Game Bible

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The game bible is intended to be an authoritative, up-to-date record of the community's agreed plan for the project. It is not the documentation for the actual game itself.

Auto-generated documentation of the Tuxemon codebase can be found here:

To Add[edit]

  • Morphing
  • Catching
  • Leveling up
  • Buying and selling items (distribution, price, etc.)
  • Random encounter rates
  • Money gained and lost from trainers after battles won or lost
  • How conditions are marked in the GUI

The Project[edit]

To create an open source monster catching, collecting and battling game in Python, to run on Windows, Mac, Linux and Android devices.


Tuxemon is ...


Tuxemon should not breach anyone's copyright, trade marks or patents. It must not use other people's work, including adaptations of other people's work, unless those works in the public domain or are under free and open copyright licences like Creative Commons Attribution, Creative Commons Attribution-ShareAlike, and CC0.


Tuxemon should be easy to modify, so people can create their own creatures, items, techniques, stories, music, etc., and insert them into the game. Within the main story, The Spyder in the Cathedral, there is even the Hunting Grounds that make inserting some of these things easier.


Tuxemon draws inspiration from a number of monster battling games, but it is not a direct clone of any of them.


As a project by the community, for the community, Tuxemon's creation should be directed by the volunteers who have contributed to its development. This means both respecting volunteers who disagree with a proposal, and respecting the volunteers who made the proposal.

The Forums[edit]


The Wiki[edit]

The wiki should be the main repository of information, assets, and so on for the Tuxemon project.

A previous version of this wiki is archived at [[1]].

Content that is yet to be incorporated[edit]


See How to Contribute



Tuxemon has a main story, but it should be easy to create new stories and add them (see "versatile", above).


Tuxemon supports maps created with Tiled. There are many major and minor maps yet to be created.


Tiles are 16x16 pixels. You can use any of the many tilesets that we have on the wiki, or design your own.

Main Story[edit]

The main story is The Spyder in the Cathedral. It follows a familiar model of the protagonist traveling from town to town, catching and battling creatures. However, the protagonist ends up discovering cruelty and corruption at the very heart of the region, and defeating their villainous scheme.

The main story is set in an unnamed country. There were plans to make the country Ancient Egypt-themed, as can be seen in some of the concept art. However, we have heavily used existing art assets, and therefore there is not currently an observable Egypt theme.

These are the country's locations, roughly in order as the protagonist heads through the game:

Compiled map (sized down).png


Most travel in the game will be done by walking or Hoverboard (received from your Mom in Route 3. The Hoverboard lets you travel faster, but it doesn't unlock any new travel options.

Your Mom improves your Hoverboard, making it a Surfboard that can go over water. This is required to progress the game once you reach Candy Town; it's also required to access Volcoli in Dryad's Grove, Dragon's Cave in Sea Route C and the wild encounters in Route 6.

When you reach Timber Town, the Riverboat Stations open up for places you've visited so far. When you visit Candy Town, it becomes available too. The complete list is:

Soundtrack and Sound Effects[edit]

The game has a Soundtrack, which is currently mostly non-original music sourced from Open Game Art. There is no objection to having original music, but it hasn't been contributed so far.


Creatures, also called tuxemon or monsters, are the beings that the protagonist catches and battles.

We currently have complete sprites for over a hundred creatures. We do not need to include them all in the game, but the current plan is to try. While more creatures are always welcome, there are only two plot-specific creatures that need to be sprited.


A single example of a creature is called an "individual" or a "character". For example, "Beachcomber Harry's level 5 Memnomnom" is an individual creature.

A "variety" or "species" is all creatures of that category. For example, "Memnomnom" is a variety of tuxemon.

A "family" of creatures is a variety and all its morphs. For example, Memnomnom, Miaownolith, Criniotherme and Pyraminx are all varieties in the "Memnomnom family".


Creatures of a particular variety have a number of things in common:


Techniques are discrete attacks, blocks, tricks and other manoeuvres that tuxemon perform in combat. Every tuxemon knows between one and four techniques. Each creature learns techniques based on their variety. Some techniques are learned from leveling up ("nature techniques"), others require training ("nurture techniques"). That training can either come from an expensive, one-use Combat Codex or from another creature that also knows that technique (Technique Teachers).


Techniques and monsters have one or two types, reflecting their nature, behaviour and structure. Tuxemon has five types - Fire, Earth, Metal, Water and Wood - and the non-type of Aether.

A creature's type determines which type of techniques it is vulnerable towards, and which it is tough against. For example, a Wood creature that is hit by a Metal technique takes double damage. If it were hit by a Water technique, it would instead take half damage.

Techniques can also have the Aether type, which means that they take the type(s) of their user.

Damage Multipliers[edit]

When a technique is used on a monster, the type(s) of the technique is compared to the type(s) of the monster. In some cases, this results in the technique's damage being multiplied or divided.


  • Fire techniques do half damage to Earth monsters and double damage to Metal monsters
  • Earth techniques do half damage to Metal monsters and double damage to Water monsters
  • Metal techniques do half damage to Water monsters and double damage to Wood monsters
  • Water techniques do half damage to Wood monsters and double damage to Fire monsters
  • Wood techniques do half damage to Fire monsters and double damage to Earth monsters


  • Fire monsters take half damage from Wood techniques and double damage from Water techniques
  • Earth monsters take half damage from Fire techniques and double damage from Wood techniques
  • Metal monsters take half damage from Earth techniques and double damage from Fire techniques
  • Water monsters take half damage from Metal techniques and double damage from Earth techniques
  • Wood monsters take half damage from Water techniques and double damage from Metal techniques

Type Identifications[edit]

  • Fire: Includes creatures associated with energy, like electricity and heat, dragons and other legendary beings, and poison.
  • Water: Includes creatures associated with the sea, lakes and swamps, ice and snow, the weather, and fish and amphibians.
  • Wood: Includes creatures associated with plants, lichen and fungi, forests, the natural environment, the wind and flying, and the wilderness.
  • Earth: Includes creatures associated with the ground and underground, dirt and soil, mountains and rocks, caves, and ancient and buried things.
  • Metal: Includes creatures associated with steel, darkness, mechanical and robotic things, psychic powers and other unnatural things, humankind, and the undead.

Animals, Food and Tuxemon[edit]

The question of whether real-world animals exist, and the related question of whether tuxemon are eaten as food by people, has been considered on the forums. Tentative agreement was that real-world animals do not exist, and that tuxemon are eaten at least by other tuxemon, and probably by people as well.

Scoop, one of the villainous corporations in the main story, runs a factory farm, but it is not clear if this is just for milk and eggs, or for meat as well.


Tuxemon have four sprite sets:

  • Front Sprite: This 64x64 pixel sprite is what appears in the tuxemon's Tuxepedia entry, the individual creature's info page, and when you face the tuxemon in battle.
  • Back Sprite: This 64x64 pixel sprite is what appears when the tuxemon faces a creature in battle.
  • Face Sprites: These two 24x24 pixel sprites make an animation, which is used in menus to provide a readily-identifiable icon for the tuxemon.
  • Overland Sprites: These 16x24 pixel sprites make walking animations, which are used if the tuxemon is ever wandering around the Overworld (i.e. the map). There are generic overland sprite sets that can be used for any tuxemon that need overland sprites that do not have their own.

At this time, there are no palette swaps, like for shiny and genetically engineered Creos in EvoCreo.


Although not yet fully developed, there is an idea that some entities may be able to be battled, but will not be tuxemon. For example, your tuxemon may fight a martial artist, a killer robot, or a gunslinger. These would not be able to be caught, but would otherwise behave like tuxemon.

Plot-Specific Tuxemon[edit]

Most of the over a hundred tuxemon that we design could be placed in the game in any situation or area. However, there are a few that have a specific role in the plot:

Old Starters[edit]

These are the starters the Protagonist can choose from in Paper Town:

New Starters[edit]

These are the exclusives that your Rivals can choose from.

Exchange Student Starters[edit]

These are the starters that the exchange students in Flower City offer to trade with you. They don't morph, suggesting that some unique process is required to unlock their morphs.



Both found in Tunnel B as fossils.


Other Tuxemon[edit]

Apart from the plot-specific tuxemon, it would be good to keep a mix of:

  • Tuxemon that are unique to particular routes or other places
  • Tuxemon that are found in several routes or other places
  • Tuxemon that can only be gotten by trading
  • Tuxemon that can only be gotten by swimming or fishing


Dual Duels[edit]

A couple of places in the story anticipate that double battles will exist. On Route 5 the Little Heirs and the Dynamic Dynasts represent two trainers each, and at Omnichannel HQ it's expected that you'll team up with your Rivals to fight a series of double battles. Category:Duo is the category for sprites for double battles.

This is not a necessary feature if it is not able to be implemented.


The humans of the world - the protagonist and any NPCs. These fall into two classes: ordinary people and trainers. These behave differently.

Regardless, all people have a profession, which determines their overland sprite and (if they are trainers) their battle sprite. They also all have dialogue. Trainers will also have a team, which is the tuxemon that they carry with them that they will battle you with.

There are currently sprites for dozens of professions, and while we always appreciate more, there are only three more that are essential for the main story.


Trainers are written in the following template:

Profession FIRSTNAME:

  • Dialogue when first confronted
  • Team of tuxemon
  • Dialogue when defeated

No dialogue is needed if the trainer defeats the protagonist, because the protagonist just blacks out.

Ordinary people are written in the following template:

Profession FIRSTNAME:

  • Dialogue
  • If dialogue is different after the first conversation, subsequent dialogue goes here


The protagonist has money, most of which comes from defeating other trainers in battle. This money can be used to buy certain items; other items come from completing quests, or are found by exploring the map.

Code, Programming and Technical[edit]