Temtem is a massively multiplayer creature-collection adventure inspired by Pokémon. Seek adventure in the lovely Airborne Archipelago alongside your Temtem squad. Catch every Temtem, battle other tamers, customize your house, join a friend's adventure or explore the dynamic online world.
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Planned Release Date: 2019

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May 17

Inside the process of making music for Temtem 🎶

This update is written by Damian Sanchez, our composer.

Today, we’re talking about Temtem’s music!

This is not going to be an update talking about divine inspirations, musical notes, scales or chords. Instead, we will focus on the process of making music as part of a really busy development schedule.

I hope this text will bring some light on what’s the production process behind any of the music tracks.

Don’t start a long trip without proper baggage preparation.

So far Temtem has around 55 minutes of in-game music. And that is not counting alternate melodies (we’ll come back to that later) and night versions, which could easily add double the length. And remember we are still in Omninesia (which is the second island of the six planned). The final soundtrack, considering only main tracks, will probably end up having over 2 hours of music, so I had to create a fluid workflow and prepare the tools to meet the deadlines without compromising quality.

Even before the first note was written, I ensured to create a solid template project that could produce final results from day one. I spent several weeks picking the proper instrument libraries and doing sound and mix tests to make sure once I’m done writing a track, it could be directly exported to the audio engine and create the soundtrack file version without major adjustments needed.

Hands on the music.

In general terms, the music in Temtem is divided between:

  • Cities. A song per city.
  • Routes. A ‘main route’ per isle plus some extra music for parts that visually differ a lot from the main path. (like the Sillaro River in Deniz)
  • Landmarks. A song per place.
  • Special buildings (Home, Temporium, Dojo). A song per type.
  • Combats. A song per type of enemy.

The average time to produce a track from scratch to fully working in-game is 2 weeks. Going into details:

  • Cities are usually 2 minutes length - an average of 5 workdays.
  • Route and Landmarks are 2 to 4 minutes length - an average of 10 workdays.
  • Combats are 3 to 4 minutes length - an average of 15 workdays.

The first day is the most critical one. I start trying to come up with that cool melody which gives the perfect mood for the situation. At that time, I honestly spend more time discarding bad ideas than creating good ones, but when I'm happy, I export the first concept mockup ready for Crema's Wise Lord Evaluation Committee (aka Guillermo, Dani, Alex, Enrique, and Adri).

'Briçal de Mar' - First Concept Mockup - https://soundcloud.com/damiansanchezmusic/brical-de-mar-first-concept-mockup/s-XvJZb

In several cases I've spent up to 3 days to be 100% happy with something before being evaluated by the team, literally deleting every single note I've written. In a few other cases, the guys weren't happy with the proposal and I started the whole process again.

Team rejection is not so common (thankfully), but we take this evaluation very seriously and even if just one of the members is not happy with the proposal, it is tinkered and reviewed again until we are all comfortable with it.

Once the track reaches this point, I keep improving it and building the desired length with several additional evaluations until we come up with a complete structure, and then the fun comes!

That’s a picture of all the instruments I've performed and recorded live at my studio to add details that bring life to each track. In addition to that, I did some external recordings with professional musicians to give an extra punch to the song quality. Then a little bit of final mix and mastering and there it goes!


At this point, we could sell CD's but we aren’t ready to hear the music in-game

There are some extra materials I must create for each track before it can be implemented in FMOD (the audio middleware we are using to program the audio behaviors).

The intro: There is a special intro section in each track that serves as a presentation of the area and its music. This will be played only the first time you visit a new zone (yes pay attention because it’s sounding just once) and encourages the player’s sense of discovery, but won't play again each time to avoid annoyance.

Random intro points: Once you have already visited a place, the music entry point will randomly change each further time you visit it. We designed a system of several intro points with their respective 'mini-intros’ that will hopefully help you avoid the repetition feeling happening when you hear a track starting once and again at the same point.


Alternate melodies: Probably the part of the integration I'm most proud. Almost every track has, at least, one part in which its main melody has several variations that will play randomly each time you reach that point.

This adds richness and keeps the freshness of the song longer without the need to increase the whole duration.


Alternate versions: There are some tracks that need alternate versions for places you visit under different situations in the story (think about a Belsoto invaded building and going back after you defeat them), aaaand… we are doing a night version for all cities and routes!

You’re going to experience a really cool mood change in the music when the night will fall on Temtem.

Deniz - Arissola - Night Version - https://soundcloud.com/damiansanchezmusic/deniz-arissola-night-version/s-AQQrg


Creating a music track for Temtem includes:

  • Having a good idea.
  • Getting approval from the team.
  • Producing the whole track.
  • Recording the live performed instruments.
  • Choosing the start points and creating their respective intros.
  • Composing the alternate melodies.
  • Make the alternate and/or night version.
  • Exporting all the materials for the audio engine.
  • Program the behaviors in FMOD.
  • Ask Dani to make his coding magic to call the music in-game correctly at its place.
  • Playing that game area over and over to ensure everything works as intended.

Crazy uh?!... haha

As you may imagine, there is no time to get bored in Temtem development!

Thankfully, we found some of that time we don’t have to write some updates which I hope will ease your wait until Alpha 2 arrives.

See you at the Discord server!

Damian Sanchez.
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April 30

The creation of Digital Temtem 📚

“It sure looks like rain,” said Professor Víctor of Briçal as he looked out of the window. The gloomy Arburian skies were steadily turning a darker shade.

“Well, I suppose we have time for a story, then. Let me put the kettle on…”

The old armchair creaked when he dropped on it again. He took off his glasses.

“So, Digital Temtem, it is? I’m not surprised you’d ask about them. They are the newest, shiniest variety after all. And all that tech we have running on the same principles, like commcasters… or TVs, like you youngsters call them. But I suppose you want to hear about the Digitals themselves, right.”

“I was there, you know. When they were first developed. I was a young research assistant, fresh out of Properton College. I jumped on an airship as soon as I got the message, and rushed to Cipanku just in time to join the team. It costed a fortune too! Mind you, that was just before TemCards, so if you wanted to bring your favorite Temtem to Cipanku you had to book berth space for it too… Anyway, so I made it to the lab and met my first boss, Dr. Sasaya. Let me tell you, she was by far the best scientist and most intelligent woman in…”

The whistling of the kettle interrupted him. He served two mugs of fragrant tea and gave the stranger one of them. He cupped his in a hand, inhaling wistfully.

“Very à propos – Cipanki black tea, with a touch of Denizan jasmine. Reminds me of home, but also of my times in… but I digress. So, Dr. Sasaya. She was already a legend when I started working at her lab in Nanto. She had been investigating the information-storage properties of Omninesian volcanic crystal, and that’s how we came up with TemCards. It was pretty unexpected, trust me - Sasaya was never much into Temtem anyway. I was a Temtem fan, so I suggested we tried “storing” Temtem in them, and voilà, we came up with TemCards.”

“It’s difficult to exaggerate how important that breakthrough was. Before TemCards, Temtem had to be physically carried from one place to the other. That was a nightmare, believe me – many Earth Temtem were too heavy for airships, Fire ones were just too dangerous to handle, Water Temtem couldn’t survive for very long on dry land... It was a headache. TemCards provided a safe and easy way of carrying around dozens of Temtem. That’s what made Temtem taming the affordable pastime it is today. Before TemCards, you had to be pretty rich or influential to own more than a couple of Tems. No other invention has been as liberating as TemCards, after the development of airships…”

He sipped some tea, then nodded.

“But you were asking about Digital Temtem. Yes, yes, bear with me. So, of course, this generated incredible enthusiasm in the scientific community. It was a collective effort, you see - these principles had been described by Arburian theorists, but TemCards had been developed in a Cipanki lab, using Omninesian crystals and drawing on Kisiwan taming expertise during the trials. Everyone agreed that major tech breakthroughs required extensive collaboration. Nanto Labs used that prestige to bring in the best experts, people from all around the Archipelago. That was the team which developed Digital Temtem…”

The professor sat back, his eyes distant as he reminisced.

“And what a dream team it was! Professor Konstantinos from Properton did the theoretical groundwork – he was so young back then… Tihani of Nanga oversaw the Temtem breeding trials, a Dojo undergrad but already the best breeder in the Myrisles. Yareni of Quetzal, Nalla of Vumbi, the very crème de la crème was there… But Dr. Sasaya wasn’t interested in the Temtem side of the research, she was always more of a pure technologist. She wanted to concentrate on the applications of the tech itself, so in her stead, she put Dr. Hamijo, her most promising pupil. That turned out to be… a mistake.”

He gulped down some tea and left the mug over a precariously-balanced pile of books.

“Sure, generally speaking, it was a success. Digital Temtem were born! And that was no mean feat. It was well beyond our initial scope too - funny how nobody remembers this, but our initial brief was to create Crystal-Electric hybrids. Digital Temtem were a little happy accident! And it made sense too - we had loads of experience working with crystal from the development of TemCards, and Tihani showed us how to choose the best volcanic varieties. And most of the research assistants were Cipanki, so they really knew their Electric Temtem.”

“So, who knew you could theoretically code information as ones and zeroes? Professor Konstantinos, building on Dr. Sasaya’s research. But, to use electricity to store that information into crystalline formations? That was Dr. Hamijo’s genius. And who knew how to tame those new Temtem and develop ways to communicate with them so that they could be taught? You guessed it, young Tihani. It all came together like magic.”

A shadow fell on the professor’s eyes. His mouth twitched a little.

“But as amazing as this invention was, it was just the tip of the iceberg. Digital technology had many more uses, as we all know now. Communications, transport, pansolar energy. We leaped a century ahead, all in mere years. It was intoxicating. For the first time, the Archipelago was coming together... I guess all this went to his head.”

“Dr. Hamijo thought the team shouldn’t stop with Digital Temtem. He wanted to push forward and create more varieties of Temtem, specifically suited to serve humans. Now, this raised ethical issues within the team – Tihani and Nalla said that was inhuman towards Temtem, but Hamijo just doubled down, proclaimed he wanted to create a new race of Temtem slaves. Konstantinos tried to mediate, but it was too late.”

The professor sighed, lacing his fingers together.

“In the end, Dr. Sasaya had to intervene. She had been busy developing most of the Digital-derived technology we have nowadays, including the HealTem machines you can see in any Temporium. There was a meeting, a vote, and Dr. Hamijo was expelled from the team. He didn’t take it well. He just disappeared, and nobody has heard from him ever since.”

He shrugged sorrowfully, recovering his tea mug for another sip.

“But that was years ago. We all moved on. Nanto Labs carried on developing new Digital Temtem, and the tech spilled over. Now it’s everywhere. Everyone went home. Tihani became Dojo Master. Konstantinos has been traveling around, last I heard he was in Deniz researching meta-mimetic Temtem. I returned to my alma mater and these days I’m teaching Lore at Properton. It’s more laid back… oh, Dr. Sasaya? She still writes. She’s back in Nanto, working on some crazy “instant matter transfer” experiment, whatever that is…”

The stranger got up suddenly, something in his hand. The professor caught the glint of something flashing. His eyes went wide...
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About This Game

Every kid dreams about becoming a Temtem tamer; exploring the six islands of the Airborne Archipelago, discovering new species, and making good friends along the way. Now it’s your turn to embark on an epic adventure and make those dreams come true.

Catch new Temtem on Omninesia’s floating islands, battle other tamers on the sandy beaches of Deniz or trade with your friends in Tucma’s ash-covered fields. Defeat the ever-annoying Clan Belsoto and end its plot to rule over the Archipelago, beat all eight Dojo Leaders, and become the ultimate Temtem tamer!

These are the floating islands where Temtem and humans coexist peacefully. Each island is a whole different world, but there is something we all have in common – our love for Temtem and Temtem fighting! Intrepid tamers like yourself travel on airships to the furthest reaches of the Archipelago to find the best Temtem. Every young tamer dreams of becoming the best…

But not everything is fun and peace in the islands. Behind the scenes, Clan Belsoto is weaving a dastardly conspiracy against Temtem and humans alike. You will need all the friends and your best Temtem to defeat the wicked Clan Belsoto.

  • Story Campaign: Journey across six vivid islands and embark on the adventure of becoming a Temtem tamer while fighting against the evil Clan Belsoto.
  • Online World: The days of traveling solo are over; in Temtem the world is a massively multiplayer one. Tamers from around the world can join and you will be able to see them around you, living the adventure with you and fighting to become the best Temtem tamer.
  • Co-Op Adventure: You will be able to join forces with a friend any time and work together towards your next goal. Catch new Temtem, complete a Route, or face off against a Temtem Leader; all while fighting alongside your friend in dual battles!
  • Housing: Buy your own house at Atoll Row and decorate it your way. Buy new furniture, color your walls and you’ll be ready to invite your friends over!
  • Customize: Customize your character to stand out from the crowd and get new cosmetics while you battle other tamers. Pick a silly hat, a comfy sweatshirt, some pants and you’re ready to go! Or maybe you prefer to wear a full-on cosplay of your favorite Temtem?
  • Competitive: Start by choosing 10 Temtem and the pick and ban phase will begin. Take turns with your rival to pick your Temtem and ban theirs. When all the decisions are made and the turns are ended, you will end up with a squad of 4 Temtem and the battle will begin.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7, Windows 8 or Windows 10 64bit
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, Windows 8 or Windows 10 64bit

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