Epic MegaGrant to fund a full Unreal Engine port. If you are searching for a monster-catching game engine for Unreal, join our waitlist to be notified when the UE5 version launches. In the meantime, Unity gives you access to every major platform including PC, console, mobile, and web.
What is the difference between OpenMon and RPG Maker?
RPG Maker is a general-purpose 2D RPG tool that requires extensive scripting and plugins to support creature-catching mechanics. OpenMon is purpose-built for the monster-catching genre, running on Unity with professional-grade tools. You get a complete turn-based battle system, monster roster management, a grid-based tile engine, evolution chains, abilities, type matchups, a trainer AI system, and a visual scripting tool for NPC behavior, all out of the box. If RPG Maker is a blank canvas, OpenMon is a fully assembled monster game framework where you design the content and ship a polished product.
Can I import my Pokemon Essentials project into Unity?
Yes. OpenMon includes a dedicated Pokemon Essentials importer that reads PE v20, v21, and v21.1 project files and converts them into Unity-native data. Your maps, events, trainer configurations, wild encounter tables, move definitions, and stat structures all transfer automatically. Once imported, you swap in original monster designs and assets to replace any copyrighted material, and your project is ready for commercial release. This is the fastest path from a Pokemon Essentials fan game to a fully original, publishable title on Unity.
Does OpenMon support multiplayer or MMO?
Yes. OpenMon includes an optional online layer powered by Nakama, an open-source multiplayer server. This gives you real-time world synchronization, player-vs-player battles, social features, a virtual economy, live ops, and persistent cloud saves. If you have ever dreamed of building your own monster-catching MMO or a multiplayer experience similar to PokeMMO, OpenMon provides the complete networking infrastructure so you can focus on game design instead of server engineering. The online module is fully optional, so single-player-only games work with zero networking overhead.
Is OpenMon open source?
OpenMon will offer options including full source access, so you can extend, modify, or learn from the engine internals. The documentation at openmon.io/docs Editions is freely available and covers the full architecture, API reference, guides for creating monsters, building worlds, and configuring battles. OpenMon will be distributed through the Unity Asset Store and Fab by Epic Games. Join the waitlist to be notified when it launches.
Can I convert my Pokemon Essentials fan game to sell on Steam?
Yes. OpenMon includes a one-click importer for Pokemon Essentials v20, v21, and v21.1 projects. It converts your maps, events, trainers, encounters, moves, and stats into Unity-native data automatically. Once imported, you replace the copyrighted Pokemon assets with your own original monster designs, art, and names. The result is a fully original game that you own and can sell commercially on Steam, the Epic Games Store, consoles, or mobile. Developers behind projects like Pokemon Reborn, Insurgence, Infinite Fusion, and Unbreakable Ties face the same problem — years of work with no path to market. OpenMon is that path.
Is OpenMon better than making a game in RPG Maker?
RPG Maker is a general-purpose 2D RPG tool that requires extensive scripting and community plugins for any monster-catching mechanics. OpenMon is purpose-built for the monster-catching genre, running on Unity 6 with professional-grade tools. You get a complete turn-based battle system with 668+ moves, type matchups, stat formulas, abilities, evolution chains, a grid-based tile engine, visual scripting for NPC events, and an optional online multiplayer layer — all out of the box. RPG Maker also limits you to Windows-only distribution, while Unity deploys to PC, Mac, Linux, mobile, web, and consoles. If you are building a monster-catching game specifically, OpenMon saves you 12-18 months of engineering.
What monster-catching games have been funded on Kickstarter?
The monster-catching genre is thriving on Kickstarter. Elestrals Awakened raised $1.4M in 2025, making it the most-funded monster catcher of the year. Monsterpatch, a cozy monster collector, hit 1,500% of its funding goal. Tomo: Endless Blue brought open-world voxel exploration to the genre and found its audience immediately. On the commercial side, Temtem built a $500M+ franchise, Palworld earned $400M+ in 2024, Coromon succeeded as a small indie on Steam, and Cassette Beasts was critically acclaimed. OpenMon gives you the same production-grade foundation these games were built on — battle systems, monster databases, grid worlds, save systems, and multiplayer — ready to use on day one.