MISSION REPORT — POKEMON ABISMAL
Explorer: DexHunter Ace (LVL. 100)
Region: Celestia
Status: Beta 1 v3.0
Language: Spanish (Primary)
Platform: RPGXP (MKXP-Z runtime)
INITIAL DEPLOYMENT — FIRST CONTACT
Timestamp: Hour 0 — Arrival at Celestia's southern border.
Okay. OKAY. Let me collect my thoughts because this expedition was not what I expected when HQ handed me the briefing folder. The intel said "Pokemon" but the second I stepped into the Celestia region my Pokedex started screaming at me with silhouettes I have never seen in any known national registry. Creatures from other game worlds — we're talking full-blown crossover fauna. Fakemon. Guest species. Things that look like they crawled out of a Zelda dungeon or a Mario pipe. My cataloging instincts went into absolute overdrive. Every patch of tall grass was a dopamine roulette.
The animated sprites are hand-crafted by the region's creator — a local artisan known as "Day." Each creature has manually animated idle frames, and I'll admit, watching an unfamiliar silhouette bounce on my screen before I threw the ball gave me a rush I haven't felt since my first DexNav chain hit triple digits. The 5th-generation visual landscape is sharp, supplemented with custom tilework that makes Celestia feel like its own living, breathing sector rather than a reskin of Hoenn or Kanto.
THE FIELD DEX — CATALOGING THE UNKNOWN
Timestamp: Hours 1–8 — Systematic route sweeps began.
Here's where my obsessive brain started doing backflips and then immediately slamming into walls. The regional Pokedex is populated with creatures from multiple Nintendo franchises alongside original fakemon. That's exciting from a discovery standpoint — genuinely thrilling to encounter something I can't just cross-reference on Bulbapedia. But from a completionist standpoint? I need to be honest with you: this is a Beta 1 build.
I could not confirm whether a full Living Dex is achievable in the current version. The Pokedex infrastructure exists, the creatures are catchable, but I hit dead ends. Routes that loop back. Areas gated behind story triggers that may or may not be implemented yet. My completion percentage stalled at roughly 38.7% of the available dex entries before I hit what felt like content walls. That number haunts me. It physically hurts to leave a dex below 40%.
FIELD NOTE: If you're a fellow completionist, manage your expectations. This is an active construction zone — the scaffolding is promising, but the building isn't finished. Do NOT go in expecting Living Dex is possible without cheats. We aren't there yet. Not even close.
LOCAL TECHNOLOGY — QoL SYSTEMS
Timestamp: Hours 3–5 — System diagnostics.
Now, credit where it's absolutely due — the quality-of-life engineering in this region is genuinely impressive for a beta deployment. Let me break it down:
- EXP Share All: Active from early on. Your entire party gains experience simultaneously, AND — here's the kicker — PC-boxed creatures gain a small trickle of EXP too. My box-dwellers leveling passively? That's a completionist's lullaby. I almost teared up.
- LevelCap System: Prevents over-leveling. Your squad hits a ceiling tied to story progression. Controversial for some, but for a cataloger like me, it means I can freely grind encounters for dex entries without accidentally steamrolling the threat curve. Smart design.
- Turbo Mode (MKXP-Z): Operational. Speed toggle works flawlessly. When you're sweeping grass for that last 2% encounter rate species, turbo isn't a luxury — it's oxygen.
- Zelda-Style Item System: Bombs, hookshots, tools from the Zelda series used to solve field puzzles and access hidden areas. This is wild. I found myself navigating dungeons that felt more like Link's Awakening than Pokemon, bombing cracked walls to reveal hidden chambers with rare spawns. My spreadsheet got a whole new tab.
What I did NOT find: any indication of a Link Cable item, alternative trade evolution method, or equivalent system. If trade evolutions exist in the fakemon roster, I couldn't confirm a solo-completion workaround. That's a yellow flag for any dex hunter deploying solo. No evidence of a shiny hunting method either — no DexNav equivalent, no chain system, no Masuda indicator. For a beta, that's understandable. But it means shiny hunters should hold position until further updates.
Missable event warning! Save before entering the cave. Several Zelda-style dungeons have one-way progression triggers. I lost access to a side chamber with what I'm 90% certain was a unique encounter because I pulled a lever in the wrong order. SAVE. CONSTANTLY.
THE THREAT LANDSCAPE — COMBAT ENCOUNTERS
Timestamp: Hours 5–12 — Gym circuit and boss encounters.
Celestia features traditional Gym challenges mixed with something the locals call "2v1 Boss Battles" — your full duo against a single massively overpowered entity. Think Totem battles from Alola but cranked up. These bosses hit like freight trains and have inflated stats that punish lazy team composition. The LevelCap system means you can't just outlevel the problem. You have to think.
Gym puzzles incorporate the Zelda item mechanics, which means you're solving environmental riddles before you even reach the leader. I spent 45 minutes in one gym trying to figure out a hookshot-and-switch puzzle before the actual battle even started. Threat level: moderate-to-high, not because of raw stat inflation alone, but because the mechanical crossover elements introduce unpredictability. My usual muscle memory didn't always apply.
The story itself pays homage to multiple Nintendo sagas — I won't spoil specifics, but expect narrative beats that reference iconic moments from other franchises woven into the Pokemon framework. Some dialogue choices affect plot direction, though in this beta state I couldn't fully trace the branching consequences. I made note of every decision point. Three spreadsheet tabs dedicated to choice mapping alone.
ANOMALIES AND STRUCTURAL INTEGRITY
Timestamp: Hours 8–14 — Bug sweep.
Beta means anomalies. I expected them. Here's what I logged:
- Several tile-collision glitches in the eastern route set — walkable spaces that shouldn't be, leading to visual overlap with structures.
- One hard-freeze in a dungeon transition. Lost roughly 20 minutes of progress. (SAVE. I cannot stress this enough.)
- Some creature movesets appear incomplete or placeholder. A few learned moves displayed no description text.
- The Breath of the Wild-style item gathering system — foraging resources from the overworld — functions but feels early. Item descriptions in Spanish occasionally lack clarity even accounting for language (some appear to be debug text).
- Spanish-only interface. No English localization detected. If you don't read Spanish, your dex-filling efficiency drops dramatically because NPC hints about rare spawn locations become inaccessible.
None of these anomalies were region-destroying, but stacked together they remind you constantly that this is scaffolding, not the final structure.
POST-GAME AND ENDGAME ASSESSMENT
Timestamp: Hour 14 — Content boundary reached.
There is no post-game to evaluate. The beta's story content runs out, and you're left standing in a region with locked doors and unfinished routes. I cannot confirm a Battle Frontier, rematch system, legendary gauntlet, or any endgame completionist loop. The roadmap implies more is coming, but right now? The expedition ends mid-sentence.
100% completion took me approximately 14 hours — and that's "100% of available content," not 100% of a finished product. My actual dex completion sat at that agonizing 38.7%. Nearly two-thirds of the creature registry is either unreachable, ungated, or unimplemented. You can feel the potential pulsing under the surface like a Joltik about to evolve, but it hasn't sparked yet.
FINAL FIELD ASSESSMENT
Pokemon Abismal — Celestia region — is one of the most conceptually ambitious expeditions I've undertaken. The crossover creature roster, the Zelda-integrated exploration mechanics, the hand-animated sprites, the surprisingly thoughtful QoL systems — Day is building something that could become a completionist's paradise. The foundation is strong. The LevelCap + passive PC EXP + shared experience trifecta tells me this creator understands what collectors need.
But I can't rate a promise. I rate what's on the ground right now. And right now, it's an incomplete construction site — a beautiful one with incredible blueprints pinned to the walls, but you'll trip over exposed wiring and walk into rooms that don't have floors yet. My dex is incomplete. That's the worst thing I can say about any region. Not because the game failed me, but because the game isn't done yet.
I'll be watching this one like a Noctowl. The moment v4.0 drops, I'm redeploying.





