Aniimo review: a chill creature collector with the usual free-to-play drag

Aniimo review after 40 hours on PC: the Aniimo are fun to play, the open world runs on the Genshin formula, and the shop asks a lot. 6.5/10.

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Title card for Crit Pick's Aniimo review
It’s ok Score 6.5/10

The verdict, and my review score: 6.5 out of 10. Aniimo is ok. It is a relaxed, good-looking game with one genuinely fun system and a lot of familiar furniture around it, and the usual live-service trappings hold it back. It is not hard, it is not deep yet, and the shop asks more than the game in front of it has earned. It has good potential, and right now it suffers from the same illness most open-world gacha-style games have caught since Genshin.

Aniimo is the creature collecting game I keep opening when I want to play something and think about nothing. That is a compliment and a warning at the same time. The Aniimo themselves are the best thing in it: every one of them plays differently, and becoming one instead of only commanding it is the idea the whole game is built on. Around them sits an open world that could have come out of any big free-to-play game of the last five years, with the same map icons, the same daily checklist and the same pile of currencies.

Scope. This Aniimo review is based on 40 hours with the launch build on PC since release day, and I am still playing. I have spent some money on it: the monthly pass, the battle pass and a few euros on top. Everything about how it feels is my account. The few hard facts on this page, like dates and platforms, come from Pawprint Studio's own announcements and the Steam listing. Where something is my impression rather than a fact, I say so.
GenreCreature-collecting open-world action RPG, free to play
DeveloperPawprint Studio · also the publisher
Released16 September 2026 on PC, PlayStation 5, Xbox Series X|S and Xbox cloud gaming · mobile on 23 September
PriceFree, with a monthly pass, a battle pass and a premium currency
Played40 hours on PC, launch build, still playing · bought the monthly pass and the battle pass
Verdict6.5/10 — a chill creature collector with the usual free-to-play drag

What Aniimo is: a Pokémon-like creature collecting RPG

Aniimo is a free creature collecting action-adventure RPG, from Pawprint Studio, publisher and developer in one. It launched on 16 September 2026 on PC, PlayStation 5, Xbox Series X|S and Xbox cloud gaming, and the mobile version arrives on 23 September. You explore an open world, capture Aniimo with Aniipods, raise them, and battle with a team of four. The twist is Twining: instead of standing behind your Aniimo and giving orders, you merge with it and take direct control.

6.5/10

My score

40 h

Played on PC, still going

16 Sep 2026

PC and console launch

23 Sep 2026

Mobile launch

The game costs nothing to download and sells a monthly pass, companion handbooks and a premium currency. What each of those actually costs and what it buys is its own topic, and I have written it up separately in the Aniimo gacha breakdown. This review only touches the shop where it changes how the game feels in combat, in exploration and in the long run.

The Aniimo are the reason to play

The best part of Aniimo is that every Aniimo plays differently. A fast attacker, a heavy bruiser and a healer do not feel like the same character with different numbers. Their moves, their range and their rhythm change how you approach a battle, and switching between them is where the gameplay is most fun. Twining is the reason this works: you are not watching a pet in combat, you are the pet, and the pet has its own moveset.

Lunara, one of Aniimo’s two starters, in a close-up cutscene: a white fox-like creature with a crystal mask and a glowing blue ring behind it.
Lunara in a cutscene — the cute, stylized look at its best · Aniimo

Twining also carries the exploration. Merge with a flying Aniimo and you cross cliffs and valleys in the air, untwine when you land, and switch to whichever member of your party of four fits the next battle. That loop is the part of the gameplay that feels most like Aniimo's own idea rather than a borrowed one.

The player twined with a winged Aniimo, gliding over mossy cliffs and trees in Aniimo, with the party of four on the right of the screen.
Twined with a flying Aniimo over the cliffs — Twining doubles as travel · Aniimo

My one wish is more room on the skill bar. You get three usable skills at a time, and I would happily take a fourth or fifth. I understand where the limit comes from. Aniimo also ships on phones, and a phone screen only has room for so many buttons. Some limitation is normal for a game built for both, and it does not ruin anything. It only means a few Aniimo feel like they have more to give than the bar lets them show.

You are not watching a pet in combat, you are the pet.

40 hours with Aniimo

How Aniimo looks: cute, stylized and well designed

Aniimo looks good, and it is a beautiful open world to move through. The art is cute and nicely stylized, and it holds together across the whole game: the world, the menus, the human characters and the Aniimo all share the same soft, colourful look. It is not trying to be realistic, and it is better for it: a charming creature collecting adventure to look at. The regions have unique biomes, and the map names them plainly: Nimbus Fields, the Sea of Flowers, Blitzwood, Tideblossom Coast.

A wide view over rolling green hills and a tall mountain in Aniimo, with the player and two companions looking out over the valley.
The soft, colourful world, looking out from the first region · Aniimo

The creature design is well made. Most Aniimo read clearly at a glance, and their evolutions and Prismana forms feel like the same Aniimo grown up rather than a new one. My one reservation is that quite a few Aniimo look rather humanoid, standing upright with human proportions. That is personal preference, not a flaw, but if you come to creature collectors for animals and odd little monsters, you will notice it.

The character creator lets you shape your Pathfinder, and you can change your look and your name later. Both cost Glimmer, a currency you earn by playing, and the first redesign is free. You never have to pay real money for either; it only gets you there faster, since the monthly pass pays out Glimmer too. It is a small thing, but it shows how far the shop reaches: even fixing a name you picked in a hurry on day one comes with a shortcut you can buy.

The Choose Your Aniimo screen for a free Prismana, with Magmarex selected: an upright, heavily armoured creature standing on two legs in dark red and purple.
Magmarex as a Prismana pick — one of the more humanoid designs · Aniimo

Catching and area completion feel good

Catching is smooth, and area completion is the part of the open world I enjoyed most. The game gives you hints on how to find some of the Aniimo in an area, which turns completion from blind searching into a small puzzle. You read the hint, you go where it points, and you discover the thing. The Aniimo Catching Journey quests steer you toward new catches along the way. It is a simple loop and it is well done. The map tracks completion per region, split into mobility, puzzles, collection, challenges and missions, so you always know what is left. My Breezy Plains sits at 77 percent.

A player character standing under a giant mossy tree in Aniimo, with the minimap, the Aniimo Catching Journey quest tracker and the team of four Aniimo on the right of the screen.
Area completion starts with the Catching Journey tracker · Aniimo, launch build on PC

The Aniipod economy is the odd part. Over a day of play you throw thousands of Aniipods, or at least that is how it feels. Catching stays pleasant, but the sheer volume turns each capture from a moment into a motion. It can occasionally feel more like processing than catching. You stop noticing individual catches and start working through them, which is a strange place for a creature collecting game to end up. Part of that is how I play: I rarely weaken an Aniimo before I catch it. I just throw more Aniipods until one sticks, and the game lets you get away with that.

The Aniimo world map with Breezy Plains at 77 percent, region names such as Nimbus Fields, Sea of Flowers and Blitzwood, and completion categories along the bottom.
The map tracks completion per region and category · Aniimo

The world runs on a familiar formula

If you have played Genshin Impact, you know the shape of the Aniimo open world before you load in. Explore, clear the icons, collect the chests, finish the region, move on. The formula is the same, and in my opinion the loop gets boring fast for the same reason: once you have seen what a region contains, you know what every region contains. That is the core complaint of this review.

What saves it is the Aniimo. The world is far less uninteresting to explore over the long haul because of all the different types of Aniimo living in it, and Pawprint advertises more than 200 of them. A new area means a new creature to discover, catch and try out, and that carries the exploration further than the map design would on its own. The map also switches between two areas, Idyll and Astra, so there is more world than the first region suggests. How long that lasts once your collection is complete is something I cannot tell you yet. I have not caught them all, and the honest answer is that the world may feel emptier once the Aniimo stop being new.

Sanctums and the missing difficulty

Aniimo is currently not a difficult game. The Sanctums were too easy for me. I went in expecting to need a plan and came out without having needed one. The battles I have seen reward showing up with a reasonable team more than they reward playing well.

That is not all bad. Aniimo is a chill game, and plenty of people want exactly that from a creature collector. The cozy gameplay makes it easy to pick up for an hour and put down again. I found it relaxing. But if you are looking for battles that push back, there is nothing in the launch build that I would call a real test. Whether harder content arrives later is up to Pawprint Studio; right now the ceiling is low.

Home, the RV and the story

The housing side, your Home and the RV you travel with, starts slowly. The first hours hand you very little to do there, and it takes a while before the system opens up. It does look promising. Pawprint's own launch letter describes the Home as a multi-area map with house building and furniture, and says interior decorating will continue to be improved. What I have seen so far fits that: a foundation with room to grow, not a finished feature. The RV is also part of the resource loop: upgrades cost materials and time, and Pawprint shortened those upgrade times before launch to ease resource shortages. The same letter says RV dispatches now have a chance to produce Prismana eggs, which gives the RV a reason to matter beyond travel.

The player’s RV parked at the camp in Aniimo, its back door open onto a glowing portal, with bunting and a camp sign behind it.
The RV at camp — transport, base and a source of Prismana eggs · Aniimo

The Home itself is split into zones: a production zone where your Aniimo work, a homebuilding zone, a mine exploration zone, a lakeside recreation zone and a zone for limited-time events. Home life is slow to start, but it is the system I most expect to grow. Aniimo management happens here too: you assign your Aniimo to work in the production zone, and the launch letter adds a petting interaction so you can interact with the ones living at home.

The Home Overview screen in Aniimo showing an island map split into Production, Homebuilding, Mine Exploration, Lakeside Recreation and Limited-Time Event zones.
The Home split into zones — slow to start, promising to grow · Aniimo

Some quests are gated behind real-time waits. You finish a step, and the next one is not available until the clock says so. It is a standard free-to-play pacing tool and I understand why it is there, but it is still a wall between you and the thing you wanted to do next.

The story is there, and it is not my taste. It is kinda flat. The characters do have personalities, but they are very cliché. It moves you from region to region and explains why you are there, and I did not find much more to it than that. If you come to creature collectors for the characters and the writing, this is not where Aniimo is strong.

Egg Heist: a good foundation that needs more building

Egg Heist is Aniimo's team mode, a mix of searching and battles against other players, and it is the most interesting thing in the game outside the open-world adventure. It is fun, it works well with friends, and it is different from everything else you do. It also still feels a bit empty, like a mode with the frame built and the rooms not yet furnished. The developers say as much themselves: their launch letter lists new egg types and a new Chaos Mode for Egg Heist, and says the PvP event modes will continue to be refined.

My read is a good foundation that needs more building, and of everything in this review it is the part I most want to see grow. If you jump in now, the one tip that made the biggest difference for me is team shape. Always take a shielder, a healer, a buffer or debuffer, and your main damage dealer. For team building beyond Egg Heist, the Aniimo best teams guide collects the squads Pawprint itself recommends.

The catch: currencies, the shop and the long road to Prismana

The part that holds Aniimo back most is the economy around the game. There are too many currencies. That is normal for a game inspired by gacha games, but normal is not the same as good, and it makes the menus harder to read than they need to be.

The shop is tricky. Pawprint has to finance development and servers, and a game you download for nothing has to make its money somewhere. Even so, it seems quite expensive for what it offers, and I say that as someone who bought both the monthly pass and the battle pass. The monthly pass takes two hours off egg hatching. The companion handbook, Aniimo's battle pass, is where the more tempting rewards sit: a guaranteed Perfect Prismana, Sparkling Cubes, the option to open branch evolutions, and material that lets an Aniimo ascend a tier. A special look for an Aniimo with Radiant Dreamshadow is sold only in the shop.

The Companion Handbook screen in Aniimo: level 2 of the track, a Standard Edition row and a locked Advanced Edition row of rewards, with the Monthly Pass tab next to it.
The Companion Handbook, Aniimo’s battle pass: a free row and a paid Advanced Edition row · Aniimo

The good news is the one that matters most: you do not have to spend money to build your team. The Aniimo you need to play and finish content are there to catch. Where money starts to matter is completion. Getting every Elite Aniimo, and then every Prismana Elite Aniimo on top of that, will take a long time if you do not spend heavily. Legendary Aniimo are their own hunt on top, and Pawprint reworked how they are caught before launch. If collecting everything is your goal, that road is long without whaling, and you should know that before you start.

For the full price list and what each purchase includes, the Aniimo gacha breakdown has the details.

Who Aniimo is for

Aniimo is for players who want a calm creature collecting adventure with cozy gameplay and a cute, stylized look, enjoy trying out many different creatures, and are fine with a daily rhythm of tasks and timers. If you like the open-world formula of the big gacha games and wished you could become the monsters you collect, this is close to that game.

Give it a go

A calm collector that costs nothing to try.

  • You want a relaxed creature collector to play with your brain switched off.
  • Trying out many different creatures is the part of the genre you enjoy most.
  • You like the big open-world gacha formula and always wanted to become the monsters you collect.

Probably not

The launch build is easy and the grind is long.

  • You want fights that push back. The Sanctums do not.
  • You play for the story. It is there, and it is flat.
  • You want the full collection without a long grind or a wallet.

If you are interested in a creature collector you can play in short, relaxed sessions, it fits that well. It is not for players who want real difficulty, a story that carries the game, or a collection they can finish without a long grind or a wallet. If the familiar open-world loop already wore you out elsewhere, the Aniimo will not be enough to fix it. It has not reached its full potential yet, and this review will change if the game does.

Aniimo review questions

Is Aniimo any good?

It is ok. My Aniimo review score is 6.5 out of 10. The Aniimo themselves are fun to play and well designed, the cute, stylized art looks good, and catching and area completion feel good. Against that stand a familiar open-world loop, no real challenge in the launch build, a flat story and a shop that feels expensive. It has good potential, but it is not there yet.

Is Aniimo a gacha game?

Not in the way the word usually means. You catch your team in the open world rather than pulling for it, and you do not have to pay to build a team. The economy still borrows a lot from gacha games: many currencies, a monthly pass, companion handbooks and shop-only looks. The full breakdown of what the game sells is in the Aniimo gacha guide.

Is Aniimo pay to win?

Not for building a team or finishing content. The Aniimo you need are catchable, and the monthly pass mostly saves time, such as two hours off egg hatching. Money matters most for completion: collecting every Elite Aniimo and every Prismana Elite will take a long time if you do not spend. If full collection is your goal, expect a long road.

Is Aniimo like Genshin Impact?

In its open world, yes. The structure of exploring, clearing map icons, collecting and moving to the next region follows the same formula, and so does the economy around it. The difference is the Aniimo: every one of them plays differently and you play as them through Twining, which makes exploration more interesting than the formula alone would.

Is Aniimo hard?

No. The Sanctums and the combat in the launch build are easy, and I did not hit a real challenge. Aniimo is a chill game that rewards a reasonable team more than precise play. That makes it relaxing, but players who want difficulty will find the ceiling low. Harder content may come later; right now it is not there.

Is Aniimo out, and on which platforms?

Yes. Aniimo launched on 16 September 2026 on PC, PlayStation 5, Xbox Series X|S and Xbox cloud gaming, and the mobile version arrives on 23 September. It is free to play on all of them. Release details and platform notes live on the Aniimo hub.

Is Aniimo worth playing?

If you want a relaxed creature collector, yes, and since it costs nothing the risk is only your time. The Aniimo and area completion are worth a look on their own. If you are tired of the open-world free-to-play formula, or you need difficulty and story, Aniimo in its launch state will probably not hold you for long. If that changes, so will this review.

Sources — Launch dates, platforms and the Home, RV and Egg Heist notes per Pawprint Studio’s launch dev letters on aniimo.com (3 September 2026); developer, publisher, free-to-play status and in-app purchases per the Steam listing (app 4126040); the four-slot team size per Pawprint’s official team recommendations; “more than 200” Aniimo per Pawprint’s own launch announcement. Everything about how it plays, looks and feels is 40 hours of firsthand play on the PC launch build, with the monthly pass and the battle pass bought.

Last updated: 21 September 2026 · 40 hours in. I will revisit the score when harder content or a bigger Egg Heist update arrives.

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