Nexomon: Extinction

Update: The game has been updated to version 1.05. I’ve created a separate article with those patch notes. The 1.04 patch notes are listed below.

We’re just a few days out from Nexomon: Extinction‘s 1.03 update, and the game has already updated to version 1.04. This one contains some minor but necessary bug fixes and quality-of-life upgrades.

Here are the full patch notes:

  • Fixed a bug allowing the player to open the menu at the same time they enter a battle scene.
  • Fixed some characters who were displaying <blank> when talked to.
  • It’s now possible to nickname a Nexomon from the Team menu.
  • A Nexomon’s skills can now be recorded from the Team menu.
  • Fixed a visual glitch with the playtime counter in the profile where it seemed to reset back to zero after 24 hours.
  • Flee chance increased to 80%.
  • Fixed incorrect name and rarity sorting in the Database menu.
  • Improved the apparition rate of low-tier Nexomon.
  • Fixed an issue with the Spanish (Latin America) version where an endgame cutscene would freeze in Drake Isles.
  • Fixed a skill animation “Soul Feeder” that would turn the enemy graphic invisible.
  • Added encounters to grasses that had none at all.
  • Rebalanced some skills and status effects.

I haven’t experienced most of these issues firsthand, but it’s good to see them fixed nonetheless. It’s also good to know that the invisible-enemy thing was a bug (I wasn’t sure, since in my game it seemed most common with Ghost-type Nexomon). After having spent an hour and a half grinding for an unevolved Trebly, I’m quite glad to hear the encounter rate for low-tier Nexomon has been improved.

It’s great to see Nexomon: Extinction continue to improve, and I definitely hope the game has a long shelf life. I’m having a ton of fun with this silly little not-a-Pokémon game.

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1 year ago

I noticed more things were fixed, or they might just have been me. But what I noticed that has been fixed to after having played the game for over 40 hours are the following;

o Possibility to re-arrange the skill you’re using.
o Encounter rate inverted between evolved and non-evolved. Try catching a Blimpi. Not fun.

But there still is some work cut out for the developers. Especially if people want to get the “Gotta Catch ‘m all” Trophy. Things I’d love to see added are:

o Visual indicator if you caught the Nexomon or if you haven’t. Both in the Database as out in the fields.
o Not jamming Nexomon in a self-made Nexomon storage. My OCD can’t handle that.
o A quick option to remove cores and easily swap them in and out.

I don’t know if it’s an exploit, but burning a strong opponent. Freezing them and spamming your Nexomon with health pots is an easy way to win from any opponent with the exception of self-healers. So a possible bug?

o Debuffs are stackable. I don’t know if this is intented.

1 year ago
Reply to  Josh Wirtanen

You’re completely right! How was I so oblivious …

Captured Nexomon: As soon as the “Triangle” is blue and pointing upwards it means the Nexomon has been caught.

Non-Captured Nexomon: If the “Triangle” is white and pointing downward it means the Nexomon is to be caught.

Thanks for the clairvoyance!

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