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Temtem - Massively multiplayer creature-collection adventure

Created by Crema

Seek adventure in the lovely Airborne Archipelago alongside your Temtem squad. Catch every Temtem and battle tamers around the world.

Latest Updates from Our Project:

Delivering some more digital goodies to our backers!
over 5 years ago – Thu, Jul 30, 2020 at 12:10:28 PM

Tamers, we hope you're all enjoying Kisiwa right now!

Today we bring you a very small update, just to let you know that we have sent some of the digital rewards you backed for during Temtem's campaign. Specifically, today we're sending over:

  • “Original Tamer Cap”. Exclusive to backers with tiers "Temtem Tamer" or higher.
  • "Taco Hat". Exclusive to backers with tiers "Temtem Tamer" or higher.
  • "Fedora Hat". Exclusive to all the users who pre-ordered Temtem on Discord back in the Alpha days. In order to get this hat, you'll need to go to our Discord server and check the #announcements channel for more information.
  • "Backer Emote Pack". Including four emotes: Pigepic Plushie, Comfy Sit, Taco, and Make It Rain. Exclusive to backers with tiers "Explorer" or higher.
  • "Alpha Hero" in-game title. Exclusive to backers with tiers "Alpha Hero" or higher.
  • "Explorer" in-game title. Exclusive to backers with tiers "Explorer" or higher.
  • "Collector" in-game title. Exclusive to backers with tiers "Collector" or higher.
  • "Founder" in-game title. Exclusive to backers with tiers "Founder" or higher.
  • "Guardian" in-game title. Exclusive to backers with tiers "Guardian" or higher.
  • "Villager" in-game title. Exclusive to backers with tiers "Villager" or higher.
  • "Artisan" in-game title. Exclusive to backers with tiers "Artisan" or higher.
  • "Dojo Disciple" in-game title. Exclusive to backers with tiers "Dojo Disciple" or higher.
  • "Engineer" in-game title. Exclusive to backers with tiers "Engineer" or higher.
  • "Breeder in-game title. Exclusive to backers with tiers "Breeder".

Please, check your emails (including the spam folder!) and grab your code to redeem the rewards and brag about them in front of everybody else!

PS: If you haven't received your email or you can't find it, you can go to https://temtem.backerkit.com/ and get the codes there under your digital downloads.

PS 2: If you ordered a console version of the game, you are receiving the codes now too. You can hold onto them and redeem them when the game is launched in your console of choice.

Kisiwa is releasing tomorrow along with the Chat, Club management and more!
over 5 years ago – Tue, Jul 21, 2020 at 01:13:44 AM

It's been a long wait, but finally, tomorrow Kisiwa will open its doors to all Tamers. To celebrate the occasion, we've created a new trailer to announce it and showcase some of the features arriving with this patch.

Please, be aware the trailer contains spoilers about new Tems, techniques, and story bits. If you want to do a blind run for Kisiwa we recommend not watching it.

Public service announcement

As we already announced on our twitter and previously in the Early Access release, Temtem's price is going to be increased with this new patch. The game price will increase from $35 to $37.5.

Temtem's price will keep increasing with each big patch (aka new island) we release.

So, what's new?

Apart from the new island (and all the things it carries: new Tems, techniques, traits, items...), this patch is packed with new features too. Since we merged the last patch of the spring update and the Kisiwa patch, all the features from that patch are included here. Starting with the Chat.

 We've been working on the new Chat for several months already. Back in the Alpha days we did had a Chat functionality built in the game, but it was very very basic and it consumed a lot of server resources so we decided to rework it from the ground.

The chat features different tabs, the ability to whisper any user, or talk with your club mates. We've also been working under the hood to make it safer and include some security functionalities like blocking unknown whispers, blocking other users, reporting messages, implementing warnings and mutes, and some other mod tools that will help us to create a safe environment for all our users.

We've also included chat bubbles for the local chat, as well as the club and whispers chats. Chat bubbles will help the game feel more alive and communicate much faster with people around you. For users that prefer to not be distracted by others users, we've included an option to hide them entirely in the Settings menu. 

Another big feature coming in this patch is the ability to create and manage Clubs. As you know, Clubs are our take for Clans in Temtem. Clubs can hold up to 50 members, and anyone can create one (assuming they have enough pansuns to pay the initial fee).

Creating a club will allow you to customize its banner, using an array of icons, backgrounds, different borders, and dyes, players will be able to create their own unique banner which will be displayed in every player's profile and also inside competitive battles.

Being the first iteration for Clubs, this patch is not including any real gameplay features for Clubs (that will arrive in the future with Club Dojo wars) so for now, you can think of them as a social hub to be in constant contact with your friends in-game.

This patch is bringing more features and improvements for all like the new set of Emotes players have access to or finally being able to remap the keys or buttons however you like. We don't want to spoil everything right now, so we will post the full patch notes tomorrow, and there, you will be able to read about the whole set of new features, improvements, and the never-ending fix list.

But wait, there's more

One of the most repeated questions in every patch is: is the cap level going to be increased? The answer is yes, for this patch the new cap will be 58 which is only 10 levels more but it is more than enough for these little fellas to reach their final step in their own journey...


See you tomorrow in Kisiwa.

On our 2nd year anniversary, spring is the new summer!
almost 6 years ago – Sat, May 30, 2020 at 03:29:08 AM

Hello Tamers!

It’s been a long time since our latest update, and we wanted to take advantage of this special day to catch up with the current status of development. Of course, we also know you're eager to catch a peek at Kisiwa. So, it's undoubtedly time to share some info on all that's been happening inside Crema's doors.

Happy birthday to us 🍰

2 years ago today, bright-eyed, a bit scared and hopeful we launched the Temtem Kickstarter campaign. The amount of love and support it got blew our minds, and we’re still, and will always be, grateful to all our backers. From being halfway funded in one day, and becoming the most crowdfunded Spanish videogame, to all of you smashing our stretch goals. Presenting you guys the world of Temtem, its music, lore, and, of course, the tems, has been a really enjoyable journey.

From that day till now we’ve partnered with Humble, launched the private alphas, stress-tested the server, created the animated trailer, and, of course, launched Temtem in Early Access. More recently, we’ve shown our roadmap, including all our plans for the future, and introduced the first content update for the early access including the competitive matchmaking.

We’re now twice the size, as a team, with an audience way bigger than it was. We want to give some special thanks to all of you who accompanied us from the beginning, and those who hopped along the way. We hope there are many more anniversaries to come, and that we can celebrate them with you! 🎂

Springing into summer

The current global situation has taken a toll on everyone, and we're no exception. Due to the circumstances, our usual work rhythm has been affected, and things were starting to pile up in our queue. We assessed our prospects and came to the conclusion that the best choice would be merging the second part of the spring update with the Kisiwa update.

There have been several factors leading us to make that decision. The very successful launch has been awesome, but it has brought with it a lot of new problems and challenges to face: increased workload on the customer support department, more and more testing to ensure everything is properly playable by a wider audience, dealing with the tireless hackers… We’ve been constantly growing and hiring new people ever since the release in order to tackle all these challenges, but the process has been very very time consuming, finding the right additions to the team isn't always easy. We're still not quite there, and now it's even harder. Under the current circumstances, our recruitment process is almost frozen, and the onboarding of our new partners has not been as smooth as it used to be.

We’ve also vastly underestimated the chat feature. The chat is one of the most important and requested features in Temtem, and we need to make sure it's as polished as can be. We also need to work on powerful tools for our moderators to handle the chat reports and infractions, making sure everyone is able to fully enjoy the chat, and for that, we’ll require a bit of extra time.

Next stop: Kisiwa

Disappointing as this might be, there's still a silver lining: the Kisiwa patch is going to be amazing! We're working on it at full-speed, and we’re expecting to deliver it around July.

So! To properly rehome the hype, here are some glances into the vast Kisiwa:

But what would Kisiwa be without its inhabitants and creatures? You've seen him teased around before, but it's time to properly introduce the Temtem #100, our very own Kuri.

Another great example of adaptation to the environment, these little Temtem select and carve rocks to use as protection for their heads and snouts.

Consider how intense and fulfilling summer is going to be: Kisiwa, finally the chat, having the first iteration of clubs, over 20 new Tems, final starter evolutions, rock-climbing... plus your regular dose of quality of life features, balance and bugfixes...

We can't wait to share it with you!

The Ranked Update is here: Matchmaking, Spectator mode and more!
almost 6 years ago – Thu, Apr 09, 2020 at 02:23:42 AM

Hello tamers,

Even in these challenging times, the team has been working hard (although now working from home) and today we bring you a new Temtem update.

This is the first content update we're releasing after publishing our content roadmap a few weeks ago and it includes most of the features promised for this Spring. We will be pushing the rest of the features (including the chat rework and the club management system) to another content update that will still (hopefully) arrive during this Spring.

What's new?

The highlight on this patch is, of course, the Ranked Matchmaking. Up until now, players have been forced to organize ladders themselves outside of the game and turn to external tools in order to keep their progress. Not anymore!

We've designed a new rating system called TMR (Tamer Matchmaking Rating) which will rate player's performance and grant you points for winning matches. Players are matched against each other automatically, based on their current TMR. In order to help new users join the matchmaking ladder (and help expert users try new strategies), every Temtem is auto-scaled on ranked battles. This means that their level is upped to the current level cap (48) and all their SVs are maxed (50). TVs remain intact.

Winning matches will net you a pansun reward. Although currently, this is disabled until the system is fully tested. Also, please note that this is our first iteration on rankeds, it will be evolving during the next months and we will be iterating over it. We also plan to include more advanced features in the future like seasons, leagues, medals, more rewards...

Another new feature closely related to the Matchmaking is the Spectator mode, in which the first iteration is also being launch in this patch. We hope this, currently, basic Spectator mode help community tournament organizers with their job.

We've been thinking for a long time that PvP matches needed a bit more of shininess. Some more stuff added on top of them to make them more epic and more visually attractive. So, another new feature we've been working on for some time is player intros and outros, which will spice things up on PvP matches.

Addressing readability issues

One of the secondary focuses for this content update has been addressing all the readability issues our community has been pointing out ever since Temtem was launched. We're including a couple of new features in order to fix those issues.


First, introducing the Battle Log. The Battle Log can be seen at any moment during a match and it will display every relevant info you need on both your team and your rival's: health and stamina points, statuses and yes, finally, stat stage changes. Forget about using pen and paper to make notes on every single thing you do on your rival Tems!

By default, the Battle Log is only enabled on competitive matches, but users can opt to be able to see it on every type of match just by going into the settings.


And second and addressing one of the biggest complains there has been: the Bamboozle rework. In order to fix this issue and improve the visibility on Bamboozle, we've created a new Status condition called Evading. Now, Bamboozle will apply Evading to the target Tem. The functionality is pretty much the same you already know (while evading the Temtem will avoid the next offensive technique directed at it) but it will now be displayed on the UI at all times, so players will be able to keep track of which Temtem has it.

And more things!

As usual, we've included a bunch more of things in this update. We've added another new Status condition called Alerted, which will be instantly applied when a Temtem wakes up from being asleep and will prevent them to fall asleep again. We've added four different tiers of rewards in the FreeTem foundation (instead of just one), we've added area names in the Map, we've done several balance changes and lots of bug fixing... Oh, and we've included a shitton of new technique animations!

If you want to read every single thing in the update, you can head over to the patch notes.

Talking a bit about the future of Temtem
about 6 years ago – Thu, Feb 27, 2020 at 12:56:25 AM

Hello Tamers,

It's already been over a month since Temtem's release. During this month we've seen a constantly growing amount of questions around the game, its future, and its planned features. So, we want to take some time to share with you what we have in mind for the game so you can have a peek at what's coming.

Please, keep in mind that every detail discussed here is not 100% confirmed for the game. During the game's development cycle, ideas change constantly and stuff we like today we might not like as much tomorrow. So take everything in here not as confirmed facts, but more like the stuff we would like to include in the game.

The same thing happens with the planned dates. We're not really big fans of having public dates for everything, they add a lot of unnecessary pressure on the team and they make making changes and swapping features around a very difficult task. We know everyone else likes dates though, so we've decided to include open dates for each block of features. Take them with a grain of salt and expect delays and features moved around dates.

Also, one of the motives to write this is to gather feedback around the ideas. So feel free to discuss them in our Discord, our forums or /r/PlayTemtem. Temtem is always built around its community so every idea is appreciated.

We've divided the Roadmap in two and we'll also be talking a little more in-depth about some of the features depicted in the roadmap.

Short-term Roadmap

Ranked Matchmaking

  • Balance

While we plan to do balance patches frequently during early access, our plan is to not be obsessed about reaching a perfect balance until the Temtem roster is complete (in the full final release). Due to having only a limited set of Tems and techniques, it is impossible to balance everything perfectly so we will mostly balance extra overpowered stuff that can break the current meta.

Even with a not so perfect balance, we've seen several team compositions and strategies already, so don't be afraid of trying new things and step into Temtem's competitive scene.

  • Matchmaking V1

The first iteration of the matchmaking will include a player rating system based on ELO (aka TMR - Tamer Matchmaking Rating). Players will start with some placement matches which will define their initial TMR and after that, they will be matched with each other based on their current TMR.

For this first iteration of the matchmaking, we plan to give pansun rewards for each victory as a reward for the time spent battling (based on the opponent's TMR). Although probably this feature will be disabled when the feature launches until the system is fully tested and stabilized.

  • Temtem auto-scaling

This is probably one of the hottest topics in the community. We know it is very important for competitive players to jump into the competitive scene as quickly as possible and reduce the time and friction needed to tweak and test new stuff.

So, our idea to solve that is to introduce auto-scaling into the ranked queue. Auto-scaling will essentially perfect your Tems, upping all their SVs up to 50 for the battle and their level to the current level cap (currently 48). With auto-scaling, players will still need to capture and organize their teams, set their preferred TV spread using fruits or training, obtain the necessary gears completing the main or side quests in the game and breeding for their desired egg techniques. But, players won't need to grind for perfect SVs or spend a fortune breeding to reach that point.

This auto-scaling will only apply to the ranked matchmaking queue, so there will be other game modes where having a perfect Temtem (and breeding for them) will be necessary (in-game tournaments, player organized tournaments and battles, dojo club wars, end-game PvE content, etc...).

Spectator Mode V1

Having a spectator mode has been one of the most requested features so far and while we already had it in our internal roadmap scheduled for later, we've decided to push it to the front due to the number of players requesting it. This first iteration of spectator mode will be a basic one and we will iterate on it in the future adding more options.

Basically, players will be able to spectate other players while they are playing a competitive match. While spectating, only the common info will be displayed (HP and STA percentages, team composition after the pick&ban, stages and status conditions, techniques used, etc.) so players won't be able to use this feature to get leverage over their opponents.

We hope including this feature will also help tournament organizers solve some of the issues they're currently facing.

In-Game Chat

The chat implementation we had during the Alpha / Stress test phases was a temporary one and it was lacking a lot of features, so we decided to disable it entirely for the early access release. Our plan is to remake the chat from scratch, increasing its performance and capabilities.

The chat will feature several predefined chat groups (e.g. Global, Local, Trade, Club...) and it will also support private messaging between users (whispers). We're also going to add chat bubbles which will appear above every talking character. We know some players find chat bubbles a bit intrusive sometimes, so we will give players the choice between two different levels of chat bubbles (displaying the full text or just a notification to know they've talked) or disable them entirely.

Club Management

Clubs are our take on clans for Temtem. Clubs have basically two main features related to them.

The first one is to be able to create a club, assign a banner to it, name it and invite all your friends to join. This will be the first part of the club features that we will tackle.

The second part is the Dojo Wars, which we'll talk more about in the next part of the roadmap.

Housing

Every Temtem player will be able to acquire a house since they won't be limited in quantity. We're designing the Atoll Row (the physical location where all houses will be built) to be infinite so you don't need to worry about buying permits or land. Technology in the Archipelago is amazing!

There's one thing you'll need to worry about though, decorating your house! You will be able to decorate your house using furniture bought and earned in-game, and every furniture store in the Archipelago will open their doors and will showcase different furniture in each island (in a similar way as the boutiques with the clothing options).

You will also be able to invite other players over so you can gather around your dining table or join other player's houses and check how they're decorating them. While houses will keep a predominant decorative functionality, we have some ideas to include useful furniture too in the future (think of things like an incubator, a jukebox, a fruit tree...).

Achievements

We all love achievements. Whether they are something simple like completing the Tempedia or something more obscure like defeating an Ukama with a Head Charge, achievements are now part of most games and Temtem will not be less. Temtem will feature a full array of achievements that will reward players with the most precious currency of them all, bragging rights (although some of them will also potentially give some in-game rewards).

Achievements will be supported directly in-game, and we will also support achievements for every system we release on (as long as they have an achievements/trophies feature of course).

Mid-term Roadmap

This section of the roadmap includes features that are very far away, so details about these features aren't yet fully designed and there's still a lot of room for change.

Dojo Wars

Each island in the Archipelago will hold a Club Dojo (so, six in total) which players will be able to conquer and hold. Clubs will be able to challenge the current Dojo leaders each week, by participating in in-game tournaments and battling with other participant Clubs in predefined time frames during different days based on the Dojo they want to capture.

Once a Club has conquered a Dojo, they will be able to decorate it and obtain rewards for their members during the time they hold it.

Trading House

Some of the islands will feature a "Trading House" (they're already in-game, but they have a WIP sign and are inaccessible). The Trading Houses will be the market-oriented locations in the game, where players will be able to post and receive offers without the need to directly interact with anyone. They will act as a bulletin board where everyone will be able to post their offers and requests and others will be able to sort through all these listings.

We're also considering having some other ways to trade in the trading house. Tentative ideas being timed auctions, live auctions, random trades, etc… But are not guaranteed to be included at launch.

We know there's a lot of hype about the Trading House and some of you may be wondering why we aren’t pushing this feature to come out sooner. The Trading House is a huge feature, it requires a lot of planning, work, and testing so we don’t want to rush it and we want to have enough time to properly develop it the way we want to.

Matchmaking V2

For the second iteration of the matchmaking, we want to have different leagues/medals players could reach (e.g. bronze, silver, gold... although hopefully, we find some more clever names for them), as well as seasons which will grant players with rewards based on their position when the season ends.

The plan is to have a pre-season which will last until the game is released and then start doing periodic seasons. Once seasons are live, our idea is to do balance patches only between seasons, so we will have a stable competitive scenario during the whole season.

Spectator Mode V2

The second iteration of the spectator mode will be totally oriented to the professional scene. It will present the ability to create competitive lobbies where players will be able to invite spectators and casters, which will have more spectate options (changing which player they are spectating, what they are choosing to do during the turn or more advanced statistics) and more options geared to organizing and casting professional tournaments in a more efficient way.

Consoles and 1.0 release

We expect to have the console ports ready for when we plan to launch the 1.0 release.

One of the most recurring topics about the console ports is if we're going to support cross-play and cross-save so we want to take this opportunity to talk a bit more about those.

Cross-play is technically simple to achieve. We already have cross-play between Discord and Steam players and every new platform will behave in the same way. The main problem with cross-play is related to console holders restrictions but they seem very open about it lately so we're hoping we will be able to achieve cross-play on every platform we launch.

Cross-save is more technically challenging. Apart from having the same legal and restrictions hoops, there's also a technical issue that needs to be sorted and solved which is a way of joining all your different accounts into the same one. Temtem doesn't have a custom login system, it just uses the platforms' login system in a transparent way (you don't really have a Temtem account right now, just some data associated with a Steam/Discord account), so we'll need to find a way to join them together so you can access the same data in all your platforms. We're pretty confident about it but we still need to figure out some more things and talk with the different platform holders to get their OK.

End-game Island

There will be a mini island fully dedicated to end-game activities (something similar to the Battle frontier in you know what game). The island will have different (3-4-5) buildings, each one with its own mechanics (but all relative to Temtem battles) where players will be able to enter and win rewards based on their performance. These buildings will be mostly focused on PvE activities and will reward players with pansuns and items for their invested time.

Cosmetics Store and Monetization

Temtem is an online game that requires monthly server costs, maintenance fees, and a growing and sustainable development team. Players are only required to pay once for the game, with no monthly fee required. In order to keep sustaining and growing Temtem, we'll be introducing a purely cosmetic store in-game around 1.0 launch.

It’s still very soon to give more details about what the store will feature, but we’re working on several different customizable options (players’ clothes obviously, housing furniture, emotes…). The store will hold different cosmetic items periodically that will be purchasable with microtransactions.

Like we've said since our Kickstarter, microtransactions will never be tied to any pay2win or pay2skip scenario (no good/better Tems, stat boosters, exp boosters, TV fruits or anything similar that puts a player in an unfair advantage).

Cosmetics Battle Pass

After launch, we’re aiming to introduce a battle pass-esque system which will introduce an additional leveling system for players during the current season. With the seasonal battle pass, players will be able to obtain certain seasonal cosmetics for free just by playing the game during that season and completing objectives,  and it will also feature a premium version with even more cosmetics and non-P2W rewards.

Nuzlocke

For those of you unfamiliar with the Nuzlocke game mode, it is basically a hardcore difficulty mode for the game. In Nuzlocke every time one of your Tems gets knocked-out, it will be permanently released. Also, the amount of capturable Tems is limited and you will only be able to capture one or two per area, so you will have to perfectly balance your resources in order to complete the game.

Nuzlocke players will play on a different instance of the server, and they will only play around other Nuzlocke players. Trading will be limited due to the Nuzlocke rules, but PVP will not. So if you're brave enough, you will be able to duel other players and face a permanent loss...

Complete Roadmap