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Gameplay · 7 min

Aniimo Removed Its Gacha and Its Entire Rune System

Irisalis is no longer a slot machine, the rune grind is gone, and Umbral Aniimo arrive as the rare roll nobody can buy. What the launch changes mean for catching, building and monetisation, with one question the letter leaves open.

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Beta testing and analysis by Cheep Tamer, published here with permission

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Correction, 2 October 2026: Aniimo has a gacha again, for cosmetics. Lightweave, the Forest of Butterfly Dreams draw that opened on 30 September 2026, sells random pulls at 38 Lumin Crystals a ticket and lists its featured Woven Wings of the Wildwood at 0.25% per pull. No Aniimo is in that draw. What this article covers, the Legendary catch and the rune gacha removed before launch, still stands. The rates and the real cost of Lightweave are in our Lightweave gacha guide.

Pawprint Studio published its pre-launch dev letter on 3 September, and it goes further than the usual pre-launch tuning notes. Two whole systems from the betas are not being adjusted for launch: they are gone.

The first is the Legendary Aniimo catch, the one that had you throwing Aniipod after Aniipod at Irisalis, which drew plenty of honest criticism during the tests and has been rebuilt from the ground up. The second surprised me more: the rune gacha is gone, along with the random rune slots that came with it, and that is not a change I remember many people asking for. Now that the game is out, we can be exact about what survived, and the answer is stranger than the letter suggested.

I played every test, so here is what actually changed, what it means for how you build an Aniimo, and the one question the letter does not answer.

The Legendary catch is not a slot machine any more

In the tests, meeting Irisalis meant paying an entry cost, throwing balls, failing, and repeating. The studio’s own description of the problem is unusually blunt: they had hoped randomness would make a Legendary feel like a challenge, and instead the repetition made the encounter less immersive than what they set out to build.

The beta’s Rift Exploration event page for Irisalis, the repeatable Legendary encounter the launch redesign replaces

The replacement, which the 25 August launch broadcast had not revealed, has three parts. You collect legendary tokens through world exploration and story progress. You use them to craft your own Legendary Aniipod, which unlocks Irisalis’s exclusive story. Then a unique encounter appears on the map: you enter the battle, follow the story, defeat the Legendary, and throw the Aniipod you built to seal the bond.

Two details matter more than the rest. The token collection is folded into ordinary exploring and catching, so you are not grinding a separate track. And the encounter happens once. There is no farming it, no resetting it, no second attempt if you fumble.

Throwing Aniipods at Irisalis during the Aniimo beta, a Calming Progress bar ticking above the Legendary

The letter also says this design is the template for every Legendary Aniimo to come, which makes it a structural decision rather than a patch to one boss. This is how I thought it should have worked from the start.

Here is where I have to be careful before calling it a complete win.

During the beta, when players raised this, the response indicated the studio still intended to offer paid options for people who wanted a Legendary faster. The launch letter says nothing about that either way. It describes the new acquisition path in detail and simply does not mention monetisation.

So there are two readings. Either the paid route was dropped along with the random catching, or you obtain one copy through story and exploration and additional copies remain purchasable. I lean toward the second, because it is the version that is consistent with both statements, but that is my inference, not an announcement. Until the store is live, nobody outside the studio knows.

What is certain is that the part people disliked, paying an entry cost to roll the dice on a creature you might not get, is not in the launch build.

Prismana got simpler, and Umbral Aniimo arrived

The Prismana acquisition pass is mostly a de-frustration exercise. The base chance of triggering Prismana through nurturing is now flat, which removes the early-game penalty where low Prismatic Energy quietly suppressed your odds. The pity guarantee stays. Offering quality no longer affects Wild Surge quality, and ecosystem nurturing now grants a fixed amount of Prismatic Energy, so you can stop optimising an input that was never explained well. Season-exclusive Prismana got clearer spawn conditions too.

Catching also gains a lucky strike mechanic: it hands out items, raises the area’s Prismatic Energy, and can directly trigger Prismana Flow.

The genuinely new thing is Umbral Aniimo. Wild Surges, which you trigger through ecosystem nurturing, now have a chance to produce them, and they can also turn up by chance in the open world. The letter describes them as Perfect Potential with distinctive coloration, and the shipped build is more specific: Umbral is a dark recolour rolled on the catch, 185 Aniidex entries can produce one at 0.03333% each, and the coat vanishes once you evolve or transform the creature. It is a roll rather than a form, so there is no Umbral page to visit: each entry prints its own rate in its Umbral variant section.

A hooded dark-coated Aniimo in the open world at night during the Aniimo beta, the look that shipped as the Umbral variant

Worth noting for anyone who tested earlier builds: Umbral is the closest thing the launch game has to the old Darkler concept, which matters to the people holding Promise Eggs from the second beta. Nothing official connects the two. It is just hard to look at them and not wonder.

Sparkling Cubes now guarantee Perfect Potential

This one cuts both ways, so it is worth looking at honestly.

An Aniimo caught with a Sparkling Cube now has guaranteed Perfect Potential. Combined with the cube’s existing guaranteed Sparkling effect, that is a single item producing the best possible version of a target. Cubes can be bought with real money, so the most desirable outcome in the game is, to a degree, purchasable. It does trivialise shiny hunting for anyone willing to spend.

The Sparkling Cube shop page in the Aniimo beta, when it still guaranteed Elite Potential rather than the Perfect promised at launch

Umbral Aniimo are not an ideal counterweight, but they are a real one. They are rare, they are found rather than bought, and they come with Perfect Potential built in. If Sparkling is now the form you can pay for, Umbral is the form you have to actually go and find.

Practically, this raises the value of the advice that already applied: bank your cube. It was worth holding when it only guaranteed Sparkling. It is worth holding more now.

A Perfect Helion at level 60 in the Aniimo roster, the Potential grade Sparkling Cubes now guarantee

The rune system is gone, and builds are the open question

The one that genuinely surprised me: the Held Item system, which the beta called the Carried Item, has been simplified, random rune slots are gone, and the rune gacha has been removed entirely.

The beta’s Held Item screen with rune slots, a Premium P.DEF Rune and the Rune Crafting menu, all removed at launch

The exact shape of it, now that we can read the launch client. Runes still exist as items: 48 of them, ids 555001 to 555048, and the Holo-Battle Sim is the only source the game lists for any of them. What no longer exists is anywhere to put one. Every Held Item ships with 0 rune slots, 15 enhancement levels and a Legendary 15 EP line, so there is no socket on the equipment layer at all. The gacha that used to hand out runes is gone, the runes it handed out are orphaned, and a build carries none. Our held item database lists what each one actually does instead.

Unlike the Irisalis rework, I do not think this one was driven by complaints, because runes barely came up in beta discussion. My guess is the usage data did the talking: most players hardly touched the system during the tests, probably because the UI around it was confusing and not very intuitive, so the training rework simplified it away, and something else may well take its place later.

Whatever the reason, I am glad to see it go, and Genshin Impact or Wuthering Waves players will understand why. Farming Artifacts or Echoes can take over a month per character, and it is the part of those games people burn out on. Aniimo looked like it was heading the same way, and removing the system before launch is far easier than removing it two years in, once an economy has grown around it.

I like it. I also do not yet know what it means for building an Aniimo, because runes were the main route to Crit Rate and Cooldown Reduction, and both are very low by default.

A handful of Aniimo do not care, because the stat is written into their kit. Blazen has two skills that each grant 50% additional critical rate, and a trait that turns on after six critical hits. Thornblade buffs its own crit rate by 30% on a well-timed counter and 15% on a thrust. Those two build themselves. Everything else in the roster needed the stat from somewhere.

My guess is that the reworked capability systems absorb it. The same section of the letter says Capability Awakening below level 60 can now be reset at any time with the training items returned, that capability caps unlock gradually with Aniimo level and Resonance star rank, and that Capafruit effects transfer automatically during inheritance so shexxing your investment no longer costs you everything. That is a lot of restructuring around progression stats. It would be strange if crit were not part of it.

The Awaken Potential screen on a Perfect Emberpup in the Aniimo beta, every capability at its cap of 20

The launch build is in our hands now, and the answer is that crit still has to come from a kit or from Capability Awakening rather than from gear: the single Held Item slot is a flat Base effect plus a signature Core effect, and nothing on it sockets a rune. Treat every rune guide on the internet, this site’s own archive included, as documentation of a system that has no socket to plug into.

Home, dispatches and a long quality-of-life list

The Home section is the longest in the letter and the least discussed. The Home is now a multi-area map with house building and a large furniture catalogue, with interior decorating flagged for continued work. Furniture groups can be shared through codes, some pieces can be placed out in the open world, and unused furniture sells back through the Co-op Store. Home Aniimo get new idle behaviours, better work logic and a petting interaction.

The line I would not skip past: RV dispatches now have a chance to produce Aniimo eggs with the Prismana trait. You can send dispatches every day. A daily, zero-cost chance at a Prismana egg is a serious addition dressed up as a housing note.

The RV Level Up screen in the Aniimo beta Homeland, with upgrade conditions and costs at level 8
ChangeWhy it matters
Pathfinder Challenge rematchesA repeatable, real opponent to test a new team against
9/9 and 10/10 spawn rates increasedPerfect-Potential wild catches are meaningfully more common
Egg Heist reworkedMore obtainable egg types, plus a high-difficulty Chaos Mode
Journey quest guidance rebuiltVague objectives and progression blockers fixed
Multi-language voiceoverMain story is voiced, with translation quality passes across all languages
Controls passMobile and controller handling improved ahead of the 23 September mobile launch
Choosing a battle roster before a Pathfinder Challenge duel against an NPC in the Aniimo beta

The rematches are the one I am personally happiest about. Building a team and having nowhere to test it against a real opponent was a genuine gap.

Cheep Tamer facing the NPC Allen in an Aniimo Pathfinder Challenge duel, the rematch feature returning at launch

What this actually says about the studio

Set the individual changes aside for a second. A studio deleting two systems it had already built, weeks before launch, is rare, whether the push came from player feedback, as with Irisalis, or from watching what players actually did with them, as I suspect with runes. Either way it means throwing away finished, functional work, and I am surprised they managed all of this in the couple of months since the last test.

The letter frames the changes as proof that feedback did not just sit in forums and feedback forms, and on the Irisalis evidence that is fair. It is also a reason to keep the conversation going: the paid-Legendary question is still open, and Sparkling Cubes being purchasable is still a monetisation lever pointed at the rarest outcome in the game.

So keep voicing your concerns and helping make this game the best version of itself for everyone. On this record, the devs are listening.

  1. Is Aniimo a gacha game?

    Not for Aniimo, but for cosmetics, yes, since 30 September 2026. The randomised Legendary Aniimo catch was removed before launch: Legendary Aniimo such as Irisalis come from legendary tokens earned through exploration and story progress, a personal Legendary Aniipod and a one-time story encounter. Lightweave, which opened on 30 September 2026 with Forest of Butterfly Dreams, is a paid random draw for outfit items, with its featured Woven Wings of the Wildwood listed at 0.25% per pull.

  2. Has the Aniimo rune system been removed?

    Effectively, yes. The 3 September 2026 dev letter said the Held Item system, which the beta called the Carried Item, has been simplified, that random rune slots are gone, and that the rune gacha has been removed. The launch client matches that: 48 rune items still exist, ids 555001 to 555048, with the Holo-Battle Sim as their only listed source, but every Held Item ships with zero rune slots, so nothing can socket one and a build carries no runes. Runes were the main source of Crit Rate and Cooldown Reduction, and that job now falls to kits and to Capability Awakening.

  3. What are Umbral Aniimo?

    A rare dark variant introduced for launch, with guaranteed Perfect Innate Potential. It is a roll on the catch rather than a form with its own page: 185 Aniidex entries can produce one, each at 0.03333%, and the dark coat disappears once the Aniimo evolves or transforms. They appear in Wild Surges triggered through ecosystem nurturing, and by chance in the open world. Unlike Sparkling, which can be guaranteed with a purchasable Sparkling Cube, Umbral Aniimo are found rather than bought.

  4. Do Sparkling Cubes guarantee Perfect Potential now?

    Yes. Aniimo caught with a Sparkling Cube now have guaranteed Perfect Potential, on top of the cube’s existing guaranteed Sparkling effect. That makes a banked cube more valuable than before: it produces the best possible version of whichever target you spend it on.

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