CU1, which stands for Content Update 1, is the major update in the Arbury Island cycle. It's packed with features, each one of them bigger than the next, with some of them being highly anticipated. Although we will, as usual, provide in-depth explanations when the update launches, here's a reminder of some of the exciting stuff coming your way with CU1, in case you'd missed it:
Trade House
If you've tried to enter every house in Temtem, you must've noticed some buildings described as Trade Houses or similar. These places are currently marked with a WIP sign, and are inaccessible, but this will change when CU1 hits.
The Trading Houses are 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. All trade houses are equal and provide access to the same trading network, meaning you can simply drop by the one that's closer to you, or the one you find the most ~aesthetic~.
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 facing the rest of participating Clubs. These matches will take place in different time windows during the week, with it being on different days depending on the Dojo you're aiming to capture. This means there will be some Dojos that are super convenient for you, and others that are less so.
You'll need a minimum of 11 players to take part in Dojo Wars, and you can designate your participants with the future Dojo Warrior role. Once a Club has conquered a Dojo, they will be able to decorate it and obtain Pansuns for their Club during the time they hold it. And that's not all! Dojos conquered by clubs will also house the mysterious Dojo Park, of which we shall tell you more when the time is right.
Mounts
Mounts are a staple feature in any MMO and we didn't want to miss out on it! Although Matter Transfer Drones are very convenient and cover most of the Archipelago, Mounts will give you the possibility of taking in the scenery with the added bonus of speed and preventing untamed Temtem encounters. We're only adding a couple of mounts for now, and will include others in the future.
And —you guessed it— more!
As usual, we're not spoiling all our surprises just yet. There is a couple more features, QoL changes, balance and bug fixes, even some new Gears! Stay tuned to our socials and news channels for the date (once we have it), and have fun in the meantime. Temtem up!
Hello Tamers! Are you keeping warm (or cool) and drinking enough water? We hope you are!
We're here to make the winter holidays at least 20% better with Arbury, the awaited last island in the Archipelago, which just also happens to be amazing. Let's dive in to see everything this island contains!
Arbury, an island divided
This patch is the first patch in the Arbury cycle, and will, of course, add the island of Arbury to the Archipelago.
Arbury is divided in two main cities, Lochburg and Properton, each of which has a very different mentality and way of life. Naturally, conflict and a decades-long rivalry have ensued, but it's all in good fun, right? Right?. While Lochburg believes in facing everything head-on and letting their fists do the talking, Properton is more of a mind-focused city state, and would rather engage in a battle of wits. It's a given that with such stark differences, their taste in Temtem would differ, too: Lochburg is rich in Melee-type Tems, and Properton excels in Mental-type Tems. You'll also discover that some other, different Tems seem to have infiltrated the island somehow. With a total of 31 new entries, you'll finally be able to fill all but one slot in your Tempedia, and of course, new Tems mean new Traits, new Gears and new Techniques!
And even though they're all part of the same island, this rivalry has led them to institute two different Dojos! Who will you battle first, the adventurous Murdag or the sly Percival?
The end of a journey
I know it sounds dramatic, but that's because I am dramatic. In all seriousness, this is just my way of bringing up that Arbury marks the end of the main story line. Do you remember your Apprentice's Eve, and the person you were when it all started? Think of all the characters you've met, all the quests you've been sent off on, all the fights you've won and lost. Think of all the Temtem that have accompanied you in this adventure. Now think of finally facing the end of that story, of finally defeating (or not) Clan Belsoto's top brass once and for all and saving the Archipelago. See why I was dramatic?
Now, this is not the end of Temtem at all. Arbury is the sixth and last island of the Archipelago, but if you've been here for a while, you probably know there's a lot we still have to do, from features like Mounts or Dojo Wars, to platforms that are waiting for us, all through a whole array of endgame activities, bug fixes and improvements. This is still a game in development!
It's worth noting that, since Arbury is the last planned island, this is also, by extension, likely the last batch of new Tems in the game (except for one very special last Tem, the third Mythical, that will be added later in the future). We get a lot of questions about what's coming to the world of Temtem now that we're reaching a certain point, and we also get a lot of requests for more islands/Tems (which we know come from a place of love), but from the very beginning the Archipelago was comprised of six islands, and the Tempedia was a 165-tem roster. With this, we've completed the picture we had for the game in terms of islands and Tems. If in the end some new tem comes along, that'll be a pleasant surprise to everybody, but we'd rather focus on the facts. There's always been more to Temtem than Tems and islands, so there's still a lot coming!
Needless to say, you don't need to worry about Temtem shutting down: we have plans for continued support for it, including past 1.0 launch. Apart from the basic content that is currently missing, there's still so, so much we want to deliver in terms of features and gameplay loops that (we believe) will give Temtem a long-lasting life, and don't forget there's still a whole new end-game area to discover!
So please don't be concerned when the credits roll in, this is not the end! It's just the final brooch to a story we embarked on years ago, and you'll be promptly returned to the Archipelago as soon as they finish, so you can keep enjoying the world of Temtem.
Kudos
Kudos? Kudos! Kudos are Temtem's take on achievements and are coming to you with the first update in the Arbury patch cycle.
We've tried to cover most areas of the game with them, so if you're the collector type, you have a handful of goals ahead! Kudos are listed in different categories according to their nature to make them easier to manage, and you'll be able to quickly see your current progress, so you can easily keep track of where you're at and be proud when you complete one. Here's a sneak peek of the categories:
Not all Kudos are retroactive, meaning you might have to embark on certain activities again, but we have made sure that Kudos that are gated behind unrepeatable content will be retroactive. This means all of them are achievable by playing normally. We've also made it so Kudos can grant rewards, but we'll implement said rewards in the future! These will range from exclusive cosmetics, to Titles, furniture and emotes. If you achieve the Kudo now, you'll be able to claim the reward later, so no need to hold back.
And to the question you're probably thinking right now, yessss, Steam and PS5 achievements are coming with this update too! Not all Kudos are tied to an external achievement, but all external achievements are connected to a Kudo, and you'll unlock the matching Steam achievement/PS5 trophy when you achieve one of those tied Kudos in Temtem. The best part is that this isn't even the full list of Kudos! We'll be adding more as we progress on development and unveil new features.
Kudos to you!
Performance improvements
We've been working extra hard on an entire new system that will hopefully make Temtem load faster and ease up on memory occupation. I have an explanation for it, but I am -not- a tech person, so bear with me:
This system is, in fact, not entirely new. We had already started implementing it for VFX and Temtem, and thus reduced the number of crashes caused by running out of memory. Because we had been focused on launching patches and adding features non-stop, we hadn't really had much time to really focus on memory optimization or performance improvements, though. Now, however, as the game got bigger and as we started working on ports to different platforms, we needed to start extending this new system to the whole game.
In the past, Temtem allowed the engine shoulder the responsibility of loading everything when you walked into a new area, combat or building. This new system will make sure we only load what's needed, and little by little, thus increasing the memory performance. In consequence, your game will load faster while burdening your machine less. It will not increase your FPS or anything of the sort, but will shorten loading times and give those old computers a lil' break.
But everything in life comes with a price: this new system could (and most likely will) cause some new and previously unseen bugs, so we're asking for your patience and understanding, and hoping you'll help us reporting them when the time comes. Thanks for your patience beforehand!
And more!
You know these few highlights are never the full rundown, and as usual, you can check out the whole list of changes and novelties in the full patch notes here.
For this update we've continued progressing on feedback given on many different areas: we've added items that will make gaining EXP easier, and we've equated the experience earned from wild Tems to that of NPC battles. Leveling up is not in the best place right now, but this should help alleviate the current issues.
There are also a lot of balance changes meant to address the final level cap, and when we say a lot we mean it. We've added novelty items, many of which were community suggested, that will make TV-training more efficient, and we've reset TMR and TMR Peak to give the meta a fresh start now that we have a full roster.
What's next?
We'd also like to touch on a lot more that is coming during this patch cycle! For the next content update, which is expected in the next handful of months, we plan on releasing features as huge as Mounts, the Trading House, and Dojo Wars. We'll be talking more about them as we approach to it!
There's another really expected feature that we've been working on: the cross-progression system! We've been doing some background work and refactoring to support it, and we're immersed in talks with platform holders to have it enabled. We'd like to have it implemented ASAP, and as soon as we get greenlit we'll share more details on how it'll work.
We haven't talked about it in a while (it was only mentioned in ye olde roadmap), but we've also been setting up a public API for Temtem, for all your community tools! With a bit of technical knowledge, the API will make it so much easier to access data that used to be only available in-game, and probably cover many community needs. We're currently testing it internally, in a private beta phase with some community members, and we can't wait to share it with everyone when it's ready!
And, of course, we're working on the Switch and Xbox Series X&S ports. We're now facing the challenges each platform poses with the game, and working on overcoming them. We still have a while ahead and we'd like to talk more about this in the future, once we're done with the Arbury cycle, but we wanted you to rest assured that we're working on it.
We're really looking forward to your reactions upon finally seeing Arbury, your feelings towards the new tems, techniques, traits and gears, and of course, your opinion on the myriad of QoL changes, balance changes and more that every content patch brings with it! Remember that we process your feedback and suggestions through here, and that we are usually hanging around our Discord server, where we talk about stuff and sometimes leak unseen things! Come join us for a cuppa ☕
Hello there, Tamers! The second content update of the Cipanku cycle is here to put a bow on the weeb era, so here’s a more detailed look at some of the new features and content added in this update! Be aware that it will contain spoilers about the patch, so read at your own discretion.
While this update, lovingly called CU2, doesn’t uncover any new Temtem or island, it does add some spicy content to the roster: you’ll get to unlock a new building in Cipanku, experience new Quests and gears, a lot of QoL changes and features such as Tournaments and playable musical instruments. Let’s dig in!
Welcome to our offices!
You’ll be able to walk into Crema Corp in this update, and meet some of us working there. In fact you will help out in various stages of game development, starting from the simplest of tasks and going all the way up to the CEO. But don’t worry, you’ll be compensated for your work in the shape of gears (everyone knows game devs don’t actually get paid, duh). We’ve carefully recreated the actual Crema offices, and the same goes for our characters, who’ve been hand-made to resemble each one of us. Please take lots of selfies and show us! As you can imagine, this bit is really emotional for the team and we hope you’ll enjoy this opportunity and get to know us better.
Tournaments: time to prove your competitive worth
You read that right! We’re deploying in-game Tournaments now, and they’re quite important so take a seat. Tournaments will be a weekly occurrence, initially on Sundays. There will be three tournaments each Sunday, spread across different time zones so our Tamers can choose the one that suits them best (or, you know, enlist in all three, who are we to tell you how to live your life). Each tournament will have infinite brackets of 32 players each. These brackets get created as people join in and can be infinite. Brackets will factor in the TMR of the Tamers inscribed, and will designate leagues based on the average TMR in the bracket. There are currently four leagues, and rewards get better as the league gets higher. Joining a Tournament is completely free of charge, too! All Tamers who win at least one match will get a Pansun reward, more or less juicy depending on their performance. But this is about winning. We’ve tried to make the winning prizes appealing and worthy, so the winner of each tournament will get an exclusive in-game title that is unique to each month, and a winner medal that can be displayed on the Tamer Info. We’ll be holding our first in-game tournament tomorrow, Wednesday July 7th at 12 am PST / 7 am UTC. The whole Crema team will be watching, so consider it a grand event! We’ll also hold the 3 usual Tournaments on Sunday, but this one’s special. We encourage everyone to give it a try, and wish you all the best of luck!🏅
Competitive improvements
To match the sparkly new Tournaments, we’ve also made some improvements to competitive playing. To begin with we’ve tweaked some timers, and we’ve changed the way Gears were placed in PvP squads: from now on, you’ll place the Gears in slots instead of on Temtem. This allows you to have different Gears on the same tem depending on what Competitive Squad you’re using. This was a long-time request from the competitive community, and it involved changing a lot of the original system of competitive squads, gears, etc. Apart from competitive in itself, we’ve added a couple things to Spectating to really breathe some life into it: your spectators will actually be in the very Battlezone with you, and you will see and hear their emotes in real time (you can disable the emoting if it gets too distracting). We believe this will make tournaments more exciting and give it an actual sense of unicity and eventfulness. Also, the Spectate button now changes in real time so you never miss your favorite people’s matches. We’re very eager to see how these changes impact the competitive and tournament scene, and as usual, we hope you’ll like them and will be watching out for your reactions!
Get ready to rrrrumble!
Are you feeling it, Mr. Krabs? We’ve put a lot of care and attention into vibration and Haptic feedback so our players can feel Temtem on a different level. Haptic feedback was uncharted territory for us, and it gave us a lot of room to play around, and we’ve tried our best to include it seamlessly so PS5 players will feel right at home in Temtem. I promise you will feel Techniques on a new level now. Of course, we’ve added vibration to a whole lot of features, so you should experience it for yourselves. And, because we know rumbling and vibrating can be overwhelming at times, both Haptic and vibrations can be turned off from Settings. Also, while we’re on the topic of control, we’ve made Temtem entirely playable with a mouse! We understand Temtem sessions can get long, we understand some people work better with a mouse or have conditions preventing them from using a controller or a keyboard for a long time, and we understand some MMOs feel better with a mouse. All in all, we believed that giving our players this choice was well worth the resources and will provide everyone some quality of life and comfort.
Let’s get musical 🎶
We’ve added a functioning musical instrument as a reward for a very musical quest. It even has scales and a very focused piano face. While this might come off as surprising, one of our focuses in Temtem is, and has always been, social elements, and we highly value what they add to the game, even if it’s not traditional gameplay per se. It’s finally time to talk to Damián and finish the Musical Crystals quest! We’re jumping into the club of games who have playable musical instruments, and as such, and for the arts, we believe this requires an exception in one of our usual policies. This is why, using macros to play the Toy Piano, and only that, will be allowed. Please don’t attempt to use macros for anything outside of the Toy Piano, as it’s a bannable offense. Of course, we’re super eager to listen to your creations, covers and reinterpretations, so please make sure to post them where we can see them!
Smoother running
Temtem will run smoother and perform better on most machines from this update onwards! For those interested, here’s why: Up until now, the game would load mostly anything it could use at some point, regardless of whether Tamers were going to see it or not. One of our long-planned, pending tasks (scheduled for version 1.0, in fact), was to redo this so only the essential would initially load, and everything else would only load when needed, dynamically. We wanted to wait until 1.0 to tackle this because it’s infinitely easier to design and implement when the game is already “finished” and everything is laid out, instead of adding and retouching it with each update. To top this off, Unity has historically had a lot of issues with systems like these, so we wanted to wait as much as we could to ensure our engine version would be well prepared for the change. But this was the cause for both the long initial loading time and some of the black screens that happened when changing scenes (including the Co-op ones!). Due to how much Temtem has changed and grown from our initial standpoint, this situation has escalated to a point where we simply couldn’t wait until 1.0 to introduce these changes, so we’ve gotten down to it. We started internally implementing this change in recent patches, and we tested it out with Technique animations even as far back as PS5 launch. With this patch today we’ve applied this change to many more areas in the game, so it should be fairly noticeable and we’ll continue adding improvements and bettering performance in future patches. Tl;dr: Temtem go brrrr.
Of course, this isn’t everything! Read the full patch notes here to check out the full list of bugs we’ve fixed, the (few) balance changes, and all the other stuff in this patch, like the split of Telomere Hacks or the changes to PvP timers.
We’re here today, as is our custom, to share some insight about the process behind the latest Breeder (remember: the Backer tier, not Mimit) additions to the world of Temtem!
For those unfamiliar with the term, Breeder Backers are Kickstarter Backers whose unique perk was to design a Temtem line, and a route. Follow the links to read more about previous Breeder tems and routes! The Cipanku update gave us the popular Pupoise and Loatle, while patch 0.7.2 granted us access to the beautiful Gardens of Aztlan.
Let’s start with the tems!
Pupoise & Loatle
These Digital wonders were recently added with the Cipanku update, and always make an appearance when asking the community about their favorites. They were first brought to the table by our Breeder Tutorxic, who approached the design team with the idea of a two-stage Temtem based on turtles, with a voodoo doll theme.
There was a lot of initial debate about the typing for these two: the final stage had to be a Mental Tem because of the voodoo theme, the floating and the psychokinesis. We weren’t sure, however, about the typing for the initial stage, because it didn’t fit the Mental type, and also because there was a drastic change between both forms. We learned that one of Tutorxic’s favorite types was Digital and we took that route, because Digital tems offer unmatched design freedom and allow us to justify huge changes such as this.
Thus, the first stage was written down as Digital/Nature, while the final stage was Digital/Mental, with some shared elements like the stick, the glow of the shell and the horns.
The design was a bit on the open end of things, and the original references required a lot of adaptation to fit in the Temtem world. For the first stage, Tutorxic wanted the tem to hold a stick in its mouth, and wanted to see that same stick in the final stage, floating by effect of psychokinesis. This is the batch of possible approaches created to see which one scratched the itch better. We followed the stick-in-mouth perspective, but also explored other options with 100% less stick. It was, nevertheless, up to the Backer’s final verdict.
Following Tutorxic’s feedback, and a couple of iterations later, we went with the head of #5, the body and eyes of #2, and the stick from #3. And that’s how the little dude was born. Here’s a rough sketch from the time, and the final concept turnarounds:
Similarly, these were the initial designs we created for its final stage. The color palette changed to accommodate and better represent the Mental type.
Tutorxic wanted to try a mix betweent #2 and #4, while keeping the stick placement from #1. He really liked the idea of a doll bursting at the seams, with the stuffing spilling out, so the final design incorporated that bit.
Here’s the big dude’s final sketch and concept turnarounds:
As for their names, we started from Tutorxic’s initial desire of having them be based off Tortoise or Turtle. The first stage had to cover a cute word or theme, while he wanted the final stage to include “Loa”, the good spirits of Voodoo in some regions. We were trying to avoid having another tem name start with “Tu-“, because the Tuwai line has completely monopolized that syllable. After a lot of brainstorming and back and forth, we reached Pupoise (puppy + tortoise) and Loatle (Loa + turtle).
The choice of Luma colors followed a very simple decision process: Tutorxic gave us free way for it, we tested some palettes and really liked the way purple looked. So we gave them purple lumas. Sometimes game dev really is as simple as that.
The Gardens of Azatlan
This new route, accessible from Tucma, was thought up by Soma, the same Breeder who conceived the Volarend line. To get to the Gardens of Azatlan you’ll need to take the new elevator in the Tucma Airport. This elevator, that didn’t exist before and was added for the specific purpose of this route. will take you down to a lower level, a new zone that stands just above the mist, closely surrounded by it.
This is how the entryway was designed:
And this is its final look in-game:
For the first part of the route Soma wanted a crystal path surrounded by trees. The one quirk? He wanted the path to be multicolored. Just like what happened with the snow in Kilima peaks, it was a first for us and for Temtem. The natural inspiration behind this part are the coastal and swampland areas of Louisiana, in the US, but with a crystal aesthetic. The trees resemble the great swamp cypresses that grow from the murky water, and flank the boardwalk path with their lovely colors. Whether there’s a special meaning to the shape of the path or not is a mystery.
As you walk amidst the floating lights and the falling petals, and across the crystal patch, you’ll reach a more open zone. The highlight of this part is the tall tree standing on top of the hill, crystallized like the rest but with a greater amount of detail. A similar tree has been growing in Soma’s backyard ever since he was young. You’ll be able to battle Soma there!
This is the final in-game look:
That’s it for this entry on Breeder content! We hope you’ve enjoyed seeing the before and after of the new route and tems.
We also have a bit of glum info to share on this matter: due to unfortunate and unforeseen circumstances regarding the design process, we will not be moving forward with the tem and route from the remaining Breeder Backer. For the past two years we’ve been trying to reach a point where both parties were satisfied, but ultimately we’ve been unable to and now there’s simply not enough time to continue with the process. After talking it out with the Backer, we’ll take over and go with one of our internal designs to fill that Temtem slot and route. This also means that there’s only one Tutorxic's Breeder route left now. Please look forward to it!
As for us, we’re working hard on the latest update of the Cipanku cycle. It will include new quests, new gears, interesting QOL improvements, and if you play with a controller you might wanna hold it tighter after the patch 👀
The wait is over, and Cipanku is finally here! Behold the wonderfully pink new island, and everything new it brings to Temtem. Want to take a quick look at it? Check its trailer:
Please, be aware the trailer contains spoilers about new Tems, techniques, and story bits. If you want to do a blind run for Cipanku we recommend not watching it.
Cipanku comes bearing the usual set of new tems, techniques, gears, traits... but it also holds the key to a couple of very relevant new features, including Lairs and the first Mythical Temtem. This is also only the first step on the Cipanku cycle, so expect a couple more surprises later down the road. Let's dig in!
The first Mythical Temtem
To meet the first Mythical Temtem ever, you'll need to go through its Lair first. Lairs are a totally new, highly cooperative feature that will require you to form parties with other players to raid a weekly, randomly-generated dungeon, and face the first ever Mythical Temtem. You'll need to hone not only your Temtem skills, but also your communication and teamwork, as lairs are best experienced as a 5-people party, and require a minimum number of 3 people.
During a lair, you'll have to progress through battles and actions, and choosing well is extremely important. You'll earn and spend the new, and Lair-only resources, Jewels and Synstars, each of which serve a different purpose. Every team member will walk a different path, but resources are shared and the actual key to success, as reaching the end of the lair is only the first part of the activity.
Taking your perfect tems and x99 Super Balms with you is out of the question: you'll start with an empty team and backpack, and will need to form your squad along the way, with the Tems and resources you can find during the lair. You will not be able to carry said resources and tems outside of the Lair, and you'll start each Lair anew. What happens in the Lair, stays in the lair.
If you and your teammates do well, and manage to reach the end while also fulfilling the requirements, you'll get the chance to face the Mythical and battle them 1 on 1 for very juicy rewards and of course, the opportunity to take the Mythical home, in portable form: an egg. There are no limits to how many Lairs you can do during the week, and you'll get rewards each different time, but you can only obtain one Mythical egg per week.
Mythical tems, given its unique rarity, are not tradable nor breedable, so it's time to lair up. Apart from this, they will work like every other Temtem.
This is the first activity in Temtem that requires more than a single partner, and also the first Mythical Temtem we show to the world. We hope you find it stimulating and fun, and we're very eager to hear your thoughts on it!
Cipanku, land of technology and Digital tems
Cipanku is home to the first Digital tems you'll be able to tame. Discover this new type, the first (and only one so far) to be weak to itself! Of course, it also comes with its own Traits, Techniques and Luma, and we hope you find them a place in your heart and in your team. You'll be able to tame 4 tems you already know, and discover 24 brand new entries for your Tempedia.
On the topic of highly requested stuff, after finishing a side quest in the city of Neoedo you'll be able to unlock the Teleport, an example of the extremely advanced Cipanki technology. Pay a fee and travel instantly to a lot of places, including key locations and story hotspots. Trips to any Narwhal airport are free!
The new Teleport feature has also prompted us to take another look at travels in the Archipelago, so now you'll be able to check the Archipelago Map. You'll be able to check the Archipelago Map from the map at any given time, and it will also be used to select your Teleport destination if it's on another island. It's spoiler-free, too!
Features to make your life better
You'll also be able to finally rename Temtem in Cipanku, regardless of whether they have you as the OT or not. You can now also change your character's pronouns.
We've also added one of the most requested QOL updates: you'll now be able to engage in NPC and wild battles while looking for a Competitive match, and not get pulled out of the queue. Forget being unable to TV train, Freetem, or simply wander around while waiting in queue. If you are in a battle when a Competitive match is found, the battle will be put on hold and you will return to it after leaving the Competitive match.
And, by popular demand, filters in the Temdeck will no longer disappear after you open a Temtem's details, and the Temdeck will open on the same page it was closed. The Backpack is also getting a neat new tab, called Performance, that will hold your TeloHacks, fruits, etc. You'll also get notifications when an egg has been laid over at the Breeding center so you can go pick it up presto and start hatching right away. Oh, and listen well while you play, because there's sound and music improvements too: luma sounds have been reworked, and it'll be a different sound depending on if it's a tamed Luma or a wild Luma. In addition to that, the Tamer battle theme has new, fresh music variations per island!
And hear me out on this one: Temtem (and Tamers) now leave footprints when they walk on certain surfaces, and there's many different kinds of little, superb Temtem footsteps. Day=made.
And more!
We've improved the onboarding experience new players get when joining Temtem for the first time, so it really is the best moment to hop on! You will now get more experience from defeating wild Temtem, and we've decreased the experience needed to level up, so you will be able to level up faster. We've also taken a look at the first island's balance and introduced a new farming zone before the dojo, so newbies can stand a stronger chance against Sophia and experience the Temtem world in a more welcoming manner.
There's, of course, a lot more than this: the level cap has increased, balance changes have happened and bugs have been fixed. But that's a story for the complete patch notes, which you can go read right now or, you know, just jump into Cipanku and discover it yourself!
If you don't have Temtem yet, you can purchase it on Steam and the PlayStation Store.
After a year and a bit of Kickstarter Alpha testing and a very hectic stress test, Temtem launched into PC Early Access on January 21, 2020. Now, a little over a year later, we’re excited to share that the upcoming Cipanku update will be, by far, our largest update.
With Cipanku closer than ever (keep reading to find out exactly how close), we feel like it’s an excellent time to make a quick recap of what has gone down, in terms of features, during this first year of Early Access.
So, what’s been added since the PC Early Access launch? Well, here’s the multitude of things we’ve been working on since we may have last seen you! Click the links if you want to know more about a specific feature or patch.
If you left after the EA launch, you might’ve missed the entire island of Kisiwa! A jewel in the middle of the desert, Kisiwa is filled with Neutral and Earth type Temtem.
And have you heard? Not long after, we launched Early Access on PlayStation 5 on December 8th, with fully functional crossplay!
Ranked matchmaking was officially released! The new TMR system gives you an idea of how you fare against other Tamers. Are you ready to put your skills to the test against other players?
But if you’re more into being the audience, the new Spectator mode was created just for you! Spectator mode allows you to jump into and watch any tamer’s ranked match in progress, just by checking their profile!
And of course, our beloved quest diary got a complete upgrade and is now fully functional, with the choice to track and untrack quests.
A new and improved chat system with various channel tabs to improve communication to the max was also implemented. And you can create, or be part of a club! Although it’s mostly for show now, future updates will make clubs very meaningful.
Know what else is perfect for showing off? Your very own home in Atoll Row! Purchase it, decorate it, and invite your friends over or go visit theirs!
And we can’t forget the Saipark! A special area in Deniz where two tems, different each week, appear with increased luma rates, minimum guaranteed SVs or Egg Technique chance. Don’t forget to buy Saicards before you go!
In addition, we’ve implemented a handful of weekly and daily quests that provide users with new challenges and profitable income sources. These include fishing for a perfect Koish, re-matching Dojo Leaders and Postal Delivery. And freshly minted Radars now make it much easier to find the very rare Luma Temtem. You should test your luck at the new Wishing Wells, whose loot pools range from cosmetics and dyes, to pheromones.
But that’s not all! In all these patches we’ve also added: native control remapping, the climbing gear, a vault to store stuff, player titles, a photo mode for the Tempedia, the battle log, in-game reporting tools and some new languages, too!
All of this plus new Temtem and their evolutions, new items, traits and techniques, a million balance changes, a gazillion of bug fixes and just as many QOL improvements that have made Temtem more balanced, smoother and generally more enjoyable!
So what comes next?
Cipanku will give you the chance to meet the first Mythical Temtem, unlock the Teleport feature, and discover new Tempedia entries, a new dojo and more! Mark the date, tamers, for you have an appointment with Cipanku on the 13th of April!
Hello tamers! We hope that you've had a good start to 2021 and that, whatever you're doing in this weird year, you're having a blast doing it.
We're writing today to share some insights on the current state of the project, our hopes for the future, and some questions you've been sending our way.
First and foremost, let's talk about the elephant in the room: is our current roadmap up to date? Unfortunately, and as most of you know already, it is not.
We made the current roadmap right after our Early Access launch in February of last year—before we knew the sort of year 2020 was going to be—and while we've always stressed the fact that the roadmap was not set in stone, it certainly doesn't match reality anymore. We've had to twist and change our plans quite a few times since the EA launch, sometimes because of good stuff, other times not so much. I'm sure you've all seen this happen a lot this year, and we understand this is disappointing for everyone (including us!). We're sorry.
You've been asking us for an updated roadmap, and we've been thinking hard about it, but in the end, it just doesn't feel like it would do justice to our vision for Temtem, and to you. Closed dates add a lot of pressure and put another load on our shoulders, and we want to focus on delivering the highest quality content possible, and ship it when it’s ready.
Rest assured, though: we’re still going to deliver everything on the original roadmap PLUS unexpected in-between content to keep things fresh between big updates! You've already experienced some of these unexpected features like the latest content update, which included fishing, dojo rematches, postal service, and wishing wells. None of these features had been announced beforehand, and many weren't even planned, but looking at user feedback we believe they were necessary even if they meant a change in plans. We cannot blindly keep on developing the game we had in mind at the beginning of all this. New islands are important, but we believe that so is providing new content in-between. We hope these little surprises help make the wait between big updates a little more fun.
We want you to know what’s coming, but we want to make sure that we have the ability to make decisions based on giving players the best game possible versus making hard choices to hit our previously set dates. From now onwards, please take the current roadmap as a way to see all planned features in one convenient place.
Although we will continue working with the previous goals in mind, including the upcoming console launch and game completion, we'd rather keep deadlines internal only. That way we can continue working with a tight aim in mind, while knowing that our playerbase is aware that these deadlines are no longer solid and require a broader range of expectations. We're still working hard as ever, but we also want to avoid further disappointment to our community.
As for the often questioned “Cipanku when”, we’re currently targeting the end of March/beginning of April. There are some unknown features, things that will surprise and delight you, and we hope that. in retrospective. the wait will be worth it. We’ve currently halted all bug fixing to focus entirely on testing out the new content, but this also means some bugs might take a while to get fixed. We apologize for the inconveniences this might cause.
We know this isn't a fun convo, and we're sorry it's been such a long slab of text. Thanks for putting up with it, and for being patient while we found the right words. We wanted to reward your patience and support, and to balance all this boring news, with the very first look at ✨Cipanku✨:
Pretty, huh? This long-awaited island also includes some spicy new tems that will surely change the dynamics of the game up until now and a very long list of balance changes that have taken your feedback into account on top of what was internally planned. Some QOL changes heavily requested by the community (hello teleport!) are also on their way. And it's full of anime references, winks to pop culture and tons of little details that will be the delight of all us weebs.
Thanks, as ever, for your continued support and understanding. We'll do our best to continue progressing and improving with our help, and you can always reach out to us at our Forums, Discord Server, and socials.
Today we’re releasing a new patch, and a very special one it is! Most of the features included in this patch are either suggested directly by you, the community, or generated based on current problems/feedback the community has. This patch was not originally planned on our roadmap and while working on this patch right now has an impact on our planning and the rest of the planned patches, we believe it’s important to improve the quality of the current version of the game without having to wait for the game to be fully finished.
The big focus of this patch is the economy. Up until now tamers only had two options if they wanted to generate pansuns: releasing Tems and getting a reward from the FreeTem! organization or winning ranked competitive matches. With this patch, we’re introducing two new weekly activities and a daily one, all of which are a source for pansuns and several new items that are debuting in this patch too.
We’re also doing changes to the luma Temtem economy, introducing a new active way to hunt for lumas which allow tamers to chain encounters and improve their chances at finding one of these rare Tem variations.
Fishing at Nuru Lodge and a new, very special, Temtem
Yes, you’ve read that right. Players can now get a Fishing Rod at the Nuru Lodge in Kisiwa and it can be used in any water area which previously had a spawn zone.
Fishing has been one of the most requested features since Temtem launched, but we were very hesitant to include it. The main problem we had with fishing was related to the diversity of Temtem that appear on each island. Since islands are so huge and the amount of Tems we can do is very limited, sometimes we’re pretty low in terms of diversity for a specific area. Normally, while fishing in other games, players would expect to find new specimens they can’t find in any other way, however, that would reduce even further the diversity, so we took another route.
In order to make a meaningful fishing mechanic, we’re introducing a new Temtem in this patch: Koish.
Koish is a very unique Water Temtem that features 12 subspecies including one for each Temtem type (Water/Fire, Water/Nature, and so on). Additionally, apart from the 12 different subspecies, Koish also presents a set of unique mutations in each individual Temtem which generates over 10.000 different unique combinations. And why should you care about that? Well, because that is directly related to the first of the new weekly activities.
For this activity, the Nuru Lodge will only present one of the Koish 12 subspecies during that week and players will be asked to find a specific Koish specimen from that subspecies and they’ll need to comb the Nuru Lodge lake each week to find it. Players will only be able to do so using their new fishing rod since the lake is not surfable, so they will need to learn the ropes and be one with their rod.
Dojo Leader rematches
The second weekly activity we’re introducing, which was also heavily requested by the community, is Dojo Leader rematches.
Each week, players will get the chance to re-match each of the dojo leaders they’ve already beaten during the campaign. The leaders will feature new team configurations from week to week, and the battles will use the competitive ruleset (including pick and bans!) with Temtem scaled to the player’s tamer cap. Get ready for a challenge!
Defeating the leaders will net you a good amount of pansuns based on how many tries you’ve needed to defeat them. Also, the first three Dojo Leaders defeated during the week will reward players with a Temtem Radar! (more on this later).
Delivering packages at the Postal Service
The last new activity is a daily one. The Postal Service at Uhuru has opened their doors and they’re swamped with a new line of work they’ve started doing recently. They’re in need of helping hands from Tamers who are up to delivering these packages to NPCs all around the Archipelago.
Each day players can get up to three packages they’ll need to deliver before the day is over. Do the job and get a reward. It’s simple, ain’t it?
A new way to handle rewards
And talking about rewards, we want to introduce the concept of Loot Pools, the new reward system we’ve designed for these new periodic activities as well as for future ones.
Instead of having a predetermined set of rewards each period (like the ones in the FreeTem! activity), rewards will be granted randomly from a bigger pool. Each activity has its own configuration of how much pansuns players will earn, which and how many items players will obtain, and the probabilities for each of those rewards.
We hope loot pools will bring more variety to the rewards for activities and make them a bit more exciting. We’ll be on the lookout checking the rates and making sure the rewards are good enough for all the activities.
Chain your way to lumas
Introducing Temtem radars. Radars are a new item type focused on chaining encounters to get increased Luma chances and Tems with better SVs. Each Temtem radar will help players track a specific evolutionary line in their natural habitats. While the radar is active, some Temtem will spawn in the overworld near their spawn zones, and approaching them will trigger a radar encounter.
Defeating or capturing a Temtem in a radar encounter will increase the chain. But running away from one of them or defeating/capturing a Temtem outside a radar encounter will break the chain and it can even break the whole radar if there’s any bonus active.
After the chain reaches 50 encounters, Temtem in the special encounters will start appearing with a minimum SV value of 10. 100 encounters and the minimum SV value will be 20. Reach 200 encounters and things start to get spicy – the Luma chance for those Temtem will be multiplied by 5. Reach 300 and the multiplier will be 10!
However, radars are limited to 400 encounters, after which the radar will break and players will need to acquire a new one. Defeating Dojo Leaders in their rematches will grant players new Temtem radars, up to three each week. Each Dojo Leader will have a different set of radars they can give you, matching Temtem types with their Dojo type specialty.
Wishing wells, a bunch of new items, and more
Remember the three wells at the Tasa Desert? Well, we’ve decided to give them some use. Find a WishYouWell coin, throw it into a well, make your wish, and get something in return! From small amounts of pansuns or fruits to pheromones or even some cosmetics. Who knew so much can fit at the bottom of an isolated well?
And of course, having wells only on Kisiwa wouldn’t be fair to the other islands right? So we revisited them and included a well in each current island in the game. Make sure to visit them all since rewards are different depending on your location!
But WishYouWell coins are not the only new item in this update. In addition to them, we’re adding Egg Technique Courses, a new Telomere Hack for swapping a Temtem’s trait, tickets for the Pro Incubators located in the Breeding Center, and Pheromones, which will increase the chances of encountering a specific Temtem species in the wild.
We could be talking all day about these new items and the rest of the stuff included like the Quest Diary (yes, finally), the list of improvements, or the never-ending list of bug fixes. But that’s a job for the complete patch notes which we recommend you to read right now. Or just hop into the game and discover all this by yourself!
With the release of version 0.6.9 (nice), we’ve launched into the world two new and very exciting things: the latest breeder tem, and two breeder routes, the first two we’ve done. We’re also taking this chance to talk about a previously released breeder tem.
Platypet
As I’m sure you already know, for the highest tier’s reward we gave some players the chance to create their own Temtem, just the way they wanted. Zephyruff and its evolutionary line were first. In PokeNinja‘s case, however, the ideal temtem he had in mind already existed.
When we reached out to PokeNinja, who was in fact, our first breeder, he let us know right away he had his sights set on a fakemon that had been making the rounds some years prior. PokeNinja’s son was in love with the little guy, and it had to be him. Together with PokeNinja, we reached out to the original creator of Platypet, Leopoldo Spagna, known online as 50shadesofHeliolisk, who had created the famous concept art sheet for Platypet back in 2018. He had created the designs for Platox and Platimous as well.
After reaching a successful agreement with Spagna, we purchased the rights for the design of Platypet and its evo line. It was PokeNinja himself who named them all, and teased them on his Twitter. We worked to make sure Platypet and its line fit in seamlessly with the rest of tems. In this case, though, we didn’t present a myriad of concepts, but a single one for each evolutionary stage, that went straight to our 3D artists. Behold, the full trio:
PokeNinja chose its typing, Toxic/Water, and decided on the pink luma color after having his community vote on it. We wrote Platy’s lore as a superstar, et voilà!
As for his route, the Barafu Glacier, PokeNinja consulted his peers and came to us with the idea of a frozen cave with interactive elements, which ended up being a musical puzzle. The NPC at the end of the route, Peyton, is named and takes after his own son, and is, of course, accompanied by a luma Platypet.
Momo
Momo is the most recent addition to the game, and one we’ve kept zealously hidden until its official reveal.
Kyle, its breeder, told us he was a big fan of Siberian Huskies, and as such, wanted one in Temtem. He came to us with a clear idea, and although we iterated a bit on the concept at first, it was fast, and already pretty close to what ended up being the final design.
When it came to naming the new tem, or choosing its luma coloration, Kyle gave us complete freedom, so we chose our final boss as an inspiration: Momo, Guillermo “YaW” Andrades’ Shiba Inu that sometimes drops by the office to keep everyone in check.
After making sure Kyle was fine with it, we had name, luma color, and gender ratio. Thus #099 was on her way to steal everyone’s hearts.
Kyle’s route, the Kilima Range, was at first a bit of a challenge because we originally hadn’t considered snow in the Archipelago. We weren’t sure how it would fit in, because with all islands being close to the Pansun, there is none that displayed snow or ice. He was, however, sure he wanted a snowy route, and it occurred to us that the peaks of the highest mountains in Kisiwa could be a place where snow fell and lasted, and stuck with that idea. The results are good and it doesn’t stand out in the Archipelagic lore, so we feel like it all worked out in the end. He gave us a lot of creative freedom on this issue as well, so we decided to have the route revolve around its breeder tem, Momo, and create a lore-filled snowy mountaintop. We even included a canid-shaped patch of grass for Momo!
This is all we have for now. Hope you’ve enjoyed knowing a bit more about these routes and tems as much as we’ve enjoyed designing them with our Backers. There aren’t many breeder Temtem left now, are you excited?
Cutting it close for Summer, the long-awaited housing patch is finally here. As previously mentioned, this update is part of the Kisiwa cycle, with one more patch still to arrive, filled with exciting, unexpected content.
What’s new?
Let’s start with the most anticipated and awaited feature of this patch, housing. Let’s dive right in, there’s a lot to unpack here!
Starting on this patch, players will be able to obtain their own home in Atoll Row. Salamasina, the realtor for the neighborhood, has arrived at Coral Plaza and is waiting for new peeps eager to move in. As usual and since this is only the first iteration on this new feature, Housing serves a limited cosmetic and social function at this moment. Decorate your house and have your friends over, or go take a stroll along Atoll Row and see who’s home.
Instead of having an instantiated housing system, where players would travel to their house and wouldn’t be able to walk between all houses in the game, Atoll Row is an endless array of neighborhoods. You can walk the infinity of Atoll Row if so you wish, and take a peek into every house you find on the way. Every single player house in the game is in here, all connected together and without any loadings or waiting times.
But if you don’t feel like walking, you can also travel straight to any house or neighborhood you want to using the pneumo-tube which will also allow you to travel directly to your friends’ homes or to any address you want to.
Dust off your interior decoration skills because the home decor business is booming, and furniture shops all over the Archipelago have opened their doors. As with clothing, every shop has its own theme, so make sure you check them all.
Welcome to Kilima Peaks, population 51.201
In this patch, we’re also including access to two new areas in Kisiwa. Both areas sit at the top of the Kilima Range so make sure to grab some warmth.
Riding the cable car on the Nuru Lodge area will take you to the snowy peaks of the Kilima Range where players will be able to explore a whole new route and also reach the Barafu Glacier, home of Musa’s favorite Temtem: Yowlar.
Apart from Yowlar, there’s another Temtem debuting in this patch and obtainable in the Kilima Peaks: Momo. The precious husky-like Temtem that appeared on Kisiwa’s promotional image and everyone fell in love with. Momo is also one the Tems designed in collaboration with one of our biggest Kickstarter backers (aka Breeders). Both Kilima Peaks and Barafu Glacier are also routes designed with the help of Breeders, but that’s something to discuss about in a future post.
And more!
This content update includes a few other changes too: it is now possible to navigate all UIs with the mouse only (the plan is to reach a point where playing Temtem with mouse alone is entirely possible) and we’ve expanded the Breeding Center which is now much bigger and better equipped.
We’ve also spent some time revisiting the current competitive balance. Like we’ve said in the past, we’re not yet entirely focused on balancing but from time to time we like to spend some time revisiting it and making some tweaks. Most of these changes have been inspired by community feedback and data reported by our analytics, we hope they bring more variety to the current meta (or change it entirely!).