Temtem - Tsukki
Important notice
  • We've adjusted the way Spectator mode and the Skip Animations setting worked:
    • An spectator can't have Skip Animations ON if none of the players has Skip animations ON.
    • If one of the players has the setting turned OFF (so they watch the animations), the spectator can still skip the animations, since the match will wait for the player who sees animations to complete their turn.
    • If both players have Skip Animations ON, the Spectator can have the animations skipped as well.
    • While you're spectating a match, the option to Skip Animations will be blocked in your settings, and it will be adjusted
    • Once you quit spectating the match, the setting will go back to the way you had previously set it.
    • The reason for this change was the many issues the interaction between these two features were causing. If an spectator was watching animations but the players weren't, turn actions would get overlapped, VFX would play all at once, and could even cause black screens.
  • The Ranked Season will end on March 3rd insted of on April 7th.
    • A bug caused this Ranked Season to have an extra month. It has since been corrected.
    • From this patch onwards, all Ranked Seasons will last for 2 months, as originally intended.
  • The code from the February Newsletter is now working correctly, sorry for the inconveniences!
 

Balance
<h3>PvP</h3>
Temtem

We feel like we've gotten to a point where all Tems are equally balanced and have balanced pick&ban rates, so the balance section is the shortest we've ever written. We're always on the case, so if your feedback or the data we gather prove otherwise, we'll look into it.
  • #063 Scaravolt
    • Magma Cannon has been added back to its Tech Pool.
 

Bug Fixes

All platforms
  • Fixed getting hard-locked out of the game if a player loses connection right as they enter a GritArena match.
  • Fixed a black screen after leaving spectator mode during a turn if we had the Skip Animations setting turned off.
  • Fixed a black screen caused by the animation of aa rival Galios fainting failing to play after it had fainted via Doom by having its Trait deactivated.
  • 👥Fixed getting softlocked by the UI after leaving a PvP match or a Replay.
  • 👥Fixed getting an invisible NPC after doing a couple of GritArena runs. Interacting with these NPCs causes a softlock.
  • 👥Fixed losing our Gear if we handed an NPC a Gear-wearing Temtem directly from our TemDeck.
  • Fixed that the cinematic with the Guards blocking access to Quetzal wasn't playing correctly for Co-op players, forcing them to break the Co-op.
  • 👥Fixed a visual bug where our would Temtem appear at 1 HP after winning a tie-breaker in a PvE match.
  • 👥Fixed having our Temtem appear at 0 HP on the Evershifting Tower, as well as in some situations like the Melee Dojo or the Arbury Tournament.
  • Fixed encountering Tems over level 100 in the Temtem Nodes of the Mythical lairs, when the limit is 100.
  • 👥Fixed not seeing the message that a radar has broken, on certain places and only if the player had the Skip Animations settings turned on.
  • 👥Fixed an incorrect interaction between Viral Combustion and Voodoo when using a Tech that applied two Status Conditions.
  • 👥Fixed 2 Temtem on Sophia's Dojo Rematch team having the same Gear.
  • 👥Fixed seeing a permanent notification on the Tamer Pass to claim an item if we had gotten said item through any other medium, such as a Newsletter gift.
  • 👥Fixed seeing the visual after effects of Battle Outros when finishing a match or a Replay.

Xbox
  • Fixed that the sound caused by the mechanism in Braeside Castle was playing louder than in other platforms.
 

Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server and subreddit.
Temtem - Tsukki
Hey there, Tamers! We just reached 2.000.000 accounts on Temtem, which is an impossibly big number for us to fathom! As we achieve this milestone, we think it's a great time to reflect on patch 1.8, which was the last big planned patch for Temtem and such an important milestone for us to reach, as well.

The focus on patch 1.8 was to make Temtem more enjoyable in a more casual way, putting aside our long-held fears that having things become too easy would destroy or make impossible a proper, stable player economy. Screw that!
We made adjustments to most gameplay areas so goals were more achievable and accessible, and most things can now be obtained in less time. We did our best to make sure the game is enjoyable, fun and kind to all the players who continue enjoying Temtem on a daily basis, and any new players who might make their way into the Archipelago.

There was hardly any area of gameplay untouched in the patch, so we recommend you give the patch notes a read if you didn't back then, but today I'll do my best to break down the most important changes we made to Temtem.

Join me in this stroll through the many changes and improvements in the 1.8 update!



We have Umbras at home (and we really do)

In this new Temtem era, the dream of having Luma and Umbra Tems has already become a reality for many more players! To start off easy, we improved the base Luma and Umbra rates to 1/2000 and 1/20000, respectively. That said, we still wanted to keep the flow of new Lumas/Umbras comprehensible and sensible, because they are still special! To strike a good balance, we made some adjustments to Radars and the Saipark, which were the main source of Lumas and Umbras for most players.

Luma Radars are now cheaper, which is good on its own, and we also added a new Umbra Radar Box that can provide any random Umbra Radar from the pool, but Radars (of both types) now break once you capture a Luma Temtem (if it's a Luma Radar) or Umbra Temtem (if it's an Umbra Radar).

Saipark got a new, similar limitation on the amount of Lumas you can catch per week on it: one Luma Temtem. To offset this limitation, all weeks have been and will be be Luma weeks in the new Saipark, and you don't need to pay any fee to enter it!

Since the one Luma per week condition can be confusing, let us go deeper into it: once you catch ANY Luma Temtem in Saipark, the park will stop spawning Luma Tems. You can catch any regular Tems (non-Luma) or Umbra Tems in the Saipark without any risk to your weekly Luma catch. Alternatively, you can run from or kill any Luma Temtem, and that won’t use your catch of the week.Only actually catching one Luma Tem counts as your catch of the week. Please note that the game doesn't differentiate between the weekly featured Luma and any other Luma, so catching a Luma Tateru that was just chilling in its Saipark house WILL count towards your weekly catch and lock you out of finding Lumas of the weekly featured Tems.

With that cleared up, did you know that you can use any type of TemCard inside the Saipark since then? You can still buy SaiCards, of course, and they have a x2 capture chance in the park, plus they don't expire at the end of the week.

Our goal with this was removing as many as possible of the pain points of the Saipark, and making the experience a lot easier and more gratifying, which, as you will see, was the general trend of this patch. Like for Luma & Umbra and radars, we had to put down some limitations so it didn’t get out of control, even more so in Saipark’s case because of our ongoing battle with bots. It was made easier to find a Luma in Saipark, and it’s now free to enter, so most players have been rewarded with a sparkly new Tem.
We also made SaiCards a choice instead of an obligation, while allowing the most aesthetic-oriented players to keep that Saipark drip!

To sum it up: with these changes, while most players can find a Luma and/or an Umbra with relative ease, it became harder to hoard and accumulate huge numbers of them. We believed this was a good point of balance in making Luma/Umbra Tems both more achievable and still special!

Don't just take our word for it though, let the numbers do the talking. Since launching Patch1.8, we've seen a 304% increase in Luma captures!
That means you're now 4 times more likely to find a Luma!



An improved Story campaign

New players discover Temtem all the time, and we knew the campaign could be a tad overwhelming at first, and become a bit tedious later.
Trying to stablish a balanced economy began by looking at the early stages of play, but since we've thrown caution to the wind with the economy concerns, we focused on making the economy kinder and more rewarding. An issue often mentioned was the need to backtrack to heal your Tems and thus be able to win the many NPC and wild Temtem combats you face, as the funds were originally very limited. To this end, we improved the amount of Pansuns defeating an NPC Tamer grants: every NPC Tamer now provides 40 more Pansuns each.
Does it seem like a small number? It's actually the difference between being able to buy a Balm or not, so you won't have to go back to heal to a Temporium. In the grand scheme of things, this meant 27.400 more Pansuns during a completed game campaign, battling all 685 NPC Tamers.

To pair with this, we created a new item, a sort of little cousin to the Temessence Phial: the Temessence Ampoule. This item, which heals all of your team for half of their HP, is a consumable that you can purchase, but most importantly, that you can find during your journey in boxes strewn across the Archipelago. This improved the feeling of having to backtrack to heal, and allowed players to keep a more straightforward strategy while they face the story campaign!

Something else that definitely helped eliminate backtracking was allowing players to choose from their Temdeck when trading with an NPC. This way players no longer have to go back to a Temporium to look for the Tem they're going to part ways with.

The leveling and evolving system in Temtem took new players a bit of getting used to. To help make this easier, we added the level at which a Tem would evolve to their details menu, including if it was ready to evolve in case you had previously denied the evolution. This was another frequent request and solved the issue of not knowing when your Temtem was going to evolve unless you noted down the exact level at which you caught it. Also, eggs hatch faster in 1.8 than ever before!

Another subject we touched on a bit in this patch was stickers! Since we wanted to make the game more enjoyable as a solo experience, we increased the amount of different stickers each person can find. We also included Stickers as a reward for Postal Service quests!
Completing the album by oneself is now possible, although it's going to take a lot of time! We still recommend trading with other players when possible.



What about the endgame?

Of course, there's no alpha without omega, so we also poured tons of love into the world after the campaign: the endgame. We usually consider endgame activities those that are either unlocked or only accessible after completing the campaign, plus repeatable content that provides more advanced currency or items for goals beyond finishing the campaign. This includes Tamer's Paradise, of course, but also Lairs, Housing, PvP, Luma & Umbra Hunting, etc. We made updates to most of these areas to ensure the endgame stage can be squeezed to its last drop, and every activity from Tamer's Paradise was improved upon, either to make it easier, more rewarding, or both. Let's get into it:
Tamer's Paradise

First, we unified the behavior of the flame icon to start after level 100 for all activities. This made the entire experience less confusing! Another change that affected all the Tamer's Paradise activities was a review and update of the TV spreads and Technique Pools of all the Tems involved, which was important so the experience was as enjoyable as possible.

Then, getting into the activities, TemSafari got a reroll option for the banned types! It can be used endlessly, as long as one possesses the Pansuns for it. The leveling up curve was also softened so players could get further in the activity.

As for DraftArena, we softened enemy level a little, but also added a complete battle log, like the one you can see playing ranked matches! This battle log will be available even before you see the rival teams, so you can prepare well in advance.

Thinking of GritArena, it also got a new reroll option for the banned Tems! It works the same way as the one on TemSafari, and it'll be super helpful when your strategy requires specific Tems.
The cool Evershifting Tower started letting you run away from one NPC per run, making things way easier in times of need! But even more, it has allowed you to always run away from wild Tems, and we added a complete battle log to it, which made the activity much more accessible for many.

Last but not least, the very popular DigiLairs! The Tems you receive were given access to their entire Tech pools by raising their levels, and the target Tems now have better chances of being Luma or bringing the right Egg Move. We also lowered the price of the Token to 5k Pansuns, so players could repeat DigiLairs more often and have a lot more chances at Luma Tems.
And! Anahir was added to the selectable characters in DigiLairs, responding to a request from players to have a steady and trusted way to keep Anahir flowing into the game.Mythical Lairs also had their Tems pushed to higher levels to give them access to their entire Tech pools.

To top this all off, Housing fans can now have everything in the comfort of their own home! A TemDeck, to move Tems and edit your team; a Vault, with direct access to those precious rewards you get from codes or the Challenge modes; a Healing Machine to heal your Temtem after arduous battle, and a totally new Trading Station so you can trade, buy and sell Tems from your room!



The economy!

Oh, the economy! Long ago something so important to us, but that has faded now. We wanted to keep offer and demand balanced, and give everyone equal opportunities, but this caused some restrictions on how obtainable everything was. Since we took the route of making Temtem as enjoyable and rewarding as possible, all those preventions were lifted, and new measures were introduced to make everyone happier.Combat animations being skippedWe finally added a setting many were asking for: the ability to skip battle animations!
For seasoned players who've already completed the campaign, for Luma and Umbra hunters, for competitive players looking to have matches that go straight into the point, there's a lot of different players who have been benefitting from this new setting that skips the Tems’ entrance in battles, the Technique animations and the Status condition animations! This was an important step towards making Temtem more friendly and enjoyable, now that we weren't as worried about economic balance inside the game.

Prices: down, rewards: up
Prices have gone down aaaaall across the Archipelago. Teleporting has gone down, Luma Radars have gone down, all the purchasable items on the Breeding Center have gone down, some Tamer's Paradise tokens have gone down!
Some other prices have been adjusted to follow the trend set by players in the Trade House, like the prices of ETCs.
The net rewards of all NPC Tamers have been raised, and Dojo Parks were changed to reward 2 more Telomere Hotfixes, and have a better chance to drop a Telomere Hotfix: Trait Swap.



Away with restrictions: customize everything!

We opened the floodgates on all cosmetics and Tamer Passes, so the Archipelago has since become more colorful!
You can select which Tamer Pass you want to work towards and complete it on your own terms and schedule. All Seasons and Passes are included, and you can switch from one to another with total ease. Your progress is saved and kept every time you change, so you can go ahead without fear of missing progress or stepping back. You can only have one Tamer Pass active at one point, though!

But of course, we also completely renovated the Store and changed the way it worked: for starters, it no longer rotates! All previously Premium cosmetics are featured all the time, in an enormous, permanent recollection of cosmetics for you Tamers to purchase with Feathers. We added all the cosmetics previously obtained through Novas, and all items from past in-game events, the cosmetics from all Tamer Passes, and a handful of extra items that were currently outside of player’s reach, like common cosmetics and furniture.

The rotating nature of the Store was the main cause of FOMO that still remained in the game. Part of our desire for Temtem to be delightful for as long as possible without new updates included making sure there is no FOMO left, and offering a greater fan of customization possibilities for players.

We also added more cosmetics and housing furniture to the Wishing Wells out of those available to purchase with Pansuns. Like the title says, customize everything!



A twirl to Ranked play

As mentioned above, we also dedicated some time to adjusting and changing stuff around Competitive play, given its importance to us and the community.

The Season system was made obsolete with the changes to Tamer Passes and the Store. Since Seasons marked the time for rewards, balance changes, and a Tamer Matchmaking Rating (aka TMR) reset to keep the scene fresh and competitive, we needed to make sure Ranked PvP still had its Seasons. So, Ranked Seasons now automatically happen every two months, fitting perfectly inside our scheduled monthly maintenance. Every Season, TMR will get reset and adjusted based on current population, so the ranks make sense and challenge can still be sought. And you will get a hefty sum of Feathers for your efforts!

We also lowered the requirements to access PvP, like the number of matches you need to play before you can queue for a ranked match, or how defining those matches are. We hope more people can easily hop into the competitive scene with resources like these and the Showdown feature, which allows you to create a team in 10 seconds.

If you are an endgame competitive players, you'll like to know that the minimum required Warriors for Dojo Wars was reduced from 9 to 5 members of a club, ensuring that clubs with less members can participate.

And for new and experimented players alike, we made TMR easier to track and understand: from making it visible at all times, to reducing its variance and making it as organic as possible, a request the community has held for a long time. With these changes, we hope more people can access and enjoy the Competitive side of Temtem, which we're really proud of and believe adds a lot of depth to the game!



Crossing the finish line, and the road ahead

This was Temtem’s last content-focused patch, marking the completion of a journey that began 8 years ago with our initial vision for the game.
When we first set out to create Temtem, we had a clear goal in mind: a world with six islands to explore and a roster of 141 Tems to tame. By the time we reached our desired finish line, we had expanded that vision far beyond its original scope, delivering 165 Tems, additional zones, and an experience that pushed the boundaries of what we had initially imagined.

Of course, growing beyond our original vision also brought along some challenges. Some were obstacles we overcame along the way, while others, like core system limitations, would require fundamental changes to the game’s structure. At this stage, making those changes would mean rewriting significant portions of Temtem rather than building upon it. Instead of focusing our efforts on reworking the foundations of Temtem, we’d rather use that time and the experience obtained to create something new, something that expands the universe of Temtem in fresh and exciting ways.

Temtem has grown into something truly special, thanks to the passion of our community and the dedication of our team. We’ve always wanted to make sure that every piece of content we created felt meaningful and polished, and we’re incredibly proud of what we’ve built together. Now, as we shift our focus to new adventures, we carry forward everything we’ve learned from Temtem to make our next project even more ambitious.

We’re grateful to everyone who has been part of this journey and can’t wait to share what’s coming next!



Closing words

This patch was huge, special and bittersweet: it was Temtem’s last big planned patch. Since then we've met back here a couple of times for bug fixes, corrections and the occasional balance changes, and these sort of irregular, need-based updates are still the plan for the future. We’ve reached our original goals for Temtem: fulfilled –even surpassed!– our planned roster of Tems and islands, and saw this game become bigger and greater than any of us could have ever dreamed of. As we kiss it complete, we wanted to put the cherry on top by making sure everyone, all of you who’ve been playing for years and any upcoming newbie snatching Temtem for the first time, can have the most enjoyable time while playing.

We hope you liked patch 1.8, and that it made Temtem nicer to play, replay and return to. We also hope you’ll stick with us as we discover new genres, learn and become better devs and continue enlarging the Temtem universe with more games, animated series, more merch and whatever the future brings, be it a future —yet still unplanned— Temtem 2 or... this project Downbelow:



Have fun and Temtem up, Tamers!
Temtem - Tsukki
Temtem has reached the 2 million mark on users!ːtemloveː
How incredible is this? Thank you so much for making it possible, and for loving our game as much as we do!



Back when we were developing Temtem we wouldn't have believed you if you'd told us one day there'd be a million, let alone TWO millions of you. From the original Kickstarter Backers to the PSPlus friends we've made recentely, we're incredibly overjoyed that so many people have shared their time with our game, not to mention enjoyed it! Thank you, Tamers

Here's to Temtem up, forever! 🥂
Temtem - Tsukki
Hey Tamers!

Have we got a treat for you! Our digital friend Oree is this close to becoming a real-life huggable companion! The makeship campaign to bring Oree into the real world has soared past 70% of its funding: thanks for all your support so far!


This adorably big-headed little dude is absolutely bursting with terabytes of love and is still available for pre-order, but only for a limited time! We’re so close to reaching the goal and making sure that everyone who pre-orders gets to have their own little Oree at home.

Are you ready to help Oree find a home with you or your fellow tamers by pre-ordering it now? The Oree plushie can be pre-ordered here!

Get one for yourself, one for your mom, one for your waifu or husbando, or one for a friend, but do it before time runs out! 💖 We might’ve saved you a headache with all the holiday gifting going around these weeks!

The Oree plushie will be waiting for you in the snow, lighting one match after the other, thinking of how cozy your house must be… don’t let him down and you won’t regret it!


Temtem Up!
Dec 9, 2024
Temtem - Tsukki
Important notice
  • The day for the Competitive Season change has been moved from 23/12 to 6/01.

New Stuff
  • A new pop-up message has been created for the Randomlocke mode, informing you that breaking co-op during a battle will cause you to lose that randomlocke run.

Improvements
  • We've made it so you can complete the Kudos and Weekly Challenges of completing a Radar if you capture the Luma at some point.
    • They will still work if you complete the 300 encounters, but now we've added a completion condition for players who are unable to complete all 300 encounters because they find the Luma before.
  • We have modified Dojo Parks furnishing so there is always a straight path to the entrance.
    • Dojo Parks that had furniture and decoration set in that path will have it returned to their inventory. You'll see them once you enter Edit mode.
  • We have adjusted the Triangle Head hat to have fixed dyes.

Balance
PvE
  • The Techniques to Mythical Lair Bosses have been adjusted to better match their tamable versions.
PvP
Temtem
  • #010 Swali
    • Allergic Spread is now learned at level 27
  • #011 Loali
    • Photosynthesis is now learned at level 35
    • Plague is now learned at level 49
    • Resin Trap is now learned at level 94
    • We wanted to equip Loali with better techniques in the early stages of the game, so Tamers can better enjoy the campaign with this Tem.
  • #049 Saku
    • Bark Shield has been added to its tech pool at level 73.
  • #050 Valash
    • Undermine has been removed from its tech pool.
    • Double Edge has been added to its tech pool.
    • With the addition to Undermine in 1.8 and the buff to Madness Buff at the same time, we noticed that Valash was over-performing a little bit. However, we really liked the idea that Valash had access to a neutral special technique, so we decided to go with another, weaker option.
  • #095 Zizare
    • Narcoleptic Hit has been added to its tech pool at level 68.
    • Zizare was one of the latest monotype Temtem that had no access to any coverage technique. Narcoleptic Hit felt like a good fit and gave him an even more interesting niche, paired with his favorite partner Nagaise.
  • #108 Goolder
    • Paralysing Poison has been added to its tech pool at level 96.
    • By adding Paralysing Poison to Goolder’s tech pool we wanted to give Goolder a more threatening option to punish players who tend to ignore him for too long.
  • #121 Broccolem
    • Marathonist has been removed from its possible traits.
    • Strong Liver has been added to its possible traits.
    • This might be the biggest buff Broccolem has ever received. Since the removal of Strong Liver from Goolder on patch 1.6, this trait had disappeared from the competitive scene. This change is here to bring back the trait on a Temtem that we believe will make better use of it, allowing him to lose a weakness while not being immune to toxic ticks.
  • #160 Monkko
    • Meditation has been removed from its possible traits.
    • Unnoticed has been added to its possible traits.
    • Because Meditation was a trait that saw near to no play, and instead of changing Monkko speed tiers, we decided to go with a high risk, high reward trait playstyle that we believe fits the Temtem perfectly.
  • #162 Anatan
    • ATT has been increased from <del>50</del> => 55.
    • SPATT has been decreased from <del>50</del> => 45.
    • Cage has been added to his Technique Course learnset.
  • #164 Volgon
    • Inner Spirit has been removed from its tech pool.
    • Sparks has been added to its tech pool.
 Techniques

  • Cheer Up

    • New effect added: It now also gives +1 SPATK to the target.

  • Hallucination

    • Exhaust turns have been reduced <del>2</del> => 1

  • Hallucination+

    • Priority has been reduced from <del>Very High</del> => High

    • Base damage has been reduced from <del>100</del> => 85

    • Exhaust turns have been reduced from <del>2</del> => 1

    • Hallucination+ became a little better than expected in 1.8.1. However, we really loved how it opened new sets and new strategies on some Temtem, which is why we decided to reduce its hitting power while keeping the same direction.

  • Madness Buff

    • SPATT buff has been reduced <del>+4</del> => +3

    • This change is here simply to reduce a bit the gain for special attackers that heavily rely on this technique to sweep, while aiding more defensive Temtem that might want to use this Technique, such as Magmut, for example.

  • Trample

    • Base damage has been increased <del>90</del> => 110

  • Trample+

    • Base damage has been increased <del>90</del> => 110

    • Speaking of Magmut: with the nerf to the offensive part of Madness Buff, this change felt necessary to keep Magmut on track.
Traits
  • Aerobic
    • Now only triggers when using an offensive wind technique.
  • Anaerobic
    • Now only triggers when using an offensive toxic technique.
  • Dispersion
    • Now only triggers when using damaging multi-target techniques.
  • Team Elusive
    • Now only prevents offensive multi-target techniques.
    • Note : This is a revert back to patch 1.4.2 changes. We hope to tone down a bit Vulffy’s usage and give some space to other Earth or Nature temtems.

Bug fixes
All Platforms
  • 👥Fixed a hardlock while battling against Mimic Max in a co-op party.
  • 👥Fixed being unable to change our turn 1 option if we have chosen to run away from a battle against a wild Temtem.
  • 👥Fixed the Soulbound title requiring Kudos that were removed in patch 1.8, thus being impossible to 100% complete at the time.
  • 👥Fixed not seeing the "captured" icon on wild Temtem if we have the Umbra version of it.
  • 👥Fixed not being able to purchase the Tamer Pass using Feathers if we don't have enough Novas (Novas are no longer obtainable in Temtem).
  • 👥Fixed not being able to complete a Radar Kudo after reaching 300 encounters.
  • 👥Fixed a desynchronization in TemSafari bonuses after rerolling.
  • 👥Fixed that the Lair bonus to deal more damage to enemy Tems affected by a Status Condition wasn't working properly.
  • 👥Fixed not seeing Galios' faint animation if it had fainted through Doom after deactivating its trait with Inhibitor.
  • Fixed the indicator from triggering the Tireless trait not popping up.
  • 👥Fixed receiving a "You're going to hand over this Temtem" message while using the Incubator Device if we had handed over a Temtem in that very game session.
  • 👥Fixed seeing the inflated models of Umishi and Ukama while previewing a Seal.
  • Fixed some internal errors regarding Draft Arena NPCs.


Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server and subreddit.
Temtem - Tsukki
Hey Tamers! Amidst all the chaos of Temtem: Swarm's free public Demo, and Temtem's 1.8.1 patch, we still have one big surprise left: merchandise!!

One thing about Crema is that we don't have all that much merch out, so this is a golden opportunity to grab a memento of your passage through the Archipelago!
I hereby present you, Innki:


Pre-orders are now available on the Makeship website! 

Get your hands on the Innki Plushie, the ultimate symbol of mastery for any Temtem tamer! Known as the most elusive Temtem in Cipanku, possessing an Innki is a testament to your skill and dedication. With soft, fluffy fur and bright, sparkling eyes, this elusive plushie is the perfect way to show off your status as a true Temtem expert. So, bring home your own Innki Plushie and let the world know you've reached the pinnacle of taming.

This is a Makeship campaign, so we have a time limit to get this cute guy running! If you want to get a little scrimblo Innki to accompany you forever, make sure you pre-order it now!

Pre-orders are now available on the Makeship website! 

Temtem - Tsukki
New Stuff
  • We've added a visual indicator on the Saipark UI that lets you know when you've done your weekly Luma capture. This way it'll be easier for players to know once they've filled their weekly limit.
 
  • You can now enjoy a Trading Station from the comfort of your own home!
    • In the same vein of having the Temporium machines as furniture pieces for a Tamer's house, we have now added a Trading Station to the mix.
    • This replica works the exact same way as their actual counterpart.
    • It has been included in the Store.
 

Improvements
  • We've removed the decimals on the 100.00% Luma chance in Digilair, as it was displaying incorrectly.
  • We've made it so the Temtem you receive from defeating NPCs will all be level 100 with all their SVs at 50.
    • This applies to both Mythical Lairs and DigiLairs (although DigiLairs already provided all Tems with SVs at 50).
  • You can now exchange Luma Anahir for Luma Drops, and it should provide the right amount of Luma Drops.
Balance
While this patch wasn't focused on balance, we wanted to address some issues that were causing frustration. Patch 1.8.2 will be more oriented towards balance.Temtem
  • #013 — Gharunder
    • Rend has been removed from its Tech Pool.
  • #110 — Volarend
    • Rend has been removed from its Tech Pool.
  • #124 — Valiar
    • Rend has been removed from its Tech Pool.
Techniques
  • Digital Torrent
    • Base damage has been reduced 100 => 90
 

Fixes

All platforms
  • 👥Fixed a softlock when restarting DraftArena after choosing to end the run.
  • 👥 Fixed a softlock if we click the right mouse button while we're clicking the left mouse button to run away from a combat.
  • Fixed a softlock when selecting an egg from the Temdeck (as opposed to the squad) for the Pro Incubator.
  • 👥Fixed a softlock caused by an error after a Temtem is defeated through Fainted Curse or Toxic Farewell.
  • 👥Fixed getting the system message about Dojo Warriors at random intervals if we reconnect to the game while inside the Dojo Park.
  • 👥Fixed not being able to select or find ETCs through the Auction House filter.
  • 👥Fixed that the 50% Overexertion damage reduction of the Tireless trait isn't being applied.
  • 👥Fixed that if an enemy Volgon used Ampere Outburst our ally Volgon would also get the -1 Hold benefit.
  • 👥Fixed that the animation for Autodestruction wasn't playing.
  • 👥Fixed that the animation for the Head Charge synergy wasn't playing.
  • 👥Fixed an error in Hold turns reduction that allowed the enemy AI to continuously use Ampere Outburst.
  • 👥Fixed seeing the dialogue avatar of another NPC while talking to one.This could lead to a lot of softlocks and issues, including the one in the Breeding Center and the one in Telobos, as well as messing up the Postal Delivery quest. All of these should've been corrected through this fix.
  • Fixed that trying to purchase the Pro track of the Tamer Pass with insufficient Feathers would put forth a purchase window with the Novas icon.
  • 👥Fixed being unable to hover over or navigate the TemCards in the backpack.
  • 👥Fixed not seeing the rank icon for players in the Club UI.
  • 👥Fixed that players were hearing the Wild Luma sound when their own Luma Tems appeared in battle if the Skip Animation setting was active.
  • 👥Fixed the configuration of the Hocus plushie furniture piece, which wasn't letting players remove or relocate it.
  • Fixed that the Luma particles of a recently hatched egg will remain in the game after the hatching scene.
  • Fixed that opening the map while at the Highbelow could cause internal, unseen issues.
  • Fixed some issues while accessing Atoll Row.
  • 👥Fixed that the gender text tags were not being correctly applied in the preview of a cosmetic item in the Boutiques.
  • 👥Fixed that the text for "Rewards already acquired" in the Challenge Modes wasn't being translated.
  • 👥Fixed that the Accept button in the Interact UI, or the Accept button in the Tamer Search in Replays were not being translated.
  • Fixed Quetzaleño having lost its in-game description.
  Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server and subreddit.
Temtem - Tsukki
Temtem is one of Steam's Daily Deals for the week!

Snatch your copy of our multiplayer monster-taming adventure with a tasty 60% off!



In case you missed it, patch 1.8 made Temtem more rewarding and enjoyable than ever, and much more accessible to casual play. It's also at its most polished state ever! ːtemloveː

The sale will last from today until October 11th. Don't miss it, gamers!
Temtem - Tsukki
Important notice

The focus on this patch was to make Temtem more enjoyable in a more casual way, putting aside our long-held fears that having things become too easy would destroy or make impossible a proper, stable player economy. Screw that! We've made adjustments to most gameplay areas so goals are more achievable and accessible, and most things can now be obtained in less time. In this new Temtem era, the dream of having Luma and Umbra Tems will become a reality for more players, but we still tried to keep the flow of new Lumas/Umbras comprehensible. We've also added new measures against backtracking during the campaign, improved the economy for players on the early stages of the game, made endgame activities easier and more rewarding, revamped Saipark to last a long time, added some nice touches to ranked play, and muuuuch more. We're also opening the floodgates on all cosmetics and Tamer Passes, so the Archipelago is sure to become more colorful! There's hardly any area of gameplay untouched in this patch, so we recommend you give these bad boys a read, or else you might be caught off guard by the changes, or even miss some interesting perks!

This patch is huge, special and bittersweet: it's Temtem's last big planned patch. From now on we'll meet back here from time to time for small bug fixes, and the occasional balance changes. We've reached our original goals for Temtem, fulfilled –even surpassed!– our planned roster of Tems and islands, and saw this game become bigger and greater than any of us could have ever dreamed of. As we kiss it complete, we want to put the cherry on top by making sure everyone, all of you who've been playing for years and any upcoming newbie snatching Temtem for the first time, can have the most enjoyable time while playing.

We hope you like patch 1.8, and that it makes Temtem nicer to play, replay and return to. We also hope you'll stick with us as we discover new genres, learn and become better devs and continue enlarging the Temtem universe with more games, animated series, more merch and whatever the future brings, be it project Downbelow or a future —yet unplanned— Temtem 2.



New Stuff

Welcome to the new Store: not Premium, nor rotating anymore!
  • The Store will not rotate anymore, and the Weekly Feature section has been removed.
  • The Store is now an enormous, permanent recollection of all previously Premium cosmetic items in Temtem, all of them purchasable with Feathers.
  • We've added all the cosmetics available in the previous Store (both items in the daily rotation and all the history of items available in the weekly featured rotation). You'll also find all items from past in-game events, the cosmetics from all Tamer Passes (this will allow people to access the cosmetics even if they don't want to farm the Pass, and to have multiple copies of those that allow it), and a handful of extra items that were currently outside of player's reach, mostly common cosmetics and furniture for Housing.
  • Items that are not part of the store are: promotional items (such as the Paharo Mount or Twitch drops), items available in Tamer's Paradise, items available in the normal Boutiques, items obtainable through the Challenge Modes, furniture obtained through Dojo Wars, and items obtainable through the Arcade Bar.
  • The rotating nature of the Store was the main cause of FOMO that still remained in the game. Part of our desire for Temtem to be enjoyable for as long as possible without new updates includes making sure there is no FOMO left, and offering a greater fan of customization possibilities for players.

We've revamped Luma and Umbra hunting:
  • The new appearance rate for Luma is 1/2.000.
  • The new appearance rate for Umbra is 1/20.000.
  • Umbra and Luma radars will now break after you capture an Umbra or Luma Temtem during that radar.
  • New item: Umbra Radar Box. It will provide a random Umbra Radar when used. You can purchase them at Nanto Labs.
  • The price of Luma Radars has been lowered a 20%.
  • Let the party commence! We want players to have a better shot at finding Luma and Umbra, while also keeping some control over hoarding Luma and Umbra Tems. It's now way easier to find the Luma/Umbra you want, both with Radars and in Saipark, but it should be a tad harder to get 40 copies of your fav Luma/Umbra. To give you some numbers, in 1.7 the chance of finding a Luma/Umbra in a radar was 19.22%, while with patch 1.8 the possibility has gone up to 55.13%.

Saipark is now a whole different place:
  • You will no longer have to pay a fee to enter the Saipark.
  • All weeks will be Luma week at the Saipark.
  • You will only be able to capture ONE Luma Temtem per week in the Saipark. Once you've achieved your weekly Luma catch, no more Luma Tems will spawn in the Saipark.
  • You will now be able to use any type of TemCards in the Saipark.
  • SaiCards will remain, but their special conditions will disappear: they will no longer have an expiration date, will be purchasable from Temporiums and will be usable outside of Saipark.
  • SaiCards will have a normal capture rate (x1) in all zones except Saipark, where it will have a doubled chance (x2) to capture the Tem.
  • These changes are made with the main goal of removing as many as possible of the current pain points of the Saipark, and making the experience a lot easier and more enjoyable, which as you can see is the general trend of this patch. Like for Luma & Umbra and radars, we had to put down some limitations so it didn't get out of control, even more so in Saipark's case because of our ongoing battle with bots. It will now be easier to find a Luma in Saipark, and it's now free to enter, so most players will be rewarded with a sparkly new Tem. We've also made SaiCards a choice instead of an obligation, while allowing the most aesthetic-oriented players to keep that Saipark drip!

Select any Tamer Pass, from any Season:
  • You can now select which Tamer Pass from any Season you want to work towards at any given time.
  • You can select from all Tamer Passes, and switch from one to another in a second.
  • You can only have one Tamer Pass active at a time.
  • Your progress in each Tamer Pass is stored, including the progress you might currently have, so you won't lose anything while switching from one Tamer Pass to another.
  • You'll be able to purchase the "Premium" (please keep in mind there's no longer any Premium currency in Temtem, but we don't really have a name for this section yet) track of any Tamer Pass you choose, and it'll remain unlocked even if you change to a different Tamer Pass.
  • Your selected Tamer Pass and its progress will be maintained across platforms.
  • While we announced this change a while back, it's also part of our intention to address FOMO and fully eradicate it from Temtem so all Tamers can enjoy things at their own pace.

An entirely new Ranked system:
  • Everyone's TMR will be reset to 1000 with the launch of patch 1.8. This will ensure a cleaner slate for the competitive scene following all these changes.
  • Ranked Seasons will now happen automatically every two months. This will take place during the scheduled maintenance period, usually the first Monday of each month.
  • There will still be a seasonal TMR reset like there has been up until now, following the same formula and recalculating TMR for each range based on the population, just as it has been so far.
  • When the competitive season changes and the TMR is reset, all players will receive a Feather reward based on their rank when the previous season ended. It will follow the same logic as all these past seasons, with the only change being the reward.
  • Rewards will rank from 1000 Feathers for Bronze, up to 7000 Feathers for Legend players.
  • The compulsory ranked placement matches have been reduced from 10 to 5.
  • The TMR multiplier of the placement matches has been reduced so they are not as decisive as they were before.
  • We have reverted a past change that limited the amount of TMR you could lose to an opponent with a lower TMR to that of your current TMR; if you lose against an opponent with lower TMR, you will lose the natural amount of TMR resulting from the rival's TMR number.
  • We have also reverted a past increase in K-factor in ranked: we've reduced it so variance in TMR is not that significant.
  • TMR will now be displayed.
  • You'll see how much TMR you win or lose from a Ranked match in the result screen of it.
  • It will now show on the Tamer Profile of each player alongside the rank. It will only be displayed once the Tamer has completed their placement matches.
  • It will also be displayed on the Competitive lobby.
  • With the Tamer Season system gone, the Ranked system can finally have its own schedule. We we want to ensure ranked playing still provides cyclic changes and rewards, and we've taken this chance to provide ranked players with features they've requested for a long time. Some of the changes made are also intended to combat the TMR inflation the game had been suffering for some months.
  • Please note: due to a bug, when you log into the game for the first time after a patch, you'll get a message saying you've earned a lot of Feathers. It's a visual bug, and you're not actually getting those Feathers, but rather the Ranked rewards from Season 7.

Every Tamer's Paradise activity has been adjusted and changed. Here's a complete list of everything added and improved upon!
  • We've changed the behavior of the flame icon on Tamer's Paradise activities.
  • Every activity used to have its own threshold to enter flame levels, and it was confusing. We've equalized the threshold across activities to 100, so now you'll start seeing the flame icon after surpassing level 100.
TemSafari
  • We've added a reroll option for the banned types in TemSafari.
  • When doing a reroll, the game will offer you a new list of banned types for the activity.
  • You can do as many rerolls as you like, as long as you have the funds for it.
  • It will cost Pansuns.
  • The number of banned Types has been reduced from 4 to 3.
  • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: wild Tems will now appear at level 75, and go up one level per new Tem. After 18 Tems have been defeated, newer Tems go up 2 levels per new Tem. After another 18 Tems, they go up 3 levels per new Tem, etc. The leveling up curve is less steep now, allowing Tamers to go farther in the activity.
DraftArena
  • Enemies will now appear at level 73, and go up in level in increments of 3.
  • DraftArena will now display a full battle log when entering combat, even before you have seen the rival Tems.
GritArena
  • We've added a reroll option for the banned Tems on GritArena.
  • When doing a reroll, the game will offer you a new list of banned Tems for the activity.
  • You can do as many rerolls as you like, as long as you have the funds for it.
  • It will cost Pansuns.
  • The number of available Tem species has been increased from 50 to 60.
  • The number of banned Tem species has been reduced from 45 to 35.
  • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: enemies will now appear at level 72, and go up in level in increments of 6.
DigiLair
  • The Tems you receive at the start of a DigiLair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.
  • All target Temtem on DigiLairs have received a scaling buff on their Luma and Egg Move chances. The higher the difficulty, the bigger the boosts.
  • The price of a DigiLair token has been reduced from 7k to 5k Pansuns.
Evershifting Tower
  • We've also added the option to run away from one NPC Tamer per run in the Evershifting Tower.
  • It's the same prompt used to run away from combat against wild Tems.
  • The Tamer will disappear after you choose to run from them, but you will not get any rewards from it.
  • You won't be able to skip Tamers that block access to a new floor, the ones marked with the quest icon. You must fight those.
  • You can now always run away from wild Tems in the Evershifting Tower.
  • Evershifting Tower will now display a full battle log when entering combat, even before you have seen the rival Tems.

You can now skip animations during combat:
  • If you enable this setting, you will skip: Tems' entrance in battles, Technique animations, Status condition animations.
  • You will not skip any information, and will still see the result screen, or the experience screen.
  • This will be a new selectable setting in the Settings menu.
  • This might come as a surprise to many of you, as it was a change we haven't agreed with for a long time. Back at the start, when the forums were the place to suggest ideas and there were only 3 islands, we commented in passing that we'd like to include this in the game, and it was a viable design choice. However, as Temtem grew and we became aware of the player economy that was bubbling up, and how important it was becoming, we realized introducing this setting would bring forth a lot of trouble for its effect on said economy. We decided against it, because as it were, including it would mean everyone would have to activate it to be able to take part in the economy. Faster combat meant faster Luma hunting for those who activated it, thus creating a situation of imbalance. With Temtem having reached completion, we are not that concerned about the economy anymore, and we'd rather have players of all levels of experience, skill and commitment happy and satisfied, enjoying the game more. Since patch 1.8's trend is to make the game kinder, more enjoyable for casual and devoted players alike, you can now skip combat animations.

You can now see when a Temtem will evolve.
  • You can see the level at which the Temtem will evolve on its details page, right under the location where you encountered it.
  • The message will let you know either the level at which the Tem will evolve, or that it's ready to evolve (in case you had previously stopped its evo for any given reason).
  • While we couldn't add the exact level at which it was caught because of technical reasons, we believe this is a fitting solution to the problem of not knowing when a Tem was going to evolve!
  • You can now select directly from your TemDeck when handing over a Temtem to an NPC.
  • You'll be able to access the Tems on your TemDeck when requested a Tem by an NPC, be it for a quest or an exchange.

We've added a new item: Temessence Ampoule.
  • Similar to the Temessence Phial, it recovers 50% of HP of your entire Team.
  • It's, however, a consumable item. You'll be able to purchase it on Temporium after Tucma.
  • You'll find some Temessence Ampoules around the world as well. We've introduced new spots to reduce backtracking during the campaign.
  • It cannot be used during battle.

New item: ETC Pieces.
  • ETC Pieces are fragmented bits of ETCs (Egg Technique Courses) that you can obtain from loot pools, Wishing Wells, or endgame activities like Lairs.
  • You can trade these ETC Pieces for any specific ETC at a new shop located in Tamer's Paradise, the endgame island.
  • All ETCs will be available to exchange at the shop!
  • Different ETCs will have a different price in Pieces, but this is a surefire way to obtain those ETCs you might have been after.

We've added three new usable furniture pieces from the Temporium!
  • You can now have a TemDeck, a Vault and a Healing Machine in the comfort of your own house!
  • These replicas work exactly like their Temporium counterparts.
  • They will be included in the Store.

We've added a new Wishing Well on the Pansun. It can drop pheromones from all Temtem types.
You can exchange Mythical Tems for WishYouWell coins.
  • Have one too many of those big boys? Ellie, on the Pansun, will gladly take them off your hands and give you two coins for your trouble.
  • It doesn't matter which Mythical, or whether it's regular, Luma, or Umbra: the return is always two coins.

We've added an Unstick option at the end of the Settings menu.
  • It can be used once every 8 hours.
  • It cannot be used in the Challenge Modes to prevent exploiting.
  • This command will help in cases where players find themselves stuck on different situations.
  • If you're in combat with an NPC, the command will get your character out of battle first, and moved to the Temporium you'd last visited.
  • If you're out of combat, your character will be moved to the Temporium you'd last visited.


Improvements

We've increased the reward of NPC Tamers by 40 Pansun each.
  • We made this change to improve and favor player economy during the early stages. You will most notice this on the first two islands, Deniz and Omninesia, where you will now be able to buy a Balm with every Tamer you defeat. This will allow for faster travelling and extra monetary comfort
  • A total of 685 Tamers have received this change, which means a total increment of 27.400 Pansuns in a complete game run.

Eggs wills now hatch faster.
  • From a range of 5-45 to 3-30 minutes, depending on catch rate.

All platforms have received upgrades to their loading times.
  • Our Tech team have tinkered with the memory management on all platforms to improve it across the board. This results in shorter loading times.
  • For a more in-depth explanation: Temtem uses Unity's Addressable system to load and download game assets. To put it simply, each addressable is one little box where we store different assets. For example, all assets pertaining to Platypet (3D mesh, texture, animations) are stored in one addressable, one little box. When we want to show Platypet in game, we simply load this box and all its contents ; once we don't want to show Platypet in-game, we simply unload that box.
  • We have updated the entire addressable system. The new version includes improvements in the way addressables are managed, so they take less to load and require less memory. This new addressable version couldn't handle past addressables, so we've had to redo all the addressables in the game. This is also why the size of this patch is slightly larger than usual: all the addressables in the game have been rebuilt.
  • You'll be able to feel this when loading up the game, teleporting, entering and leaving buildings and entering and leaving combat.

Switch has received extra improvement on loading times.
  • On top of the previously mentioned loading times improvements to all platforms, Switch has gotten a severe enhancement of how it handled and cleaned up memory. Since memory management has been improved, we can now allow for better memory allotment.
  • We've lowered the quality of textures on Switch, so they take up less memory and contribute to the general improvement of loading times. This is a small sacrifice in looks that will go a long way in performance.

Anahir can now be selected as the target Temtem on DigiLair.
  • Since it doesn't have spawn points in the wild, DigiLair will treat it as if it were a Temtem with a 5% encounter rate.
  • We understand that achieving Anahir Luma, or even Umbra, were tasks that were getting more difficult as fewer new players joined the game, putting those Anahir into circulation. With this change we hope players who have that goal in mind can feel it more feasible.
  • Please note: due to a small bug with the amount of Luma Drops it provided, you won't be able to exchange Luma Anahir at Nanto Labs until next patch.

Mythical Lairs have been adjusted:
  • The Tems you receive at the start of a Lair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.

The minimum required Warriors for Dojo Wars has been reduced from 9 to 5 members of a club.
  • Now clubs with less active members can still take part in Dojo Wars!

We have removed the Kudos for winning tournaments and Dojo Wars. 
  • These two Kudos, Champion and Dojo War Champion, will be hidden from the list of Kudos and removed from the requisites of the Archtamer Kudo.
  • Players who had already completed these Kudos will keep the title.
  • In our effort to make Temtem as enjoyable and sustainable as possible without content updates, and with greater attention to a less populated environment we want to ensure these Kudos, hard to obtain with a lower population, don't stand in the way of completion of other Kudos.

We have added a new Folder to the Backpack: Patch folder.
  • This includes all the Patch gears that prevent a Tem from gaining TVs on a particular stat.

We've increased the amount of different Stickers each player can find.
  • While this does not completely remove trading from the picture, each player can now find more Stickers without help.

Stickers can now also be obtained from completing Postal Service daily quests!
  • The chance to get a sticker is higher the more packages you get to deliver.

We have changed the way X/Y Incubator tickets work.
  • It will now add a 30% plain increase to the existing gender probabilities. So if the Temtem had a 10% chance of being male, by using a Y Incubator ticket, the chance will rise up to 40%.

You can now purchase WishYouWell coins using Feathers.
  • Sold by Soulful Souldad at the Tamer's Paradise mall.

We've added more cosmetics and housing furniture to the Wishing Wells! All come from those available to purchase with Pansuns.

We've changed the loading screen for teleporting, which caused eye strain for some players, and also the one for the Narwhal, and for the Umbra spaceship.

We've added an internal trigger on the Innkball ramp so players can open the door from the inside and avoid having the ball get stuck on it.
  • This improvement made to the Innkball minigame was a response to a bug that happened after we had sent the Nintendo Switch build to certification, so that change didn't make it into the Switch version. We'll add this change into the Switch version in a following update, and we apologize to Switch players for this mishap.

We've updated the time goal for the Speedrun Challenge Mode.
  • It has been lowered from 10 hours to 9.5 hours.
  • The Speedrun Challenge Mode will have the option to skip animations activated by default. Players can turn them off in settings if they want to.
  • Since this patch includes a lot of improvements that help complete the campaign faster, such as more Pansuns, the Temessence Ampoule and the option to skip animations, this challenge mode has been revisited to reflect those changes.

We've created a separation to ensure the recent items tab in the Backpack isn't affected by playing Evershifting Tower.
  • Now you'll see the recent items for Evershifting Tower only while you're in it, and they won't persist after you leave the activity.


Economy
  • The price of the Matter Transfer Drone has been lowered, from 250 to 100 Pansuns.
  • As mentioned above, the price of Luma Radars has been lowered a 20%.
  • The price of Luma Chromeon Radars has been reduced an extra 50% on top of the price reduction for all Luma radars.
  • The price of a DigiLair token has been reduced from 7000 to 5000 Pansuns.
  • The price of all purchasable items on the Breeding Center (DNA Strands) has been reduced a 50%.
  • We've reviewed all the prices in the ETC shop according to Trade House tendencies to make sure they align with it.

PvE
  • Dojo Parks will now reward 2 more Telomere Hotfixes, and have a better chance to drop a Telomere Hotfix: Trait Swap.
  • We have reviewed and updated the TV spreads and Technique Pools of all Tems you can rent/use in endgame activities, such as Tamer's Paradise activities and rematches.

PvP
We couldn't fit all the PvP balance changes in here! Please head over to our website for the full list of changes.

Bug Fixes
All platforms

  • Fixed a softlock in TemSafari if your last two Tems faint at the same time.
  • Fixed a softlock after attacking a Temtem with Bait and fainting in that same turn.
  • Fixed a softlock when swapping in two Tems with Gears that trigger upon entry on the field and that induce Status conditions.
  • Fixed a softlock caused by a particular situation when swapping in a Landing Transmog Mimit and a Protostar Galios.
  • Fixed a softlock when and NPC Tamer's Tem dies to the effects of our Pigepic's Fainted Curse.
  • Fixed getting stuck when starting a cinematic that involves player movement if the player was sitting.
  • Fixed that the rewards from the Challenge Modes were being tied to secondary accounts in the case of cross-progression. Rewards are now tied to primary accounts.
  • Fixed that cosmetics purchased using Feathers on the Premium Store on a secondary account were linked to it, as opposed to the primary account. Items purchased with Feathers should remain linked to the primary account, and return to it upon breaking cross-progression.
  • Fixed that the reward for level 39 on the Frozen Tales' Tamer Pass was the wrong one.
  • Fixed that choosing some specific settings would lead to continuous error messages.
  • Fixed several desyncs in Temtem's HP and Stamina when certain Traits are involved.
  • Fixed a desync in turns left of Status Conditions that had been applied by Gears whose activating trigger was "when entering the battlefield" after Galios resurrected through its Trait.
  • Fixed a desync in Galios' HP when it rested for a turn after changing its Trait.
  • Fixed Bamboozle not triggering visually when applied on an ally with Kaleidoscope in PvP matches.
  • Fixed that the "1 turn of Poison" bonus was not properly applying to all enemies in the TemSafari.
  • Fixed not seeing the message to complete the placement ranked matches when trying to sign up for an in-game Tournament. This could lead players to think they had subscribed correctly when it wasn't the case.
  • Fixed that the info on obtained experience after defeating a Tem was being automatically skipped.
  • Fixed Trade nodes appearing as rest nodes in the map and mini-map of Lairs.
  • Fixed that we could do a second launch on Innkball if the ball had entered the zone from a very soft initial launch.
  • Fixed mouse-navigation in the waters around Properton to prevent players from getting stuck around some stairs.
  • Fixed that the rank logo of a player wasn't showing if they left for the lobby right after a replay, and then rejoined the game.
  • Fixed that, when hatching an Umbra egg that was on the first slot of the Squad, the newborn Temtem will not show the right Umbra particles nor VFX.
  • Fixed some internal issues when trying to place the Mimit Hologram plinth furniture in a house.
  • Fixed the MegaZizare Steed showing the wrong animations after performing certain jumps. RIP funny sleepy MegaZizare, you were really fun.
  • Fixed that the NPCs at the Crystal Shrine weren't turning around to face the player when interacted. Rude!
  • Fixed an issue with the scroll on the My Auctions section of the Trade House if players claimed the last 4 items from bottom to top.
  • Fixed that the Spectate button would quickly lose their highlighting color while hovering over it.
  • Fixed the message of successful buyout lingering on the screen for a few seconds too long.
  • Fixed that playing the Fomuball emote would cause other emotes to have show displaced VFX.
  • Fixed some UI issues when the resolution was widescreen 32:9.
  • Fixed an untranslated term the Weakener Lemon's description in German.
  • Fixed a wrong translation for the "What are you Buying?" kudo in German.
  • Fixed that the lighting on places would overlap with the lighting in the cosmetic preview of Stores and Tamer Passes.
  • Fixed an issue with lighting in co-op is we spent too much time on the Learning Tech screen followed by an evolution scene.
  • Fixed a visual issue on some trees in Deniz if the resolution was 21:9.


PC, PS5 and Xbox
  • Fixed not being able to trade duplicate copies of an outfit we're currently wearing.
  • Fixed some mounts that weren't displaying the right emissions.

PS5
  • Fixed that the same button press employed to dismiss a "Please disable the PSN-only setting" message was also interacting with the world.
Jul 4, 2024
Temtem - Tsukki
Important notice
  • We have corrected the issue preventing players on consoles from making purchases with Feathers instead of Novas. All console players can now use their Feathers to purchase cosmetics, as long as they have enough Feathers for it.
  • Please do remember that the game will still prioritize using your existing Novas.

New stuff
  • A new batch of Pride flag banners has been added to Temtem!
You can redeem this new batch of flags by entering the following codes in the Redeem option of the Lobby screen.
  • HPPY-PRDE-PROG-FLAG
  • HPPY-PRDE-AACE-FLAG
  • HPPY-PRDE-AROM-FLAG
  • HPPY-PRDE-ALLY-FLAG
  • HPPY-PRDE-POLY-FLAG

You'll find the banners in your Vault after redeeming them.

Innkball
  • We have tweaked the button that closes the tunnel’s door so it can’t be activated from inside the tunnel, to prevent players from getting the ball trapped in there.
  • You can now shake the table by pressing the same button used to throw the ball. This will help if your ball gets stuck.
  • You can now shift the light points in the tunnel and at the top of the table by pressing the paddles’ input.


Balance
Temtem

#20 – Amphatyr
  • Petal Dagger has been removed from its tech pool.
  • Thunder Strike has been removed from its tech pool.
  • Electric Storm has been added to its tech pool.
  • Plague has been added to its tech pool.
  • Resin Trap has been added to its tech pool at level 96.


Techniques

Fiery Ballad + :
  • Damage has been increased 95 ⇒ 110
  • Priority has been increased Normal ⇒ High
  • Tornado
  • Stamina cost has been decreased 36 ⇒ 28.
  • Aquatic Whirlwind
  • Stamina cost has been decreased 34 ⇒ 30


Fixes
All platforms

  • Fixed getting stuck during battle if a Temtem with the Kaleidoscope trait received positive status conditions from another Tem.
  • Fixed a softlock when reviving a Temtem with the Hurry-wart trait at the same time the rest of allied Tems faint.
  • 👥 Fixed that eggs were not opening upon relogging if the timer hit 00:00 while the game was closed.
  • 👥Fixed not being able to equip the Arcade Bar cosmetics right after obtaining them, requiring first a reboot to do so. You can now equip your cosmetics as soon as you obtain them.
  • 👥 Fixed Resilient proccing twice if the Temtem with this trait received healing.
  • 👥Fixed Resilient not working properly with Doom, beyond causing a blockage.
  • Fixed that Reactive Vial was proccing on a a Tem with the Nullified status condition if it had received an effective tech that applied status conditions, and then it removed the Nullified status condition.
  • 👥 Fixed seeing Mimit transformed into a different Tem if we leave a battle with the battle log open.
  • 👥 Fixed seeing the Evasion animation multiple times after using Bright Beam against a Tem with the Mirroring trait.
  • Fixed seeing the wrong Temtem on the Traits that trigger during battle.
  • Fixed a visual bug that caused us to not get the Gemtastic Kudo if we suffered a disconnection or game closure right after defeating the Lair Boss.
  • 👥 Fixed the Mythical Tems in Mythical Lairs not displaying their fainting animation when defeated.
  • 👥 Fixed seeing some Luma particles in combat after bringing out a Luma Tem.
  • Fixed seeing the code to share a Squad, from Showdown, in the battle log of a Co-op squad.
  • Fixed the sound preview on some musical emotes being too low or entirely missing.
  • Fixed seeing the Novas symbol on shops and other places where they aren’t used, like Boutiques or Shop Nodes in Lairs.
  • Fixed seeing the “Back” UI prompt in the Arcade Bar displaced after changing the aspect ratio of the game.
Xbox S/X, PS5, Switch

  • Fixed the issue that caused players to not be able to purchase premium cosmetics using Feathers.

Switch

  • 👥 Fixed some visual issues affecting any Chromeon in the Squad.


Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server and subreddit.
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