A downloadable game for Windows

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Once upon a time…

A righteous knight hunted down evil,  but was blind to the darkness behind her. 

A valiant soldier lived with honor,  but was betrayed by his own code. 

And a young prince sought vengeance, but was destroyed by his own hatred. 

Three puppets of fate meet at destiny’s crossroads  And with the actors gathered, the play began…


KemonoQ is a dungeon crawler focused around equippable passive and powerful active effects. 

This is KemonoQ's revamped demo, developed based on feedback we got back during its initial concept demo release .

Since then a lot has changed! 

v1.1 is a very special milestone for us, as this version brings KemonoQ closer to our ideal vision of the game and is the base upon which we will develop the rest of the game!

Changelog since concept demo release:

  • Revamped combat and exploration mechanics, character skills, effects & Artifacts. 
  • New tilesets, enemy battlers, skill animations and art!
  • Numerous bug fixes both for combat and dungeon exploration
  • Essentially an improved experience built upon the concept demo released almost a year ago!



Concept, Story & Art - Aekashics 

Game Design, Mechanics & Implementation - Yanfly & Aekashics

Programming - Yanfly

Additional Programming - Liquidize

Music - LucStamrah

Trailers & Production - Vistrom 


Questions and Answers!

When will the full game be released?

Spring 2019!

How long is the demo?

The demo should last an average of 1 hour, though maybe more! It covers the start of the game and the first floor of the Labyrinth in its entirety!

Some fights are too hard.

Every boss can be defeated! Grinding isn't necessary in KemonoQ! Try out different Effect & Artifact combinations if a fight feels too hard!

*insert effect/artifact/mechanic/map here* is bugged.

Please let us know of any bugs and we will fix them! both for the demo and the eventual full release!

Rated 5.0 out of 5 stars
(5 total ratings)
GenreRole Playing
Made withRPG Maker
TagsDark Fantasy, Dungeon Crawler, JRPG, Pixel Art, RPG Maker
Average sessionAbout an hour
InputsKeyboard, Mouse
AccessibilityInteractive tutorial


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Click download now to get access to the following files:

KemonoQ.zip 166 MB


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After warping to base and going to graveyard again i see only eternal blackness of my computer screen

I can walk around and use menu tho but still unplayable

i love your art and this game is pretty neato!

When I open the game music starts playing but the screen is full black, if I press Enter buttom then the music stops and appears a text that sais ''Type Error. Cannot read property 'resolution' of undefined''. How can I fix it?

Ohh thats a bug I had not heard about before! I will look into it and get back to you!

I love how you use the engine and the combat system mostly, but I was turned off by a large amount of bugs, some of them game-breaking, starting with first minutes of the game. There are passability errors, wrong effects for artifacts, the fade out effect that never fades in, and the first cutscene has a good chance to permafreeze you in place if you move in the wrong direction. These are just a couple I've remembered.

I think you really need to playtest it better, even if it's just a demo,

Good luck with the game, hope to see it finished someday!

Super valuable feedback! Next time I will spent more time on polishing those aspects,  with this release the full game is still in development, so your input definitely helps! Though it is still a rough demo, I will keep working on it until it is a completed, nearly bug free and revamped experience before the full release, and its inherent full build demo!

Thanks for being so positive about it. I love the work you do and your battlers <3 keep doing great things!

(9 edits)

Hi Aekashics!

Your demo is very fun! Very enjoyable! Fun mechanics and a nice story of a dungeon labyrinth! I am glad this one was not just one long mazes, for some games that can work but here it feels more fun to explore them further then that. Very nice thought and detail went into it, and it shows and helps the game be more enjoyed.

Silenity said everything I would've said, almost. I think also the Poison Vial Artifact gives you the wrong skill?

If you want to go with Silenity suggestion on Kuma's dialogue, I'm sure you know this, but using a variable each time Kuma speaks and after 3-4 times prevent the dialogue from repeating would resolve it quickly for you. Again I'm sure you know but if it helps you then good. I don't have an opinion on this, one way or another.

Also at the beginning when talking to Kuma I choice "Greet Them" then I had four choices in a choice box. I choice first three, then choice the third one again to repeat since I missed it, and then it acted like I had picked all four choices. This may be how you intended it, but I'm unsure so I thought I would mention it.

I feel to also say the three characters main skills feel they work really well together, and also with the artifacts too.

Keep going! You've got a good game in works here! :) I look forward to hearing more in future!

Edit: Sorry my full message didn't paste but it should all be there now.


Thanks for the feedback Boos!

Glad to hear you found the demo enjoyable!

Moving forward we will look into the bugs you pointed out and overall its great to hear KemonoQ is moving in a pleasing direction! :D

Definitely! Good luck with everything! Looking forward to hearing more from you in future.


Hi Aekashics! Love the game and thought I'd just compile a list of things that could be improved upon or gameplay bugs.


  • Starheart meters on DEWs are a bit hard to read so it can be somewhat difficult to plan when you're going to break it.
  • Make the tutorial fights not autorun. After you defeat the first few creatures Kumo opens his shop. If you accidentally cancel out you can't buy anything to help with the DEW. In a similar fashion, if you cancel out of the menu before equipping the item, you don't get to gear up for the DEW. Perhaps have it so after he summons the DEW you can talk to him to open his shop and have to manually interact with the DEW to begin the fight.
  • Perhaps remove Kuma's dialogue after the first couple of times you warp. Get's kinda tedious since his dialogue can't be quickly skipped.


  • If you move to the side (left or right) when first entering the labyrinth you will be stuck forcing you to reload because you can't move forward during the autorun event introduction.
    • Steps to reproduce: Enter labyrinth for first time, immediately move left/right before the autorun event triggers, forever stuck.

  • Entering the labyrinth without without discovering a waypoint will warp you to a black screen. 
    • Steps to reproduce: Enter labyrinth, immediately warp out, re-enter labyrinth, forever black screen.

  • Regen aura is using the wrong icon in the command/skill window. It's using the flaming orb icon.

  • On the long bridge south of the first labyrinth DEW you encounter, there are some water tiles inbetween the trees that can be clipped through, allowing you to completely bypass the fight.

  • In the sewers you can clip through the northern gate.

  • In the sewers you can clip through the pot towards the north west.

  • In the upper grove you can clip through the locked gate completely bypassing the key requirement.

Anyways. That's about everything I found in an hour worth of playtime. If I find more I'll be sure to update! :) Thanks for the fun game.


Thanks for the comprehensive review, feedback and bughunt Silenity! We will be taking your suggestions into account for future system and flow tweaks, also thanks for listing ways to reproduce the bugs, certainly helps a lot.

Glad to hear you found the experience fun despite of the bugs! thanks again for giving the demo a go!

Heyo! Back again! Played a bit more and here are some more things I found for you! 

  • In the sewers, if you flee from the DEW in the left corridor you are transported behind him allowing you to bypass the fight.

  • In the sewers, if you go north from the right corridor you are transported into the wall.

  • All of the pots in the crypt can be clipped through.

  • The entirety of the second floor walls can be clipped through.

  • After defeating the axe warden there's an invisible event you can't pass through.

Anyways, that's all I found this time around! Still trying to beat the boss behind the double locked gate. Talk about a tough one. 


Thanks for the comprehensive report once again Silenity! I think what happed is the fact that certain objects close to walls had the special pass condition, which when placed close to ceilings and walls, allowed the player to walk into them. It certainly helps to see exactly where that happens, so we are grateful for that!

And I see! Exciting to hear! Trying out different effects always helps! :D


Excellent work on this game! The battle system is absolutely fun to play through. I also love the amount of customization you can do in the game, too. Even managing your party outside of battle is just as much fun as being in battle itself. Awaiting the final release for sure!


The final release will feature tweaked and new effects as well!


Hello. I would like to play this on my live stream video. I could try to help you introduce this game a bit more effectively by that way. Do you think it's OK if we help each other? I'll support you, I don't expect something like cash. If you are able to be a magnet to get some viewers to watch my gameplay. That would be a better chance to get more players, as well. :)


There's some really engaging systems going on in this game and it has been pretty fun so far, but I feel there's also a few areas that don't quite feel polished enough-if I were to be nitpicky.

The effects/artifacts are a real strong part of combat and I like what they add to it, alongside the relative frequency of 'instant' attacks vs normal attacks. Makes for some fun set-ups in battle.
Also the team of 3 feel like they really compliment each others actions in battle which helps it all come together.

Some quality-of-life/hopefully constructive suggestions:
-- Teleporting 'back to base' next to the fountain and needing to use it feels natural, but I feel like when exiting you should be able to just use that item again to select an area. As I often felt myself not just wanting to heal up but go to the shop, having to travel from far left to far right just to get back out into the dungeon-a gameplay loop that seems like the focal point, feels too slow.
(( BUG NOTE: The second waypoint I found didn't save for me properly ))
-- Your star meter is really hard to read at a glance. It's hard for me to tell how many 'bars' the skills require. If you could alternate each segment of the star with yellow/white/yellow/white etc, or something similar, it would really help with that. Because it's something I was always trying to look at it impacted the experience for me quite a bit.
-- The stars in front of enemy hearts, for the boss-ish enemies etc, both look awkward and detract from some of the strategy/readability of the battle. Most noteworth is when I'm using the character that can strike down a whole heart guage, I couldn't tell how much of the enemies heart had been damaged yet behind the star. Something still obvious but not as 'in the way' would be really appreciated.
-- One of the characters deals bonuses based on whether an enemy was affected by a state or a debuff. They can be pretty hard to interpret the difference of, so it'd be really nice if you had a different border color or something to better help distinguish debuffs/states on enemies. Would make the decision of which skill to use a lot easier.
-- Not too important, but I think the very basic looking turn order gauge detracts from the rest of the 'character/style' the game has quite a bit. It feels almost out of place compared to the elements, especially with things like the 'stamina' gauge been represented by a star, etc. It would be nice if it were a bit more striking in appearance, even just some extra contrast for the boxes would be nice.
-- I do prefer 'on screen enemies' that I can target/avoid, but I do like how you've made more prominent battles have on-map battlers so can be more prepared for them. This helps alleviate what I know is super personal preference a bit.

Overall it still presents a pretty fun battle system, especially when thinking of how the combat/effects/artifacts may evolve alongside the enemies later on. Nothing super engaging world/character wise yet, but the dialog as still added more character than a generic 'you go kill enemies on x through x floor' while alluding to more development. So I'm looking forward to seeing this all grow more :D


Thanks for taking the time to play through this demo and write such a comprehensive reply!
Glad to hear the concept remains a promising idea and you can be certain we will be taking the new quality of life suggestions and feedback into account going back and fixing the demo, as well as implementing the new content!


Hi! I'm loving this game!  this game is SO cute and good  > w <

The battles are kind of hard, but not in a frustrating way! 


Glad to hear that! Thanks for trying out our demo!