Getting Started
Welcome to Yomi no Sho. This page walks you through your first thirty minutes in the game: account creation, the opening cinematic, your first Shade binding, and the rhythm of the idle loop. By the end of this guide you will have a working party, a basic understanding of the Sanzu currency, and a clear sense of what to do next.
Account creation
Section titled “Account creation”Yomi no Sho supports three account types: a guest account that lasts 24 hours, an email-linked account, and a third-party OAuth account (Discord, Google, or Apple). The guest account is intended for trying the game; do not invest more than ten minutes into a guest account because it cannot be promoted to a permanent account and all progress is lost on expiry. If you decide to continue, create a real account and the game will offer to migrate your guest save.
Email-linked accounts receive a one-time verification code rather than a password. This is intentional — there are no credentials to phish. If you lose access to your email, account recovery is handled through the in-game support form and typically takes 48–72 hours. Third-party OAuth is the most convenient option if you already use one of the supported providers, but be aware that deleting your Discord or Google account will also lock you out of Yomi no Sho unless you have linked a recovery email.
Tip: Link at least two sign-in methods to your account. The game does not require it, but it is the single most common recovery request the support team receives.
The opening cinematic
Section titled “The opening cinematic”After signing in you will watch a roughly four-minute cinematic that establishes the premise: your character has died in the mortal world and awakens on the bank of the river Sanzu, unable to cross because they have no coin for the ferryman. A hooded figure — later identified as Enma’s Scribe — offers you a bargain. In exchange for service as a “Warder of Yomi,” you will be allowed to retain your memory and your will. The cinematic is skippable, but it contains several visual hints about late-game plot points that are worth seeing at least once.
Once the cinematic ends, you are placed in the Wreck of the Lantern, a small starting zone. The Scribe gives you your first Shade binding — a low-rank spirit called Kagaribi (the Embers-Woman). She will be your primary damage dealer for the first several hours of play.
Your first Shade
Section titled “Your first Shade”Shades are the playable units of Yomi no Sho. Each Shade is the lingering echo of a once-living soul, bound to your service through a contract written in the eponymous Book of Yomi. Kagaribi is a fire-aspected Shade whose basic attack applies a stacking burn. Her skill tree is forgiving and her resource costs are low, which makes her an excellent tutorial unit.
The game walks you through your first combat encounter: a single Wandering Hollow that takes roughly ten seconds to defeat. Pay attention to the UI during this fight, because several mechanics are demonstrated without explicit text labels:
- The Resolve bar (top-centre) fills as you take damage. When full, it allows your Shade to use their signature skill.
- The Affinity wheel (top-right) shows elemental matchups. Fire is strong against Wood and weak against Water — this matters more later.
- The Lantern icon (bottom-left) is your idle timer. Even with the game closed, Kagaribi will continue to fight weaker enemies and accumulate Munin (the game’s primary idle currency).
After the fight, the Scribe explains binding: each Shade requires a Binding Slip to be summoned. Kagaribi was free; future summons will cost Slips, which are earned through play and rarely through events.
The idle loop
Section titled “The idle loop”Yomi no Sho is, at its core, an idle game. The fundamental loop is:
- Send Shades out to a zone. Each zone has a list of possible encounters, a difficulty rating, and a Munin-per-hour yield.
- Wait. The Shades will fight automatically. Progress continues while the app is closed, capped at 12 hours of offline accumulation.
- Collect the accumulated Munin, Matsuri (event currency), and any items dropped.
- Reinvest the Munin into Shade levels, skill upgrades, or new zone unlocks.
- Repeat with a more powerful party.
The first zone, Wreck of the Lantern, yields about 80 Munin per hour with Kagaribi alone. Your first goal is to push her to level 10, which unlocks her second skill — a small AoE burn that dramatically increases her clear speed. Once you have her at level 10, the second zone (the Sanzu Ferry) becomes viable.
Where to go next
Section titled “Where to go next”- First Steps in Yomi — a more detailed walkthrough of your first day, including which zones to prioritise and which to skip.
- Combat Basics — the resolution order, the affinity wheel, and how damage is actually calculated.
- Progression & Ascension — what to do once you hit the first soft cap at level 30.
If you would rather explore freely, the Lore section contains the cosmology and history of Yomi, and the Bestiary section lists every enemy in the game with drop tables and weaknesses.