How Touch Pass and Video Calls Work in DM with Me
Updated
Touch Pass and video calls are two of the more interactive features in DM with Me, and both work on a simple rule: you pay to unlock access, then use it for as long as the session lasts. Touch Pass temporarily makes every on-screen circle free to touch, and video calls require you to allow camera access and stay on the call to keep it going. Both are optional extras layered on top of the main chat-and-gift romance loop with Elise.
Touch Pass
Touch Pass changes how the "Romantic Tension" system behaves while it is active.
Normally, the tension bar fills up as you chat and send gifts, and each circle on screen shows its own cost. When the ring around a circle fills up, you can afford it, and tapping it unlocks a magic moment.
With a Touch Pass running, that cost disappears:
- Every circle on screen becomes free to touch — no tension needed.
- You can tap as much as you like while the pass lasts.
- The pass runs until you tap END TOUCH PASS or your gems run out.
What Touch Pass costs
The pass uses a timed gem structure rather than a flat fee:
| Period | Cost |
|---|---|
| First 60 seconds | 200 gems |
| Every 15 seconds after that | 50 gems |
So the opening minute is the most expensive part, and the pass then drains at a steady rate. Because it ends when your gems run out, the practical length of a pass depends on your gem balance — a large balance means a longer pass, a small one means it stops early.
When Touch Pass makes sense
- If you want to explore several circles in one sitting without waiting for tension to build, the pass removes that gating entirely.
- If you only want one or two moments, paying per circle is likely cheaper than starting a pass, since the first 60 seconds alone costs 200 gems.
- Watch the timer: the pass keeps charging every 15 seconds until you end it or run dry, so tapping END TOUCH PASS when you are done is what stops the spend.
Video calls
Video calls are a separate interaction from the chat and touch systems.
- Camera access is required. The game shows a "Camera access needed" prompt — you need to allow camera access to make the video call.
- A call lasts as long as you stay. Leave the call and you will need to call again.
- Staying on the call is a choice. If you try to leave while she is still there, the game asks whether you want to keep talking for the rest of the call or hang up.
- Calls are gated by her availability. At least one call prompt notes she is at her mother's place, so a call is not always available on demand.
What calls cost
The call prompts in the game show a cost of 100 next to the call and stay-on-call options, and the currency shown alongside these prompts is gems. Treat the 100 figure as the price of initiating or continuing a call, and check the prompt on screen before confirming, since the game displays the cost at the moment you decide.
How the two features differ
| Touch Pass | Video call | |
|---|---|---|
| Trigger | Activate the pass from the tension screen | Start a call when she is available |
| Requirement | Enough gems to keep it running | Camera access allowed |
| Duration | Until you end it or gems run out | As long as you stay on the call |
| Cost pattern | 200 gems for the first 60 seconds, then 50 gems per 15 seconds | 100 shown at the call prompt |
Practical things to know
- Both features sit on top of the same relationship progression — chatting and sending gifts still drive the tension bar and your relationship level (Stranger through Soulmate).
- Gems are the currency tied to these prompts, and the shop lists gem packs from 15 gems at $1.99 up to 4,900 gems at $499.99, so the size of your gem balance directly limits how long a Touch Pass or a run of calls can last.
- The game is explicit that Elise is an A.I. chatbot and not a real person, and that everything she says should be treated as fiction — worth keeping in mind for the video call feature in particular.
- Energy is a separate limit: the energy meter shows 0 / 25 and can be refilled for 100 coins, so running out of energy is a different constraint from running out of gems.