Gameplay · 9 min
Aniimo Sparkling Pigment in Version 1.1: Switch Freely Between Every Sparkling Hue You Unlock
The 1 October Dev Feedback answers the most common Sparkling complaint: once version 1.1 is live, every Sparkling Hue a Prismana has rolled stays unlocked and can be switched back to. ZakkuVerse covered it the same day and asked for the next step, duplicate protection. Here is what a Sparkling Pigment does today, what changes, what does not, and what a full set of hues costs in Sigils.
Written by
ZakkuVerse
The reading of the 1 October Dev Feedback, the Sparkling Pigment screen, the suggestions and the Egg Heist footage on this page come from ZakkuVerse’s video of 1 October 2026
From version 1.1, a Sparkling Prismana Aniimo keeps every Sparkling Hue its Sparkling Pigments have rolled, and you can switch freely between them, so a bad reroll no longer costs you the colour you had. The Pigment itself still rolls at random, it still only works on Sparkling Prismana Aniimo, and nothing in the announcement stops it landing on a hue you already own.
The change was announced in the developers’ Dev Feedback of 1 October 2026, as the answer to the first player question: Rerolling the same Aniimo keeps giving repeat colors and burns through resources. Can this be improved? No release date for 1.1 was given, and the change is not in the current game. ZakkuVerse put the answer on screen the same day, called it the change he has wanted “since launch”, and spent the rest of his video on what he would fix next. His suggestions are marked as his throughout: none of them has been announced.
What does version 1.1 change about Sparkling Pigment?
Rerolling a Sparkling Prismana’s colour stops being destructive: every Sparkling Hue you have unlocked on that Aniimo stays available, and you pick which one it wears. Today a Pigment overwrites the hue you had. After 1.1 it adds one to a collection.
The source is the developers’ own post, headed Dev Feedback | Oct 1 and published from the official @Aniimo_EN account. ZakkuVerse opens on it at 0:00.
Question 1 and its answer fill the screen at 0:12. Word for word: In version 1.1, we’re improving Sparkling Hue rerolls for Sparkling Prismana Aniimo. Once it’s live, you’ll be able to freely switch between any Sparkling Hue you’ve already unlocked for an Aniimo.
Three details are worth reading carefully. First, the scope is Sparkling Prismana Aniimo, the same narrow pool the Pigment already serves; a Sparkling Basic Form or regional form is not mentioned. Second, ZakkuVerse says at 0:17 that you can switch “all the way back” to the original Prismana colour, and his video description repeats it. The paragraph on screen does not contain that sentence, so treat it as his reading of the full post until the patch notes confirm it. Third, the timing. “Once it’s live” is future tense, yet the 23 September update is already live, and its notice calls it the version 1.1 update. That notice is titled Setting Out in Pursuit of the Wind: Part I, so a later part of 1.1 is the natural reading, but nobody has announced one. Either way, the switch is not in the game on 1 October 2026, and no date has been published.
What does Sparkling Pigment do today?
A Sparkling Pigment rerolls the Sparkling Hue of a Sparkling Prismana Aniimo at random, and the old hue is gone. It costs 5 Sparkling Sigils at the outpost vendor’s Item Exchange, and the roll is 99% for one of the ten numbered Sparkling Types, 0.5% Dazzling, 0.5% Shadow.
ZakkuVerse opens the Use Item screen at 0:26 with a Pigment in his bag, and the panel shows the restriction better than any other screen we have seen. Every Aniimo in that storage page is greyed out as Not available except one: a Perfect, level 51 Glynsera at CP 1,345, his Sparkling Prismana.
That card settles a point our Sparkling variants guide had to leave open: the inventory tooltip AniimoSync filmed never mentioned the Prismana restriction, only the shop card did. The Use Item panel prints it too. Everything else about the Pigment comes from earlier footage on this site. The outpost Item Exchange sells it for 5 Sparkling Sigils. A Sigil comes from reporting a Sparkling Aniimo at the outpost, the one source the game’s data files list for it, as our trip egg coverage sets out.
| Today | From version 1.1 | |
|---|---|---|
| Which Aniimo | Sparkling Prismana only | Sparkling Prismana only |
| Cost per reroll | 1 Sparkling Pigment, 5 Sparkling Sigils | Not announced as changing |
| Roll | 99% Type I to X, 0.5% Dazzling, 0.5% Shadow | Not announced as changing |
| Your previous hue | Lost | Kept, switch back freely |
| Rolling a hue you own | Possible | Still possible: no duplicate protection announced |
| Original Prismana colour | Not selectable | Switchable, per ZakkuVerse’s reading |
How many Sparkling Hues are there?
Twelve per Aniimo: Sparkling Type I to Type X, Dazzling Sparkling and Shadow Sparkling, plus the original Common colour, thirteen looks in all. ZakkuVerse says “around 12” at 0:52, and the game’s own list makes it exactly twelve.
From 0:54 his video shows the full grid for Scorchhowl’s Prismana Form, the creature he wants most in Shadow. Here is the same set from the official renders our Aniidex page uses.
Two things about that grid. The numbers are slots, not colours: Type V is lime on this Scorchhowl and rose pink on Fulmintis, so a “yellow and green” horror on one species tells you nothing about another. And the pool is small in species but wide in looks. The game has 25 Prismana Forms, and our renders show all twelve hues on the 24 we have pictures for; our Nurture guide covers how to aim at a particular Prismana in the first place.
Can a Sparkling Pigment roll a hue you already own?
Yes, today and, as announced, after version 1.1 too. The Dev Feedback changes what happens to hues you have rolled, not the roll itself. That is the gap ZakkuVerse spends 0:43 to 1:43 on.
His example is simple: roll Type I, then IV, then VII, then IV again. Under 1.1 he could switch back to IV whenever he liked, but he would “rather have spent that resource unlocking something I didn’t have”. His request, clearly a suggestion: a Pigment that never lands on a hue the Aniimo already has. He argues the grind survives it, because twelve hues is still twelve Pigments of chase.
The arithmetic backs him up, with one caveat stated first: the split of the 99% between the ten numbered types is not published, so what follows assumes an even split. Under that assumption, with k of the ten numbered hues already unlocked, the next Pigment repeats one of them 99% × k ÷ 10 of the time.
Run it to the end and the cost of collecting is plain. Starting from the one numbered hue it was caught in, the other nine take about 28.6 Pigments on average without protection, against 9 if every roll were new.
| Collecting the other nine numbered hues | Pigments, on average | Sparkling Sigils, at 5 each |
|---|---|---|
| Today, and as announced for 1.1 | About 28.6 | About 143 |
| With the duplicate protection ZakkuVerse asks for | 9 | 45 |
Version 1.1 makes those extra rolls harmless to the hue you had; it does not make them free. The two rare hues sit outside that sum at 0.5% each per roll, and no amount of protection changes those odds.
Should Irisalis, Transmog and Legendaries keep unlocked looks too?
That is ZakkuVerse’s second request, not an announcement: once a cosmetic is rolled, let the player keep it. At 2:07 he names Irisalis, Transfigurations and future Legendary Aniimo, and adds that transmog and outfits already give the game plenty of cosmetic chase.
The screen shows why he lumps them together. The Irisalis Transmog rolls five parts, Color, Wings, Headwear, Body and Sparkling, and our Transmog guide covers the costs: Glimmering Driftshadow for a plain roll, Radiant Dreamshadow to lock a part. The panel also carries a History button and saved presets, which go some way towards keeping looks. Whether the Dev Feedback says anything about Transmog, the part of the post on screen does not show. He finishes generously: it may be how the game earns its money.
Can you keep the Umbral look after evolving?
No. Evolving an Umbral Aniimo removes the Umbral coat, and nothing announced changes that. The client’s own note reads: After evolution or transformation, the Umbral appearance disappears. Our Umbral guide covers the rest, including the always Perfect potential.
ZakkuVerse’s idea at 2:42 is an Umbral pigment that carries the look through evolution. His worked example, his numbers, not the game’s: an Umbral Emberpup spends 10 Umbral pigments to become an Umbral Flameruff, then 10 more for an Umbral Scorchhowl. No such item exists.
One part of his complaint the data softens. He says that unless you hatch an Umbral already evolved you are stuck with the baby form. The final stages carry an Umbral rate of their own: Emberpup, Flameruff and Scorchhowl all list the same 0.0003333, about 1 in 3,000. An Umbral Scorchhowl can be met as it is, it just cannot be grown. Prismana Forms carry no Umbral rate at all, so an Umbral Prismana is not on offer either way.
What is wrong with Egg Heist matchmaking?
ZakkuVerse’s last complaint, at 3:21: random squads in Operation: Egg Heist have players who go AFK, and players who let a teammate faint and then take their loot. He also asks for the collection items in the mode to drop more often. Neither point is addressed in the part of the Dev Feedback on screen.
The loot complaint follows from the rules. Our Egg Heist beginner guide filmed the launch build: a player who faints forfeits what is in the backpack. In a squad, someone else can pick it up. That guide’s run asked for 20,000 Eggshell Coins; ZakkuVerse’s panel says Team and asks for 60,000. The screen does not say why, and squad size is the obvious guess, not a confirmed one.
The rooms he runs through are on our Egg Heist map, Lost Isles and Lost Sanctum both. If you go in for eggs, remember why: a Sparkling Cube on an Egg Heist egg is the only Cube route to Shadow Sparkling, at 1%, the hue ZakkuVerse wants on his Scorchhowl. That table is in our Sparkling guide, and the Cube itself is on our Aniipods page.
His closing line, at 3:51, sums up where the system will stand after 1.1: keep the grind, keep the chase, “just make every reroll count”. Free switching is confirmed. Duplicate protection is a request.

