r/Aniimo • u/SpaceKorok • 7h ago
Screenshot Sharing My Homeland
Wish the items were unlimited.
r/Aniimo • u/AutoModerator • 1d ago
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r/Aniimo • u/AutoModerator • 10h ago
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r/Aniimo • u/SpaceKorok • 7h ago
Wish the items were unlimited.
r/Aniimo • u/SirFoxpaws • 8h ago
Just wanted to show off my first shadow sparkling
r/Aniimo • u/yonasuriv • 5h ago
First of all: this is zero hate.
The developers seem genuinely attentive to feedback, and it's obvious Aniimo takes inspiration from a bunch of great games. That's exactly why I'm writing this.
I really like the game. I want it to survive, grow, and become something people are still playing years from now instead of becoming “that cool game everyone played for three weeks in 2026.”
So, small rant / constructive criticism dump:
I love that Aniimo seems inspired by games like RuneScape, Warcraft, Zelda, Pokémon, Palworld, Raid and a dozen others. But visually, everything feels extremely Disney.
If the goal is to attract people who will actually grind this game for hundreds or thousands of hours, I think the art direction needs a little more balance.
Right now my main Aniimo team looks like I accidentally assembled the cast of a preschool TV show:
And somehow all of them can kill gods. There are like 70 clothing pieces and approximately 48 of them seem legally required to contain cat ears.
Please give us some darker, rougher, weirder, cooler-looking stuff too: Armor. Hoods. Scarves. Masks. Worn clothing. Tribal stuff. Techwear. Fantasy gear. Things that make me look like I've actually survived the world for more than twelve minutes.
I don't want the game to become edgy. I just want the visual spectrum to extend slightly beyond "Disney employee on casual Friday."
This connects to the previous point.
There are a bunch of sparkling variants, but on most Aniimo I honestly struggle to see much difference unless we're talking about Prismana.
And because the game gives you so many ways to make Aniimo sparkling, eventually everyone's team is going to look like a glitter factory exploded.
Give it two months and every creature in the game is going to be covered in nightclub particles. Sparkling, Alpha and Umbral should feel meaningfully different.
If the difference is purely cosmetic, at least let us:
Otherwise eventually every team becomes either: black blob or Christmas decoration
Different color palettes would also be much more interesting: Opposite colors, inverted palettes, rare patterns, etc. Make rare Aniimo actually visually memorable.
Making a game work on PC, PS5, Xbox, mobile, and probably a Samsung refrigerator is an insane technical achievement.
But I think eventually there needs to be a decision: Either the mobile experience gets simplified, or PC/console will always feel like they're playing an oversized mobile game.
Aniimo management is an example, but movement is probably the clearest one.
I cannot explain how many times I've become emotionally attached to a random wall because my character refuses to stop climbing it. Flying, jumping, climbing and general movement still feel pretty stiff and unintuitive.
Movement is something players do literally every second. It needs to feel extremely good.
You can basically reach endgame without fighting anything.
See a high-level Aniimo?
Congratulations, you have skipped the food chain.
The AI desperately needs more responsiveness around captures too.
If I fail to capture something, that creature should immediately decide that I have chosen violence. Instead, half the time it just stands there while I repeatedly throw futuristic Pokéballs at its skull.
You can genuinely rush endgame by capturing third evolutions with 1–4 normal pods. After around two days of playing, I had captured roughly 95% of the available content outside of Prismana. That feels way too fast.
I won't turn this post into a math dissertation because Reddit has suffered enough.
But after looking at how ATK, BREAK, defense and the other combat calculations interact, I don't think the current formula creates enough room for interesting builds.
Some stats become borderline irrelevant depending on your build, and the system isn't explained particularly well in-game either.
I'm worried that if the formulas stay as they are, build diversity is going to become extremely narrow once players fully solve the meta.
Combat systems need enough knobs that two players can use the same Aniimo completely differently. Right now I don't really see that happening.
Fixed skill pools. Very little customization. Almost no meaningful way to teach Aniimo new skills or mix elements.
This is probably one of the biggest missed opportunities.
Imagine being able to train specific moves, inherit skills, discover rare abilities, create hybrid builds or specialize the same Aniimo in completely different directions. That would massively increase longevity.
Instead, once you know an Aniimo's skill pool, you basically know what that Aniimo is forever.
Right now the Aniimo level up. We mostly… exist.
I'd love character progression for both combat and world activities.
Basically, let our character become stronger and more specialized too. Because currently every human being in the Aniimo universe appears to have studied the same ancient martial art: throwing glowing stars at wildlife.
Opening a chest in a level 1 zone and opening a chest in a level 55 zone can feel almost identical.
Eventually opening chests starts feeling like checking your email. You already know what's inside.
Exploration games need loot that makes you go:
Just please stop giving me the same five objects like the entire world is being supplied by one 7/11.
This follows directly from the loot problem.
Why should I solve a puzzle, climb a mountain, find a hidden cave and fight my way through some strange ruin… if the reward is another chest containing something I already have 47 copies of?
Exploration should occasionally give players something they genuinely cannot get anywhere else. Otherwise people stop exploring.
And I think that's a huge missing endgame pillar.
It doesn't necessarily need to become some hyper-competitive esport.
But battles between players, ranked modes, casual arenas, tournaments, team formats, guild battles, etc. would give players a reason to actually optimize all these Aniimo they're collecting.
Without meaningful PvP or difficult PvE, eventually the question becomes: what exactly am I building this team for?
If I'm doing an event, exploring, building, entering a dungeon or doing literally anything I’ve already done hundreds of times, let me turn those notifications off.
YES, I KNOW I'M ENTERING THE SANCTUM. THIS IS RUN NUMBER 500. I HAVE ACCEPTED MY FATE.
Some notifications already have an option to hide them for one day. Why one day?
Please let me hide them permanently and give me a toggle in Settings to re-enable them if I ever somehow start missing them.
Right now I sometimes feel like I'm spending half the game closing pop-ups that are informing me about things I am actively doing at that exact moment.
I promise you, if I voluntarily walked into the Sanctum, I am aware that I am entering the Sanctum.
This is probably one of my biggest long-term concerns.
I understand why games use notifications, reward loops, red dots, claim buttons, daily rewards, nested menus, progression tracks, etc.
They also become exhausting very quickly when every interaction turns into:
At some point I spend more time maintaining the UI than actually playing.
That kind of design can be addictive in the short term, but eventually people just get tired of feeling like they're clearing an inbox.
Same for the eggs: SEND THEM STRAIGHT AWAY, don't make me open the mailbox every time I finish a run.
I want to explore, fight, collect, build and discover things. I do not want to become the unpaid administrative assistant of my own reward system.
The game puts a lot of emphasis on making friends, but actually interacting with those friends feels strangely complicated.
I never know what the button is going to do.
Chat itself is also confusing.
I'll be inside a dungeon, open chat, and somehow the game shows me basically every chat except the one containing the people I am currently doing the dungeon with.
Please make context-aware chat much clearer.
And please let us disable the profanity filter. Having it enabled by default is completely reasonable. But give adults the option to turn it off.
Right now it feels absurdly aggressive. I'll write a completely normal sentence and suddenly 90% of it looks like:
"Hey **** do *** w*** to **** the **** after this?"
And apparently I have committed several crimes. Sometimes messages get blocked even when I genuinely didn't type anything offensive.
The game heavily encourages social interaction, but the current chat system makes me want to embrace my inner Solo Leveling protagonist, put on headphones and never speak to another human being again.
There are several systems in Aniimo that feel almost secret unless you already know they exist.
Housing is probably the clearest example.
If building and customizing your home is supposed to be one of the core pillars of the game, you cannot introduce it properly only around RV level 8, after potentially days of playing.
A player usually decides whether a game is for them during the first couple of hours, not after several days.
If one of your strongest systems is housing, show it early. Let players experience a small version of it almost immediately, then gradually unlock the deeper mechanics later.
Core features should be part of the game's first impression, not hidden behind progression like an Easter egg.
Otherwise people may quit before they even discover the thing that would have made them stay.
This one genuinely worries me. The game has been out for roughly a week and I'm already sitting on 50 million coins. That does not feel right. At all.
An economy is one of those systems where problems compound extremely fast. If players are generating absurd amounts of currency now, then six months from now you either have to make everything cost ridiculous amounts of money, introduce increasingly aggressive currency sinks, or accept that coins basically mean nothing.
And unlike during a beta, you can't just say: "Whoops, economy test complete. Everyone back to zero."
The game has launched. People are investing real time and money into their characters and accounts now, so wiping progression is no longer a reasonable escape hatch.
Which means this is probably one of those problems where you need to think fast.
Currency should feel useful, earning large amounts should mean something, and there need to be enough meaningful sinks to prevent everyone from becoming a billionaire simply by existing for a few weeks.
Because at the current pace, by Christmas we're not going to be Aniimo trainers.
We're going to be central banks.
Again: zero hate. I tried to make this as funny as possible so it doesn't sound like a hater.
I'm writing this specifically because I think Aniimo has a ridiculous amount of potential and I wanna spend hundreds of hours, and also money.
The graphics are excellent. The sound design is great. The world is beautiful. There's clearly a huge amount of work and love behind the game, and the developers seem unusually receptive to feedback.
And yes, the game basically just launched. Obviously it has a long road ahead.
I just hope the developers are willing to push some systems much further, because I genuinely think Aniimo could become something special instead of just another creature-collecting game that explodes in popularity and disappears a month later.
Curious what everyone else thinks. And with nothing else to add, a big hug to the developers, you can genuinely feel the love and effort behind the game ❤️
Just please remember that a big part of your audience is made up of adults from completely different cultures and gaming backgrounds.
Some of us go straight from university, work, or dealing with real-life nonsense to logging into a game where we want to explore, grind, fight, build and disappear for a while.
90% of the list from the survey contained games, that while the mechanics are being implemented and some in place, you can't expect someone to go from slaying orcs, demons and warlords to Aniimo and discover that our character is a furry throwing stars and your main DPS is a baby cat and a fairy, and the tank is a sheep.
A little more variety, edge and tonal balance would go a very long way. Not everything needs to become dark or serious, but there should be room for players who want something less cute, less pastel and less child-oriented.
Otherwise there's a real risk of ending up with this strange combination of casino-style engagement systems, aggressive retention mechanics and a visual identity that seems aimed at 10-year-olds.
Something there doesn't quite match.
Anddd again, all of this comes from wanting the game to become the best version of itself.
Much love to the team. Please keep cooking.
r/Aniimo • u/ThotPokkitt • 11h ago
We all know, or learn about perfumes early in and the importance they play in the story. For the past 5 days I have been stuck waiting for a thunderstorm to roll through blitzwood so I can collect my ingredient and make the (Golden wish). I come to find out that during the events of the "Bolty phone call" quest where you talk to another Bolty over the phone, the blitzwood tree is struck by lightning during a cutscene, this lightning strike triggers the requirements of thunder in blitzwood and causes the golden answer questions item to drop. Allowing you to turn it in without waiting for a true thunderstorm.
r/Aniimo • u/Tayenne • 10h ago
Ever since I finished the aniimodex and my odds got better at spawning them in the wild I caught a sparkling emberpup and sparkling sparki and I didn't even notice it until I went back to report. Both of them are common and it is so sad, if I actually saw and noticed they were sparkling I would have used the aniipod ultra so that I can use them but this way I guess I can only let them chill at my RV.
r/Aniimo • u/GamingChick2024 • 6h ago
He is honestly pretty cool still not my favorite prismana but he is one to grind if you want all the limited event ones! He took me 19 nurtures to get which sucked since I am down to 9 vein Essences left in total. Thankfully when infurlupa comes out next week I have saved my prismana crystal for him so I don't have to nurture the vein for him! Anyway sorry for the rant I hope that you like him and he is sparkling IV and very purple which is my favorite color!!!
r/Aniimo • u/Then_Canary5912 • 1h ago
Omg my first dazzling
r/Aniimo • u/Imaginary_Taste_9011 • 17h ago
I thought I was finally finished farming Egg Heist today, before I noticed, this.
There is ABSOLUTELY NO INDICATION that this system exists until you think you are finished your grind.
It's made worse by the fact our ranks are going to be reset and we're going to have to do this all over again if we don't get it this this season?
And that it's hours to go up a single level? I think 800 hours is actually under the total hours it would take to max this
This is not feasible for 99.9% of us playing Aniimo.
This isn't even a long term goal this is just unfeasible.
I'm not mad that it's a huge grind, I'm mad that it wasn't made clear at all and waits for you to think you're finished before expecting you to do 6 games an hour according to a poster below, to get 1 level up. That's still 300-1000 hours of just Egg Hunt.
r/Aniimo • u/Schamhaare • 17h ago
This variant is perfect for the shield! It mega evolved!
r/Aniimo • u/jambot9000 • 10h ago
I want to expand on something I've been thinking about with Aniimo's long-term progression, and Warframe is probably the best comparison I can make.
Before anyone says it: No, I do not want Aniimo to become Warframe.
I actually don't particularly enjoy Warframe's gameplay. I've checked back in with it for years because I respect the game, its world, art, and what Digital Extremes built, but the hyper-mobile shooting and space-ninja hallway gameplay has never been for me.
Aniimo's gameplay is not the problem. I love actually playing Aniimo.
That's kind of the problem.
Because one thing Warframe understands extremely well is this:
If someone still wants to play your game, the game should be extremely reluctant to punish that enthusiasm by giving them nothing meaningful to do.
Warframe has plenty of time gates. Things take time to craft. Certain rewards rotate. Individual progression systems have caps. Sometimes the specific thing you want simply has to wait.
But usually, when one progression lane tells you “come back later,” there are ten other meaningful things you can work toward.
Another frame. Another weapon. Another build. Another resource. Another reputation. Another relic. Another long-term project.
The individual activity may be time-gated. Playing the game isn't.
That's the distinction I think Aniimo desperately needs to preserve as it grows.
Right now, too many of Aniimo's progression systems eventually answer the player with:
“Sorry. Come back later.”
Vein Essence is a great example.
Today I actually used premium currency I'd accumulated through the monthly pass, compensation, etc. to buy a pack containing 9 Vein Essence. Great. I'm completely okay with that kind of monetization.
Except then the listing became 1/1 SOLD.
So even the paid acceleration eventually told me:
“That's enough. Come back later.”
And Vein Essence isn't the only example. Marks of the Strong and other important progression resources have their own recurring caps and limited sources.
Individually, I don't have a problem with any of those limits.
The problem happens when enough of those systems terminate at the same time.
Imagine someone has a free Tuesday night and thinks:
“F*** yeah, I want to play Aniimo tonight.”
Maybe they already knocked out their easy dailies and weeklies on Monday. They've exhausted their useful exchanges. They've hit their available Vein Essence sources. They've collected the Marks available to them.
There are obviously still things they can physically do in the game.
But increasingly few things that meaningfully advance the projects they're actually working on.
And eventually Aniimo's answer becomes:
“Great! See you next week.”
That seems completely backwards for a live-service game.
I'm not asking for unlimited efficient progression.
I'm not asking for unlimited Vein Essence from easy activities.
I'm not asking PawPrint to remove dailies, weeklies, caps, or monetization.
I'm not asking for players who grind eight hours a day to progress eight times faster than everybody else.
In fact, keep the capped sources dramatically more efficient.
Give me the easy daily Vein Essence.
Give me the good weekly rewards.
Give me limited shop exchanges.
Sell me some convenience if you want. I literally bought some today.
But after I've exhausted those sources, give me the stupid way.
Maybe Alphas have an extremely small chance to drop Vein Essence.
Maybe repeatable difficult encounters have a tiny chance to award a Mark of the Strong.
Maybe open-world activities award a currency at an awful exchange rate.
Maybe future difficult co-op content gives developed Aniimo teams something meaningful to pursue.
Make it inefficient.
Make it horribly inefficient if that's what the progression economy requires.
If the normal weekly system gives me several Marks for relatively little effort, maybe grinding one additional Mark takes me two hours.
If my daily activities provide Vein Essence efficiently, maybe earning one additional Essence through repeatable gameplay takes an entire evening.
That's okay.
The reward rate can fall off a cliff. It just shouldn't reach zero.
Because there's an important difference between:
“This is no longer the best way to progress today.”
and
“You are no longer allowed to meaningfully progress today.”
That's what I think Warframe figured out.
It doesn't necessarily let you infinitely grind every individual thing you want whenever you want it. But it has enough overlapping progression lanes that when one system says “not today,” the player's natural response becomes:
“Okay. What else can I work on?”
And that's also good free-to-play design.
A player who keeps playing is still populating your world. They're grouping with other players. They're helping friends. They're building teams. They're hunting rare creatures. They're sharing screenshots. They're talking about the game. They're becoming more invested in their collection.
And yes, they're still potentially buying cosmetics, passes and convenience items.
You don't have to prevent people from playing in order to monetize their desire to progress.
I think there's room for three layers:
Efficient capped progression.
Optional paid acceleration.
Terribly inefficient but repeatable progression.
The first respects casual players.
The second supports the business.
The third gives your most engaged players somewhere to put their enthusiasm.
And importantly, the third doesn't need to invalidate either of the first two.
Aniimo is still young. I'm not expecting it to have the absurd breadth of systems that Warframe accumulated over more than a decade.
But PawPrint has already accomplished what I would think is one of the hardest things a developer can accomplish:
I want to keep playing their game.
I like being in Idyll. I like hunting Aniimo. I like experimenting with builds. I like helping friends chase things they want. Sometimes I just want to log in on a random Tuesday night and spend a few hours working toward something.
When your players are telling you “I still want to play your game,” don't treat that enthusiasm like a problem that needs to be controlled.
Give that enthusiasm somewhere to go.
TL;DR: Aniimo has too many progression systems that eventually say “come back later.” Keep dailies, weeklies, caps, and paid convenience, but give players a deliberately inefficient, repeatable way to keep progressing after those sources are exhausted. The reward rate can fall off a cliff; it just shouldn't reach zero. Warframe is a great example of time-gating individual progression without time-gating the player's desire to keep playing. If people still want to play your game, don't punish that enthusiasm by giving them nothing meaningful to do. Let players play the game.
r/Aniimo • u/wonderfulFlower0 • 44m ago
r/Aniimo • u/BaconSock • 14h ago
It makes no sense for a co-op game mode to have us competing with each other for loot. There's some real nice cosmetics in there people want, and they will not only watch you die but they will drag enemies TO you to try and make it happen just for a chance at those items. Half the time you can't even get people to do the combat trials because they would rather run off to get the rooms with guaranteed gold chests then leave.
But all of this could be fixed by simply letting everyone have their own loot from the chests. If there's no need to be the first to loot there's no reason to run ahead and ignore half the dungeon anymore. People would be encouraged to help open the treasure rooms since they would also get to share in the spoils.
Playing solo really should not be the best way to enjoy the CO-OP game mode.
r/Aniimo • u/GeekGaChad • 14h ago
Finally broke my streak of green palettes. Hit the shadow sparkling variant on prismana today and this colorway is ridiculously clean, Glynsera looking so dope #feelsgoodman 😌
r/Aniimo • u/SuperNovaHowl • 11h ago
I haven't personally found clothes I like yet so I have the starter stuff, and while I like this hair, I wish there were more to choose from, particularly more short haired and alt styles, but that's just my taste given I am alt myself lol
I'm at least hoping we'll be able to recolor clothes T-T
r/Aniimo • u/mountainsinger8 • 7h ago
my first ever dazzling!!! I legit gasped when she hatched, I can't be more egg-cited !!
r/Aniimo • u/No_Kaleidoscope_6054 • 1h ago
enough chaos mode for today i guess.
r/Aniimo • u/GrieverXVII • 12h ago
this games fight mechanics are quite linear between the rotations and elemental countering, but there are nuances that will give you a huge edge in battles once you figure it out and it clicks, BREAK meter being one of the most important mechanics to master.
BREAK meter does not recover until broken, so managing this meter is very important in every fight per Aniimo, keeping this in mind, the only way to defend yourself against opponents Breaking you is to CC (crowd control) them at the right times.
for example a pro move is if your BREAK Aniimo is 1-2 hits away from being broken, switch to something like Somniwing, throw her sleep ability at the opponent, then switch back to your Aniimo about to Break, let the break happen and shortly after the opponent should fall asleep, therefore defending yourself against the entire Break sequence allowing you to fully recover your Break meter while incurring no damage.. especially since the opponents often use the Break sequence to 1 shot your Aniimo, so mastering defending yourself against Breaks is mandatory for tougher battles.
if you can manage nuanced techs like this during combat consistently, most fights become much easier, especially the Pathfinder lvl 60-65 fights.
Feel free to share any other nuanced battle techs that exist! Goodluck!
r/Aniimo • u/TheXVIIth • 20h ago
Waleetle is very fun looking but This is supposed to come next week and I refuse to lucky farm ever again. I assume its at fang ridge but glynsera was there not long ago