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Doki Monsters : Quest (Switch): all the updates (latest: Ver. ???)

On this page, you will find all there is to know about the various updates for Doki Monsters : Quest on Nintendo Switch.

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Doki Monsters : Quest – Ver. ???

  • Release date: September 15th 2026
  • Patch notes (highlights):

No patch notes available. This update brings the following to the game:

  • Three new game modes chosen when a save is created
  • Monster perma-death
  • A six-monster roster cap
  • A difficulty slider adding Normal and Hard
  • A completely rebuilt movement system with optional move prediction, which glides the player around corners instead of stopping them dead at every wall.
  • Battles were rebuilt alongside it. Monsters blink when they take damage, targets hold still while you aim at them, move animations no longer drift out of position in double battles, and the game remembers which opponent each monster attacked last turn – so a long double battle can be played almost entirely on one button.
  • Benched party monsters can now evolve mid-fight, several in a row, and any evolution can be cancelled.
  • Monster data readable straight from the PC box
  • A battle speed toggle that stays on
  • Eleven new outfits
  • A Japanese script rewritten from scratch.

  • Patch notes (from the PC version):

November 2025 Update

  • 日本語のスクリプトは最初から作り直しました。それに、HDフォントが使えるようになりました。
  • Fixed an issue with switching monsters that occurred when using the new “battle speed toggle” setting
  • Fixed an issue that (rarely) happened to some players, causing them to get stuck in Gad’riel’s Peak
  • Other light bug fixes not worth mentioning
December 18th 2025 Update
We also added these new game modes, which you can select on new save creation:
  • Monsters perma-death: Monsters die permanently when fainting in battle.
  • 6 Monsters cap: You can only have 6 monsters + 1 extra slot in your PC
  • Difficulty slider: Now, when creating a save you can choose between easy, normal, hard
Quick explanation on each of these new updates:
  • Perma-death: it’s as it sounds. But if the last monster you own dies, your save is toast, and your house will forever be haunted by crows… make sure to stock up on lots of monsters!
  • 6 Monsters cap: You can only have 6 monsters (technically 7). All monsters you retrieve WILL go into your PC, however, upon closing your PC, every monster in the X’d out slots will be deleted.
  • Difficulty slider: All Dokimon saves are currently based on “Easy”. Start a new save to give Normal or Hard a try! You’ll find that normal has more baseline level curves and smarter enemy Ai, while Hard is similar, but slightly more grindy, difficult, and… fun!
Along with these additions, we also added scale-able income (by badge count) to assist with the late game expensive items, as well as several other minor improvements that were asked for extensively from the community. Considering my current condition, the only of these I can remember now is that full odds “unique” palette monsters get a super special star, whereas morph toxic’d monsters get a separate star~

December 28th 2025 Update

– Added: 2 Bunny Girl Outfits for Purchase. Find them at your local casino!
– Added: All 9 Playable Character “Outfits”. Find them in the alt region in the post story!

January 24th 2026 Update

For this update, we added some minor improvements, to help with new, and returning players. One thing to mention is tooltips on the new difficulty settings to provide some clarity, some balancing adjustments, and other various improvements.

March 1st 2026 Update

  • Drastically improved the “Battle Toggle” menu option. It just stays on permanently now
  • Added in-battle Evolutions for non-battling monsters in your party
  • Added “leveled up!” messages for non-battling monsters in your party
  • Made “currently hovering” monster cursor more visible for Party Monsters menu screen
  • Drastically reduced input delay on character movement and instead added short collision to your follower
  • Removed some logs to now make unlocking “log removal” 100% completely optional (do it after beating the game if you want)
  • Nerfed some moves that people were complaining were too OP / made the game too easy
  • Removed a keyboard shortcut which mutes the game that people seemed to often accidentally press which resulted in them thinking the game’s sound was broken
  • Fixed some broken battle messages and NPC messages (or made clarifications to avoid confusion)
  • Made it so that “NO” is ALWAYS the default yes/no option (now even when fishing …)
  • Slightly improved the graphics or UIX of some menu’s
  • Fixed some typo’s in the English script

March 22nd 2026 Update

We fixed some minor issues that came with the last couple of updates, and applied some feedback we saw recently in the last update announcement thread, in the Discord, and in the Steam community hub, to improve the game for current and future players.

May 27th 2026 Update

Monster Evolutions Rework
The way monsters evolve has been completely reworked, to allow party monsters not currently battling to evolve right in the battles. Because it’s the full evolution sequence, you can even cancel their evolutions, for the people that want to have living dexes and the such.We don’t currently have a way to permanently prevent monsters from evolving, however, if you bind them with an item, they won’t evolve so… That’s one method!

Additionally, in the evolution rework, we added a queue, so you can evolve multiple monsters in a row. In the past, there was also a bug where sometimes the showing monster was incorrect. This has been fixed.

Piano BGM Fixes
Until now, the Piano BGM had some areas where the music would overlap with other songs. We have remedied this and have been unable to replicate previous issues after some hours of testing. That said, if anyone experiences it again, please let us know where (which cutscene, area, in or before/after a battle, etc).
Complete Options Menu Rework
The options menu has been more or less completely remade from scratch, ditching the old, confusing, clunky menu. We’ve also added a plethora of new options, including toggles for your partner collision, and adjuster for the movement delay that allows players to turn to face a direction without moving, and settings that let you disable stuff like permanent monster death or limited monster rosters, as we found some people enabled them on accident.
Movement Improvements
I’d like to re-iterate on this, because it’s important. Many people have complained about clunky movement, or a clunky partner collision. Whilst, these were added as, for some people, devices, and controllers, turning to face a direction (i.e. to face your partner) without actually taking a step in that direction could prove to be very difficult.
For those players, I recommend normal or slower movement delay, and/or having the partner block on. For players that want a speedy movement experience, try setting movement delay to Instant, or Fastest, and removing partner block.
New Save Icons for Difficulty Settings
This said, there has also been some new icons that have been added to your save files, so if you’re playing in hardmode, with monster deaths, or the limit to 6 monsters cap rule, this will be displayed on your save file as proof for bragging to your friends ;)
*If you’re playing in hardmode, because battle difficulty has been added as an in-game option, make sure you don’t dip into normal or easy mode, otherwise your hardmore difficulty icon will disappear forever!

June 29th 2026 Update

In this update, we made some slight improvements to general systems, including reworking the typechart page in the monster info screen, addressing some recent complaints, and also added the French language to the game!
Big Shoutout to Discord User “phey26” or “Phey” for translating the entire game for us!!

July 2nd 2026 Update

Minor bug fixes.

July 9th 2026 Update

The Main Thing: Movement Rework
Movement has been completely reworked to allow new inputs to push you towards that direction, even if you’re still holding the previous direction key. For example: holding right and moving right, and then, whilst still holding right key, holding up for 2-3 grid spaces, before letting go of up (and continuing right).
It’s a bit hard to explain but … you’ll find it’s probably more what you’re used to from other games if you jump in and give it a try! Along with the movement rework, we also added a new nifty little option …
Buttery Smooth Movement
Movement prediction has been added, which you can disable from the options menu if you don’t like it, which essentially lets you “glide” around corners instead of just running into them and coming to a halt. It can be a little weird in a couple of tighter areas, but adds for a less intrusive movement system for a majority of the experience.
An example of this feature in action would be: walking UP towards a house and running into the corner makes your character immediately move to the right (or left) to continue walking up, instead of stopping.
This feature is enabled by default but it can be disabled at any time from the options menu.
Other Improvements
  • Added cursor wrapping in some areas that was missing it (i.e. the options screens)
  • Fixed a bug that returned to 1st party mon when pressing BACK on a monster info screen
  • Added in several missing sound effects (language selector, party screen, and several others)
  • Greatly reduced the time the player stands still in between room transfers (entering/leaving homes)
  • Adjusted the battle speedup system slightly (including speeding up move animations to match battle speed)
  • Adjusted move animation and monster death timing so that death “animations” aren’t played before HP hits 0
  • Possibly fixed a minor graphical error when inside homes (white line on top/bottom screen)
  • Fixed an issue where some items/objects would be invisible at night time (Ai cutscene, eggs)
  • Fixed an issue where the meteorite collector (final town) needed to be talked to twice before getting your item
  • Fixed an issue that let you enter the alt region early (was tracking “seen” all monsters instead of caught…)
  • Fixed an issue that killed music when switching to Piano/8bit until you moved
  • Adjusted shop UI to account for greater space to remove run-off text
  • Fixed countless translation errors, mix-ups, or missing translations
  • Slightly improved the typechart screen in monster info
  • Fixed several typo’s and a few run over messages
  • Removed cliff sound effect when using vehicles
  • Fixed a couple items that had identical pricing

July 15th 2026 Update

Battle Moves and Movement Rework
So the way that Dokimon move whilst in battles has been touched up, most noticeable in double battles. For example, when selecting a move, the Dokimon you’re choosing a move for will now be still, to make it more obvious who you’re picking a move for.

Additionally, when hovering over a Dokimon (to pick who you will attack), that monster will be stilled too, and not moving, to make THAT more obvious as well.

We also reworked how the moves are positioned. Before, the moves animations could go mis-positioned after a Dokimon death, making it animate off-centered, or occasionally animating in the middle of two Dokimon, which was confusing, and could make it look like your move hit the wrong monster. This has been fixed, so even if you suddenly go from a 2v2 to a 2v1, there will be no move animation positioning issues any longer.

Visual Feedback
So the movement rework kind of goes hand in hand with the battle movement rework. Now, when damaging an enemy (or when you take damage), your monster will blink a few times. This further clarifies WHO is taking damage, WHO is dealing damage, and all-in-all provides for a much better battle experience.
Small Changes
One “small but kind of goes a long way” addition is enemy hover memory. Now, when double battling, your monsters will remember which slot they last attacked in. For example, if you first monster attacked the right spot and your second monster attacked the left spot, on the start of the next turn, these two choices will be remembered. This makes it so you can slug through the battles much easier. As long as no one dies, you can just spam A or Enter (whatever) to use the same move and attack the same opponents, only needing to adjust (potentially) when changes on the field happen (i.e. if you or your opponent suffers a monster defeat)

July 29th 2026 Update

We found a lot of localization issues so I went ahead and fixed all of them. The following languages have been tweaked or fixed:
  • Japanese, Spanish, Portuguese, French
Additionally, a small change was made that lets you talk to NPCs whilst holding a direction key. Before, you couldn’t chat with NPCs without first letting go of any and all directional inputs for moving your player around.
This change lets you cycle through an NPCs dialogue whilst doing so, removing the jarring inconvenience.

August 12th 2026 Update

Improved Move Prediction
The move prediction has been improved in a couple of ways. Firstly, in previous builds move predict could make you backtrack sometimes, which could be a little jarring in some instances. For example, if you were trying to go right and moved down into an obstacle, move prediction might make you go left instead of continuing to go right.

Move predict now remembers which direction you came from, and will continue moving in that direction when hitting a collision if possible. It’s a bit hard to put into words, but actually experiencing it might be better.

Lastly, the move predict in some areas might force you over a cliff/ledge if you ran into a collision tiles. Now, your player will just stop instead, so no accidental cliff-hops should occur from move predict anymore.

As an added bonus, we were also able to fix a small bug with cliff hops, so now, players will correctly draw their “walking” frame during a cliff hop, to simulate the look of hopping down the cliff/ledge.

Movepools Balance
Previously, moves had some issues where later moves were learned far outside of what most players leveled their monsters to. This ultimately reduced the usable movepools of many monsters in the game, as many players were completing the game before even unlocking every move a monster could learn.

While this hasn’t been completely resolved, as a proper fix would include completing reworking the levels of all monsters to bring late game levels up to 50s or 60s, we have reduced the levels of many moves, and re-arranged the movepools slightly to reduce this issue.

Players should be able to find the later moves in their favorite monsters movepools much more obtainable, and a more balanced, and consistent allocation of new moves whilst leveling up their party.


Doki Monsters : Quest – Ver. 1.0.1

  • Release date: ???
  • Patch notes:

No patch notes available


  • Additional notes: none
  • Source: game

How to download updates for Doki Monsters : Quest on Nintendo Switch?

To download the updates for Doki Monsters : Quest, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.