Temtem - Tsukki
Hello, Tamers! Welcome to the fourth day of our Golden Week, a golden celebration of 1.0 content and improvement. As the week ends, we're ready to bring out the big guns: today we'll be talking about the very rumored, very expected Tamer's Paradise, as well as Feathers. This content is planned to arrive right with 1.0 launch, and today, for a change, I have no disclaimer to make.

Let's dig in!

Welcome to Tamer’s Paradise

Been spendin' most their lives livin' in the Tamer's Paradise... In the 1.0 patch, we’re introducing the last island in the Archipelago: Tamer's Paradise (also previously referred to as the endgame island). This man-made resort will be the delight of the most experienced Tamers, holding new activities and a whole new economy with more reliable rewards.



Your way into Tamer's Paradise will be tied up to a new quest you’ll start after the credits roll (if you have already progressed past the credits the quest will be right there automatically). The resort will feature six “weekly” (more on this later) new activities represented by six facilities. We still don’t have definitive names for the activities, so we’ll explain them with their “prototype” names.

  • Archtamers: After completing the Archtamers' side quest, all four of them will move to a new facility and you’ll be able to rematch them on a weekly basis. This is pretty similar to the current Dojo Leaders Rematches… with a twist. In order to defeat the Archtamers, you’ll need to defeat all four of them consecutively, all while using the same competitive team. Your team will be healed in between matches, but you won’t be able to change any Tems or gears. Best of luck, Tamers!
  • Draft: Forget about your current Tem squad. In this activity, you’ll need to create a new four-Tem squad from scratch and constantly adapt it! You’ll be presented with 4 Tem choices and 4 gear choices. Once you make your selection, you’ll be presented with another 4 Tem and gears… repeat this until you have four geared Tems in your squad and you’ll be ready to start battling rivals (which will also feature draft selected squads chosen by the AI). Each time you defeat a rival you’ll keep one of their Tems and replace them with one of yours, and then a new, stronger rival will appear. How many rivals will you be able to defeat?
  • Tower: Similar to the Draft activity (in fact they share the same facility!), except in Tower you’ll be able to carry on with your own Tems, with a few exceptions. The Tower will feature a list of banned Tems which you won’t be able to use. This list will be changing on a weekly basis so you’ll need to constantly adapt your team. After your team is formed, the structure is pretty much the same as with the Draft activity: defeat an endless array of increasingly difficult rivals and get juicy rewards on the way.
  • Wild: A similar infinite-increasing-difficulty-destroy-everything-you-can activity, but this time featuring untamed Tems. Instead of walking through the grass looking for encounters, Tems will constantly swarm you without letting you leave the battle. You will be able to enter with your squad, but you’ll only be able to use a certain amount of items in the activity. You’ll also have bonuses applied and these will change weekly.
  • Roguelite: Explore an ever-changing dungeon that will be randomly generated each time you enter. Start from scratch by getting a starter Temtem and explore the dungeon, getting new Tems and items as you progress. Will you be able to reach the end?
  • Lair: Last but not least, we’re introducing a new activity related to the current Lairs you know. Instead of requiring a 5-man party, this activity will require playing cooperatively between just two players. You start by choosing a “target” Temtem species, and completing the Lair will grant you an egg from that species. Any Tem but Anahir and the Mythicals can be selected! Also, players will be able to tweak several difficulty modifiers (how many gems will they need, how much healing the resting nodes recover, etc). All of these modifiers will change the prize egg, increasing its SVs, egg moves, and even luma odds. Bigger risk leads to better rewards. but try not to bite more than you can chew!
We’ve read a lot of feedback on how repeating activities infinitely can lead to too much grind and a bad overall sensation of the activity, but we know these activities are going to be fun and many of the most dedicated users will want to repeat them, so for Tamer’s Paradise we’re trying a different approach:

Each activity will require a token you’ll need to spend to access it. Every user will get 5 tokens freely each week (one for each activity, since the Archtamers one will be left out of the token system and will instead be a regular weekly-based activity like Dojo Rematches) which will let you run each activity for free once. Activities’ rewards are balanced towards only running them once per week, so that should be enough for most users. However, tokens will be up for purchase using Pansuns for those who are super dedicated and want to spend some extra time in Tamer’s Paradise and convert their Pansuns into new rewards. Tokens don't expire, so you can save yours to use in whichever way you please.

Speaking of rewards, Tamer’s Paradise will also hold a Shopping Center with new cosmetics, furniture, and useful items for all kinds of Tamers. However, your Pansuns aren't worth anything here. Instead, you’ll need to use a new currency that will be granted in all Tamer’s Paradise activities, and beyond. Its name? Feathers.




Feathers, a new currency

We’ve been wanting to include a companion or counterpart currency to Pansuns for a long time. We wanted this currency to be one that is more limited in quantity but that allows purchasing more exclusive items for the most dedicated tamers. And Feathers are that currency!

Starting on 1.0, players will be able to acquire Feathers in almost every activity, both new and old. Every activity in Tamer’s Paradise will grant a good chunk of Feathers depending on your performance, and every current activity in the game (say fishing, postal service, ranked matches…) will have a fixed amount of Feathers added to its reward pool.

Our goal with Feathers is to limit the RNG factors associated with getting rewards. Apart from getting them in a more predictable way, you’ll be able to spend them directly purchasing the reward you want to get. Which leads us to our next point: what can Feathers net you?

Aside from featuring previously unavailable cosmetics and housing items (like a new exterior look for your house), Tamer’s Paradise Shopping Center will feature some items that you will be able to purchase directly using Feathers:

  • Radars: Instead of praying to the RNG gods for a lovely Kaku radar, you will be able to choose and purchase the radar you want. The species' appearance rate will impact the price of the radar, making the rarer Tems more expensive so we don’t devalue them too much. With this, we’re also reinstating the rare radars (aka 5% and 10% Tems). We know how much you’ve missed them.
  • Telomere Hotfixes: Let's say you've run 20 lairs and you’ve gotten all of the possible hotfix types with the exception of an Attack one, which you'd need to perfect your precious Luma Temtem. What happens then? We’ve got you covered. Now, using Feathers, you will be able to purchase the hotfix you need!
  • Telomere Hacks and Bugs: Less relevant than hotfixes, but still useful. You will be able to purchase Hacks directly, and we’re also introducing the concept of Telomere Bugs — a new Telomere item similar to Hotfixes, but instead of increasing an SV from a Temtem, it allows you to subtract it.
  • Essences: You already know about candies, fruits, and smoothies, but now we’re introducing a new tier: essences! Fruit essences will add 100TVs to the stat of your choice.
  • Learning Aid+: On top of all the changes already revealed on experience gain, we’re introducing a new, improved version of the Learning Aid which will be purchasable with Feathers. This new booster will give x3 the experience, as opposed to the x2 experience from the regular one, and it will also last 60 min instead of the 30 minutes that the regular Learning Aid lasts.
  • Soulbinders: The already mentioned mysterious and expensive new item that allows you to soulbind a Temtem, making them untradeable but letting you apply hotfixes to it even if you're not the OT! You'll be able to obtain these through Feathers.



That's it for today, and we hope you're super excited to visit the Tamer's Paradise and experience all these new activities! We'll see you tomorrow for our last post of the week, talking about economic improvements, Kudo rewards, and the last Backer route!
Temtem - Tsukki
Welcome to day 3 of our Golden Week of 1.0 spoilers, a week where we share spoilers on what’s coming with version 1.0 and shortly after!
Today we tackle the very delicate issue of microtransactions with as much honesty and transparency as we can.
But first, as it’s now tradition, a disclaimer:

Our stance on p2w situations
As we’ve talked about multiple times in the past, Temtem is going to feature a season pass and a premium cosmetic store. These features are planned to release during the “launch window” just like the Competitive changes mentioned yesterday, so please don’t expect these on day one, but soon after that.

Before diving deeper into the features, we’d like to clarify one thing: every item that can be obtained from the Tamer Pass or the Premium Store is purely cosmetic. There won’t be any items that will give you an advantage in the game. None of the items will allow you to level up faster, train your Tems better, or anything like that. We’ve been pretty adamant about this since day one and we plan on keeping this same approach in the future of Temtem too. We want these cosmetics to be a choice for our players, and not an imposition needed in order to keep up with the game.

Now, onto the features!


Novas
Firstly, we need to tell you about a new currency: Novas.

Novas are the premium/paid currency for Temtem, and the main way of obtaining them will be purchasing them via in-app purchases, but you will also be able to obtain some Novas for free just by playing the game. Novas are the currency that will allow you to purchase the premium Tamer Pass and most of the items located in the Premium Store.



The Tamer Pass
This naturally leads us to the Tamer Pass. The Tamer Pass is strictly linked to Seasons, and it will feature two tracks of rewards: a free one, available for all players, and a premium one, which will be only available for players who purchase the Premium Tamer Pass using Novas. There will be 60 levels of rewards waiting for you with ~80 different rewards (~60 in the premium one, ~20 in the free one). As an important side note, none of these rewards will be tradable.

And how do you level up the Tamer Pass? Almost everything you can do in Temtem (completing activities, playing ranked battles, breeding, finishing a radar…) will grant you Tamer Pass XP. The idea behind this is to avoid forcing players into something they are not interested in. Instead, we want to allow all playstyles to thrive and be able to take advantage of the Tamer Pass rewards.

For the most dedicated players, the Tamer Pass will also feature a new set of Weekly Quests, which includes 4 free quests and an additional 4 more quests available to users who purchase the Premium Tamer Pass. These Weekly Quests can be different tasks, but they will challenge you to explore a the game a bit more and to try features that you might not be so comfortable with, but you may end up loving. When completed, the quests will give you a good chunk of Tamer Pass XP and also grant you a small amount of Novas.

One last thing to know for now about the Tamer Pass is that completing the Premium track will grant you enough Novas to purchase the next season’s pass without any additional cost. Even without the Premium Tamer Pass, the free track will also feature some Novas as rewards, which you will in turn be able to spend in the Store, or save to purchase the next Premium goodie you like. Novas do not expire, so you’ll be able to save them for as long as you’d like to.



The Premium Store
The Premium Store, on the other hand, is much simpler, featuring cosmetic items that will rotate daily or weekly. Players will be able to purchase some items using Novas, while other items will be available with Feathers (remember them? You’ll learn all about them tomorrow). There will be two tiers of items:

  • Featured items: A curated weekly list of three items that will usually match the season theme. These items are only purchasable with Novas and will only be available for a week, but in later seasons they will be included in the “regular items” pool.
  • Regular items: These items come from a pool of items and four of them will be randomly selected each day. They are different for each user, so make sure to check them regularly so you can get your favorite ones! One of these four items will always be purchasable with Feathers, so you will always be able to get something in return for your dedicated gameplay time.

So what kind of items are these going to be?
As for the cosmetic items that are going to be present in both the Tamer Pass and the Premium Store? Well, you already know a lot of them. Furniture, housing items, different hairs, hats and clothes for your character, and mounts (both Temtem and prop based ones, like the super secret 🛵) are among the ones you already know. However, we’re also working on some new cosmetic items that will arrive on 1.0 and that you’ll be able to get with these new features. It’s important that you know that none of the cosmetic items you’ll be able to purchase in the Premium Store are tradable. You won’t be able to trade any of these, nor any reward from the Tamer Pass.

Want a little snippet? Among these new items that we’re working on now there are Temcard Seals — an item that can be applied to any Temtem so that, when that Tem is called into battle, it pops out of the Temcard with a new visual effect.
Want more? Another new item is the Battle Outro Animations (just where could we have seen this recently?), which are some cool new effects played when you beat your opponent in a competitive match.
We’re feeling crazy talkative today, so let me tell you about the new Sprays, which are a new kind of emotes that will display some cool artworks in the world, for everyone to see, and that have been created just for the occasion! Better yet, let me show you:




That’s it for today! We know this post is shorter and less exciting than its predecessors, but we felt like talking about this honestly was needed, and fair. We hope you can now feel a bit more reassured about the upcoming premium cosmetics, and that you’re excited to read about Tamer’s Paradise tomorrow!
Temtem - Tsukki
Welcome everyone to day two of us literally spoiling the full launch version of Temtem during an entire working week! Today we approach the Competitive and PvP scene of the game. But first, another disclaimer:

Day 1 post, as well as most of what we will be sharing in the upcoming days, is planned to launch right with 1.0, on September 6th. However, the competitive changes posted here today, as well as tomorrow's post, are likely to be released during the “launch window” instead. What does that mean? Well, even though we’re currently working on all these updates, it is possible that the new features described today and tomorrow will not be ready for the first day of 1.0. Instead, they might drop a couple (or more) of weeks later in an additional patch.

The 1.0 patch is going to need extra time in the last certification process before release, so we still aren’t sure how much we will be able to fit in there. We’re including them in this extraordinary week of news because we consider them part of the “1.0 content”, so to speak. What are a couple of weeks in the grand scheme of things, anyway?

Let's dig in!


The Competitive Scene

For us, the competitive part of Temtem has always been one of its key components, and we want to expand and promote it further. We’ve been very conservative in terms of changes to the competitive landscape (both in terms of balance and in terms of features) during our Early Access phase because we wanted to have the majority of the team focused on finishing the content, and the complete roster of Tems included.
However, this all changes in 1.0, so let us explain the upcoming changes and how we are going to increase our focus on this aspect.


Temtem Showdown

Temtem Showdown is an in-game battle “simulator” that allows you to participate in ranked battles without actually working towards building the teams (capturing the tems, breeding and training them, etc).

Having a battle simulator allows players to access the competitive ladder instantly and gives them more tools to freely explore and test new teams, builds or strategies. Ever since the inception of Temtem we’ve tried to facilitate access to competitive battles without going too far (like having the ranked ladder auto-escalate stats and levels), but it hasn't been enough. Our players have been demanding easier access to the competitive scene (or suggesting that we remove all barriers altogether), but we’ve been torn because of how that would impact the PvE progression.

We decided to create the Temtem Showdown game mode and release it with 1.0, or close to it (remember this will likely drop during the launch window!). Showdown will be included as part of the game and its usability will be fused with the ranked competitive ladder. With Showdown you will be able to “edit” your team to your preference without having to train your Tems. You will also be able to select the SVs and TVs you want, the move sets, etc. These Showdown squads will only be available for ranked and friendly competitive matches — you won’t be able to use them for other game content (Dojo rematches, in-game tournaments, Dojo Wars, etc). This will ensure that hard-trained Tems still have their place in the game while allowing for a much more dynamic experience in PvP.

Lastly, even though the ranked ladder will use Showdown teams, you will still be able to participate with your “regular” squad. Showcase squads and regular squads cannot be mixed together. You can still showcase and flex your Luma team and your hard-earned, traditionally-trained Tems.




Ranked v2

When we talk about “Ranked v2” we talk about a series of improvements and changes planned for the ranked format, which will enhance the experience and make it more rewarding. These changes include:

  • The ranked format will be divided into seasons (that will go along with the seasonal Tamer Pass, explained tomorrow!). These seasons will impact how ranked matches are played. Balance patches will arrive at the start of each season and the goal is to maintain the meta untouched during an ongoing season.
  • Hiding the TMR in-game. We’ve seen complaints about how seeing your TMR fluctuate creates a lot of pressure, so we're considering hiding it. The TMR will still be visible while using the API, so the most dedicated users will still be able to check it using third-party tools.
  • We want to make some tweaks to the TMR formula. One of the things we want to do is tweak the amount of TMR lost against a lower TMR player (you shouldn’t be matched against one in the first place, but that’s another problem). We also plan to increase the TMR gains so the difference between a good player and a regular one is higher.
  • We’re also considering adding TMR decay, although we don’t know if it is going to be needed with the season format. At the end of the season, everyone will have their TMR reset to a new, lower value (which will depend a bit on their previous TMR).
  • We’re adding ranks and subranks in order to “replace” the no-longer-visible TMR. Think of Gold I, Gold II, Silver I, etc. (we’re open to suggestions for cooler names!). These ranks will be distributed based on percentile population at the start of each season, so we will always try to keep the same distribution no matter how many players are playing.
  • We’re also going to add a “Legend” rank (again, accepting suggestions for the name) which only the top percentile (1%) of players will reach. This rank will have an internal ladder in which you will see your relative place amongst other Legend players, so for example the third-best player (in terms of TMR) would be Legend #3.
  • We’re adding Feathers (and what's that you might be wondering? You will know soon) as a reward for ranked wins, along with the current rewards for Pansuns. Since we’re going to try to increase the maximum possible TMR rank, the idea is that the Pansun rewards increase with it too. These rewards will now be based on your TMR, instead of your opponent’s TMR.
  • We’re also adding seasonal rewards. At the end of the season, and depending on your performance during it, you will get some exclusive cosmetic rewards that won’t be obtainable any other way.
  • And finally, we’re also adding two daily and two weekly competitive quests which will grant users extra Feathers and Pansuns when doing them.
We believe all these changes are going to improve ranked matches substantially, but we’ll be checking through the release window and adjusting accordingly.


Dedicated balance team

Up until now, balance has been something that we’ve been doing and maintaining in-between tasks. Instead of having people focusing on it regularly, some of our current team members have been dedicating hours sporadically.

We need to have time to prepare seasonal patches, review matches data, analytics, feedback, etc, so continuing to manage those during our "free" time is unsustainable and a disservice to the competitive environment of the game. With the 1.0 release, we want to be able to have more robust balance changes.

We’ve also talked about including some key community members as “helpers” so the balance team has extra input on certain topics that they could consider more risky or delicate. We already have some names at the top of our minds, and we’ve made some early approaches to discuss it already, but there is a lot of bureaucracy involved so when the team has enough time we will be moving forward with it in a definitive manner. We just wanted to reassure you that this is still planned and a priority to us.


Crema-run tournaments

We love seeing community tournaments thrive. We’ve decided it is time to support the tournament scene even further by creating and organizing our own.

Since we don’t have any real experience with this, we want to start slowly and see where it leads. To ensure we're off to a great start, we hired a dedicated member of the community as our Esports Manager – someone who has run several tournaments and has a good understanding of the Temtem competitive scene. We’re also going to allocate a budget in order to incentivize the tournaments with cash prizes and we are entertaining the possibility of doing on-site tournaments (in Spain for now).

We are still in the very early stages of designing this, but we have loads of ideas and we’re eager to start working on them. Once again, the competitive scene is very important for us and for the future of Temtem, so we want to expand and promote it as much as we are able to.




Other planned improvements

Regardless of whether you consider these competitive improvements or just improvements to the grind in general, here's a couple more ideas we have right now and would like to implement at some point in the future:

First, a TV blender that will ease the process of giving enhancer fruits to Tems. The current process can be a tad tedious because you have to use each individual item one by one, and it can take a while to fully power up one single Tem, not to mention there's room for mistakes and accidents. This blender will let you choose and use a handful of fruits per try, and you'll get a preview of the resulting TVs of that blend. Even if the resulting concoction would just equal those fruits individually, it's sure to make everything much quicker! We are not sure whether this will make it into launch day, launch window, or even later. We're just sharing our brains early on.


Secondly, we're planning a system of sorts that will let you drop your Tems someplace, pay a fee and have them train automatically while they are there. Sort of a training alternative to the Breeding Center. There is a place in-game dedicated to this already, but it's very far from functional. Since this is a lot of work, we're not even considering the launch window for this. It will be added to the game at an indefinite point in the future. We'll tell you more as we progress with it!




That's it for day 2! See you tomorrow to share some insight on the Premium Store and the Tamer Pass. Have fun and Temtem up!
Temtem - Tsukki
Hello, Tamers, and welcome to the celebrations of what we've come to call the Golden Week! As 1.0 approaches we've decided to progressively but decisively unveil the mystery of 1.0 early on, for those on the fence about the immediate future, and for old and new players alike.

Every working day of this week we will share a post covering one of the sectors of the game that are getting improved in 1.0, or part of the new content coming with it. We recommend reaaally reading them all!

But first, a disclaimer:


Coming out of our cage and we're a tad nervous about it

We are not usually huge fans of talking about what’s coming up in future patches, and there are some good reasons for that:

  • We want our players to experience surprises when they receive a new patch. We like to spoil some minor features here and there so there is some hype on what’s coming, but we believe that having surprises is important too.
  • We usually iterate a lot internally — features get changed constantly until we are very close to the actual patch release. We also iterate on the planning too, pushing features to more distant patches and including things that weren’t planned for the current patch. Giving too much data publicly early on could lead to having incorrect information spread around, like what happened with our initial roadmap for Early Access.
  • Getting feedback when we are not ready to receive it is usually counter-productive. Our team works best when we are either working on the patch ourselves, or dedicated exclusively to gathering and implementing your feedback. Mixing the two together doesn’t really work for us. Early feedback creates too much noise and too many things to be aware of, and could lead to even longer delays.
However, the 1.0 patch is arguably the most important patch ever for Temtem. Even taking into consideration the many reasons why we usually keep patches to ourselves, we've decided to give you a peek! You’ll get to see what's going on now, what’s coming, and how Temtem is going to change with it.

Please do keep in mind that the reasons we explained earlier still stand. That means that everything you’ll read during this week could potentially change before we actually get to the release point, and, despite our best attempts, we are most likely not going to be able to process and/or implement all of the feedback you may have about it. We truly appreciate our community: your ideas and opinions have been key in developing Temtem over the last few years, and we’re really grateful for your contribution all this time, but now we have to step on the gas and focus on carrying the game to its final step. We can't wait for you to be a part of this release, and all that’s coming after that, as well.

Also please do keep in mind that although much of these posts is written in the present tense, all these changes are planned to reach the game with version 1.0, on September 6th, at the earliest.

This said, onto the very first topic that has been revisited for 1.0:


Campaign progression

One of the key components of Temtem is its campaign. Our goal was to create a campaign that requires thinking and preparation for the matches — not something ultra-hard for the most hardcore players out there only, but instead something that requires a certain amount of implication and strategy.

We’ve been tweaking the campaign and the progression during Early Access, mostly easing the way and simplifying it. We're currently at a point where we are pretty happy with the player experience through it. However, one of the most common complaints is the number of forced NPCs you need to beat, so we're making some changes to that.

Mandatory NPCs serve a good purpose in giving us control over how the player levels up through the campaign and balancing the game's difficulty; we don’t want to overshoot this change and generate new issues for players who skip all the optional encounters. We’ve ended up revisiting every area in the game and reducing the mandatory trainers by 20%. We believe that this number helps soften the oppressive feeling of having to battle with almost every trainer you see, while still allowing us to keep a good experience and difficulty curve.

Along with this change, we’re also tweaking the experience curve in order to compensate for this 20% reduction in trainers. This will effectively mean that a player who battles every single NPC (mandatory and optional) will have an easier path, since they will now get more overall experience. We still want people to battle as many trainers as possible, but we hope that, with this change, players will have a more enjoyable time doing so.



While we were tweaking the experience formula, there was another change we wanted to make. Maybe not many of our players know, but built into the XP formula there is a modifier that reduces the experience gained on an “over-leveled” Temtem. Temtem is designed around having a full team of Tems and leveling up all of them, instead of relying on two or three over-leveled Temtem. This is an important lesson that new players need to learn, and one of the ways to teach that was precisely this modifier. However, we felt like the modifier was a bit too oppressive, so we’ve decided to reduce it by 50%. This new value means that you are still not going to be able to complete the campaign using only one or two Tems, but it will represent an overall improvement and increase in the experience gained, especially if you complete every optional encounter.

Another change related to the experience formula is a new experience bonus for those who play in Co-op. While playing on Co-op, you only use half of your Temtem during the battles, so players felt that they were “missing out” on experience for the rest of their Tems. This was especially noticeable if, instead of playing the whole campaign in Co-op, you decided to break your Co-op party and continue solo. In order to compensate for this, we’re adding a new bonus for those Tems that are left outthey will now get a small amount of experience as if they had joined the battle too.

Talking about the endgame experience farming, we’re also going to tweak the defeated experience that is given by Temtem present in Tuwai’s shrines, which are the main place to farm for EXP. We’re increasing the amount of experience they grant by 50%. With this change and the previously talked ones, the total experience gained with these Tems should be around ~80% more than before.

Last but not least, we’re also reducing the amount of dialogue for a good amount of NPC Tamers. We’ve been revisiting the dialogue lines in the battle path and moving those lines to the dialogue path you enter when you speak to them again after beating them. This should also further help make the campaign more enjoyable, while also leaving the option to go through all the dialogue for people who enjoy it.


Upcoming changes to the Luma economy

Lumas are one of the most important features in Temtem, especially for PvE players, and a huge patch like this couldn’t leave them untouched. But first, some background!

Ever since the beginning of Temtem's development, we envisioned Lumas as a rare and exceptional thing that should only be available for the most dedicated players. We’ve tweaked the values related to Lumas multiple times in order to maintain that vision and keep them as an “achievement” for dedication. Even with all these tweaks, Lumas aren’t really that rare, and our current data shows that, out of the players who have completed the campaign, almost 60% have at least one Luma Temtem.

On the other hand, Lumas have been one of the key components that have caused frustration among the player base because most players don’t share our vision for Lumas and believe they should be more widely available. Since one of the objectives for 1.0 is to increase our player's enjoyment and overall make things more available, we’ve decided to make some changes to Luma-related mechanics.

Firstly, we’re increasing the base rate for lumas from 1/10.000 to 1/7.500. This represents a 33% boost on Luma odds and should affect every Luma-related mechanic (radars, Saipark, etc). We’re also changing the stat distribution for Lumas, upping them from a minimum of 20 SVs to 25 SVs. We've also included the SPD in this minimum, effectively removing the “speed curse” for Lumas. With the inclusion of Telomere Bugs (the name is pretty telling, but you'll learn more about this later down the week!) we believe this will no longer be necessary.



One of the most accessible ways to obtain a Luma is using a radar. With 1.0 you will be able to obtain radars in a much more direct way, one we won't be spoiling today (see you on Thursday!). For now enjoy all these changes and tweaks we’re also doing to radars in order to improve the experience while using them:

  • Radars will now always find unevolved forms. This way we can ensure you’ll get the whole line as Luma if you decide to evolve it later (if you want to).
  • Every species of Temtem will now have the same spawn rate (100%) while using the radar. This effectively means radar-spawned Tems will now appear quickly and constantly, no matter the species. No more waiting for those 5% rare Tems!
  • Radars will no longer have expiration dates — you will be able to keep them in your inventory forever and use them whenever you want.
  • We’re reducing the number of encounters per radar from 400 to 300, effectively removing the first 100 encounters so you won’t need that many encounters before getting a Luma bonus. From now on, every encounter of a Radar will have a bonus of some sort.
  • With this reduction, you will now be able to break the radar from the first encounter. You’ll have to keep this in mind!
  • Last, since radars will be purchasable (like we said, you'll find out where on Thursday), we’re removing them from the Dojo Leaders loot.

There is another issue we are trying to solve for Temtem 1.0 regarding Lumas, specifically regarding non-OT Lumas (Lumas caught by one trainer and then traded to another). As you know, the Telomere Hotfixes that are used to perfect a Luma cannot be used on non-OT Lumas, so the value of non-perfected Lumas has been decaying over time.

We’re introducing a new item, called Soulbinder, which will “bind” a Temtem to its current owner, removing the ability to trade them anymore but allowing Telomere Hotfixes to be used on them. This item will be available for purchase on a new location we'll be talking about later down the week. After reading multiple suggestions from the community on how to tackle this issue, we believe this one is the most fitting for Temtem, and that it will both help the Luma market and better the player’s possibilities to obtain a perfect Luma.

We hope all these changes improve the overall experience of getting a Luma. We believe it will make a huge impact on the Luma availability, and while we are losing a bit of the exclusivity we originally envisioned for Lumas, we are not too worried about that… we'll always have Dark Lumas, right?



That's it for today, but we will be back tomorrow for a chat on the Competitive scene and what's coming to it! See you there!
Temtem - Tsukki
Tamers, rejoice! Today we celebrate that Temtem's final launch date, the day on which version 1.0 will hit digital and physical stores, has already been set:

Mark your calendars, for we have a date on September 6th, 2022!

For all of you Steam players who have accompanied us through Early Access this means the shining pinnacle of your journey with us. Although you've had plenty of time to inhabit the Airborne Archipelago, Temtem's full release comes packed with new challenges, surprises and improvements. It'll revolutionize your experience, so stay tuned for more info on it soon!

We hope you'll welcome the newcoming Tamers from other platforms with open arms, and that you'll enjoy the hustle and bustle of a busier Archipelago.

Let's get physical!
Keeping this one a surprise from you has been tough: Temtem is also launching a physical edition and a Collector's edition with the 1.0 version.

Now, we're unfortunately not launching a physical edition of the game for Steam, as it would only contain a Steam key, and being completely honest with you, our research shows they'd likely not sell. We're really sorry by any inconvenience this might cause. But! Temtem's Collector's Edition Bundle is going to fill that void.
You'll be happy to know an edition of the bundle will contain the game, while the other won't, just in case you don't need that extra key.

And what's in the bundle, you might be wondering?
    ✰A detailed diorama of our longtime partners, the starters.✰A set of soft enamel pins depicting the little trio.✰A set of Temcard replicas containing the popular Gharunder, Kinu and Shuine.✰A set of three embroidered patches, including the Narwhal Crew pin!
You can, in fact, pre-order your Temtem Collector's Edition Bundle already, so get yours today!



Apart from the bundle, we're launching some really cool and terribly cute merch to celebrate such a special milestone! If you like plushies and tees, I'd recommend dropping by!

Deluxe fries Temtem
Once version 1.0 reaches everywhere, all Steam players will be given the option to upgrade their Standard edition into a Deluxe edition. The Deluxe edition adds a handful of never-before-seen, exclusive cosmetics so you can walk into the Archipelago in style. More info on these cosmetics, the price of the upgrade and a first look at them will be revealed as we get closer to launch date!

Look forward to 1.0!
We will be talking about the 1.0 and everything it entails really soon, so stay tuned for that too!

We're very emotional to finally have a launch date, and we hope you're in the same boat. Thanks for being by our side all these years of Early Access, and we hope to see your faces amidst all the new players the day version 1.0 launches.

Until then, Temtem up!
Temtem - Tsukki
Heeellloooo Tamers! The wait is over, and we're here today to present the glorious Arbury Content Update 1, or CU1 for short, also known as update 0.9. This update introduces some of the most awaited, biggest features in the game, all at the same time, so this is going to be a long post. Grab a drink of your choice and accompany me as I tell you all about Temtem Plus, a Storage rework, cross-progression, mounts, Trading Houses, Dojo Wars, and more!


Temtem Plus
Temtem Plus is a DLC available for purchase to secondary accounts in the pertinent platforms (PS5, Xbox, Switch). All primary accounts that purchase Temtem automatically have Temtem Plus without any additional cost. This includes past accounts that have already purchased the game, and any future accounts that purchase the game. We're including this info bit here for clarity, but all Steam accounts past, present, and future have Temtem Plus by default and with no extra steps or cost.
Temtem Plus opens up convenient new functionalities for secondary accounts in Temtem, while allowing us some control over a situation that posed many challenges.

With Temtem Plus, you'll unlock the following expanded features:
- Chat: Unrestricted access to global chats, facilitating finding the best trading deals and the perfect partner for your co-op adventure.
- Trading: Unlimited use of the in-game trading feature and access to the Trade House, which will let you check global auction listings.
- Storage: Increase your Temdeck storage, allowing you to keep up to 600 different Temtem.

Secondary accounts were a natural consequence of launching on console platforms, but at the same time were a delicate issue to approach. With Temtem Plus, we offer secondary accounts a more accessible way to enjoy the benefits everyone else gets, and also manage to patch up an issue that was affecting us economically, organizationally, and in terms of server space.

Secondary accounts have a huge potential for exploiting and misbehaving, and we've struggled with them for a while. Since creating a new one was as easy as creating a new profile, we've had plenty of cases where one user would create over 10 accounts to troll or flame via in-game chat, and our resources to handle that were limited. We've also experienced people creating countless accounts to profit economically out of each one. On top of this, each secondary account had the same amount of Temdeck space available to it, and thus occupied the same amount of server space as primary accounts did. With storage space being a struggle, and us wanting to offer more storage to our players at no extra cost to them, we had to address the reality of the advantages that secondary accounts could easily access.

We considered this a fitting, working solution for all involved parties. If you wish to continue using your secondary account you will still be able to experience the game in full, albeit with limitations in your interactions with others.

Since Steam and Discord let us choose whether to allow secondary accounts or not, the DLC won't show up for purchase on those platforms, but every Steam and Discord user will have the benefits all the same. On the pertinent platforms (PS5, Xbox and Switch), you'll be able to purchase Temtem Plus from the Settings menu, under the Account section. This is a one-time purchase that gets applied immediately, so you'll be able to continue your adventure with no negative effect on your save.



Temtem Storage rework

Ever since Breeding got added to the game, and especially so after the full Temtem roster was complete, complaints about the game storage being too little have reached us almost every day. We've been working on a rework for the entire storage system that will allow us to provide more storage space at no extra cost, and ideally help solve all your hoarding issues (I'm just kidding, all Temtem spark joy).

All primary accounts who have purchased the game or purchase the game in the future will get Temtem Plus, which doubles the available Temtem slots, going from 300 to 600.

This is all thanks to an internal rework of the way Storage works and a new, more efficient use of the slot availability depending on the current story progress. Instead of allocating the full 300 (or 600) slots when you start the game, you will now only have access to a small portion and you'll progressively unlock the extra storage through a quest that will accompany you through the game. It's a really easy one, started in Briçal de Mar's Temporium, and continued along other Temporiums in the rest of islands, each one unlocking additional storage until you reach the full capacity at Arbury.

Until you do that quest, most of the slots in your Temdeck will be blocked, which is represented by a greyed-out icon. For players who have already completed the story and have a full Temdeck, don't worry: nothing will be lost in the process, and as you progress through the quest you'll unlock those slots and the tems on them, with everything just as it was, marks and all! You won't be able to use your Tems located in those spots temporarily, until you complete the quest, so make sure to rush the quest after the update to go back to business as usual.

There are a lot of different players in Temtem, with different needs. The peeps who play Temtem as a single-player, campaign-focused game don't usually max out their Temdeck. The friends who are forever stuck at Omninesia don't also need 600 slots, do they? By granting more space as progress is achieved, we have now much more leeway in terms of server space while allowing everyone to access those extra slots in a really easy, free way. Cheers, breeders and collectionists!



Cross-progression

Yes, we're finally at a stage where we can talk about cross-progression! For those unfamiliar with the jargon, cross-progression means being able to transfer and share your progress across devices seamlessly. You'll close your game on your PC and will be able to pick up right where you left it on your PS5, or your Switch and Xbox Series X&S in the future. Please be aware that you'll still be required to own the game on each platform you want to play on, meaning that, to be able to transfer your account to a platform, you'll have to purchase the game on said platform if you haven't before.

Like we've explained, we needed each platform holder's green light to proceed with cross-progression for each platform. PC (both Steam and Discord) and PS5 have now granted that permission, so we're implementing cross-progression as of this update. Cross-progression is trated as an option, and as such must be activated from Settings menu. You do not have to enable cross-progression if, for whatever reason, you would like to keep your accounts and their progress unlinked.

To link two accounts you'll have to designate a main account, whose progress will be the one overwriting any other progress, and one or more secondary accounts, which will be overwritten by the main account's progress. Once you designate a main account from that platform's Settings menu, you'll be given a numerical code that you must input in the secondary account, thus linking them. The secondary account must be deleted in order to be linked. This is to prevent accidents and people deleting their data unwillingly by trying to link two accounts. So before you can go through with account linking, you'll have to reset the account(s) you want as your secondary one(s).

You can have as many secondary platforms as platforms exist, and the progress will be replicated in all of them once they're linked. If you decide to unlink a secondary accounts, you can do so, but please be advised that the progress in your secondary account will be returned to an empty state, the same way it was after reset, with no character created on it. This is done to prevent exploits and mischief, and to encourage legitimate use of the cross-progression feature.

Any items in the vaults of your secondary accounts will be transferred to the main account, and the same goes for untradeable items, cosmetics or tems (this is specially important for Kickstarter Backers).

With the de facto addition of cross-progression to Temtem, we can now start officializing the migration of Discord accounts to Steam. We'll make an official post with all the details in the upcoming future, but do keep in mind that we will provide all Discord users with an empty, fresh, new Steam key that you'll be able to employ, so please don't rush into linking accounts until you have all the information.



Mounts

Mounts are a safer, faster way of transportation than walking around the Archipelago, and another staple in MMOs! Not only are they a huge flex, you will not run into wild Temtem encounters while on a mount, and you'll go faster than if you were walking. You can get intercepted by NPC Tamers, and you'll still be able to see and trigger radar encounters, but only those, which will surely make your radar experience much better. Think of how fast and efficient your postal deliveries will go, too!

Should we make it cooler still? Most mounts have an exclusive Surfboard associated with it, and automatically adapt to the terrain they're on, meaning you seamlessly switch to said surfboard! Our design idea behind this is the same we apply to many other features in the game: to not inconvenience the users by making everything as smooth and uninterrupted as possible, and to require no extra steps from the player. The same enforces when you approach a climbable wall or a rock hop: you'll be automatically dismounted for the duration of the activity, then automatically mounted once it's finished. A literal walk in the park!

We're starting slow with mounts, and only two will be available through this update. We consider Mounts an aesthetic feature, and more will be added in future updates to our cosmetic cash shop and cosmetic battle pass, but we wanted to reassure you that there will be no functional difference between the quest-earned Mounts and the store-bought Mounts. Like we've mentioned in the past, we will never offer any paid advantages beyond cosmetic purposes. It will all boil down to a matter of flexing.



Dojo Wars

Dojo Wars are our take on Club Wars, as we mentioned in the past, so gather your fiercest and most active club members and ready up! Each island in the Archipelago will hold a Club Dojo that players will be able to conquer, hold, decorate and profit from. Let's start:

Dojos work in a weekly setting, with different stages of Dojo Wars happening at different days and times. Sundays are inscription day, and the Leader or Co-leaders can (and must) sign their club in to take part in that week's Dojo War. You'll need at least 11 players to play a Dojo War, which you must designate beforehand with the new Dojo Warrior role, or a higher rank. Players with the Dojo Warrior role or the roles above it can take part in Dojo Wars.

From Monday to Friday, a tournament for each individual Dojo will take place. Every contestant Club will join these tournaments, which are split into different rounds throughout the week. During each round, 5 Dojo Warriors from each Club can join and fight in 3 matches against other Club, and the Club with the most wins advances to the next round.

Depending on the number of Clubs that join a particular Dojo War there can be more or fewer rounds, so the exact timing of each round is variable. However, each Dojo has a timezone associated when rounds will always take place:

00:00 - 04:00 Deniz
04:00 - 08:00 Omninesia
08:00 - 12:00 Tucma
12:00 - 16:00 Kisiwa
16:00 - 20:00 Cipanku
20:00 - 00:00 Arbury

All times shown are in UTC format.

Saturdays are for the finals! The winner of the tournament and the current Dojo holding Club will face each other in the final round, played by 11 Dojo Warriors. Whoever amasses the most points along the three matches emerges victor, and will automatically become the holding Club for that Dojo. They'll have to defend their position the next week, but there's no limit to how many consecutive weeks a Club can hold a Dojo, nor to how many Dojos a Club can hold. Aim for the sky!

All this information and the exact details on when is around happening are accessible inside thenew Dojo War screen, which can be brought up by interacting with the new banners that are located outside each Club Dojo. You'll be able to access all brackets during the week, regardless of whether you're taking part or not. Make sure to cheer for your favorite Club!

Once a Club has conquered a Dojo, or more than one, they will unlock two features: Dojo Housing and the Dojo Park.

Dojo Housing
Dojo Housing is just as it sounds: decorate a huge chunk of the Dojo! Edit your Dojo from the Club Banner hanging on its door, and any player who walks in will be able to see your (questionable?) choice and taste in interior decorating.

Only Leaders and Co-leaders can decorate the Dojo, as they are also the only ones who can manage the new Club Storage. Clubs can earn furniture by participating and winning Dojo Wars and every club member can deposit furniture, items, and Pansuns in the Club Storage, but only Leaders and Co-leaders can extract them. Please use the Club Storage responsibly and cautiously, and apply the same common sense you do for trades. If a Club manages to hold more than one Dojo they'll be able to decorate each of them individually, but everything will come from the same Club Storage. All fees earned from Dojo Park will go straight to the Club Storage as well.

Once you lose titularity for a Dojo, all furniture employed in decorating it will be automatically returned to the Club Storage.

Dojo Park
The Dojo Park is an instance that will open in any Dojo that's been conquered by a club. It will permanently house that island's 5% Temtem and another tem of similar rarity, but only those two, which means both will have a 50% appearance rate. Once you enter the park, you will have a counter for 100 encounters, and once those 100 run out you'll be (kindly) expelled from the Dojo Park. With 6 Dojos in the Archipelago, this equals 600 encounters with the rarest species of Tems.

Dojo Park resets weekly, so you'll be able to rejoin the following week. Do keep in mind that any encounter left on your counter will expire when the week restarts (Monday 8 am UTC, remember).

In order to access the Dojo Park, you'll have to prove yourself against the current owners of the Dojo, or rather, an image of them.

You'll face the 11 Dojo Warriors and the competitive team they used in the Dojo War finals, controlled by the highest level of AI we have in store. You'll be able to try as many times as you want, but you need three wins per Dojo, and you'll have to offer a fixed 1500 Pansun fee for each Dojo Warrior you challenge. If you lose, the Club holding that Dojo will net themselves your offering. If you win, the Pansuns will be consumed. Members of the holding club can, of course, challenge themselves and their clubmates to access that Dojo Park, but they are not exempt from the Pansun offering.

With your three wins you'll get access to that particular Dojo Park for the week and you'll also get a hotfix for every Dojo Park you successfully enter. That's 6 assured hotfixes a week!


Trade House

A place for trading is a staple in any MMO worthy of the name, and we're finally inaugurating the Trade Houses scattered around the Archipelago! These buildings, previously closed and brandishing a WIP sign, can be found in Turquesa, Quetzal and Arbury, but all of them share a single trading network, so you'll be able to conveniently reach all offers and deals from any of the three buildings.

Through the Trade House you'll be able to post your own Tems and items for sale, purchase or bid on other Tamers', and easily check any price or market query you might have. You'll be able to exchange Temtem and items for Pansuns, with no limitation on how much you can list and/or bid for. Taxes are applied, so you won't be able to list an item if you have 0 Pansuns, but beyond that? It's free real estate, baby!

When listing a Temtem or item for sale or auction you'll be able to choose if it's a buyout sale or an auction, and for how long the Tem or item will be listed. You cannot list tems or items forever, so make sure to check in from time to time to renew your listings!

Items and Tems behave differently when you sell or list them. When you sell or list an item through the Trade House, it will disappear from your inventory and instead exist in the Trade House limbo, a sort of safeguarding storage. If no one bids for it or purchases it, and the auction time runs out, it will safely remain there until you reclaim it or decide to renew the auction.

As for Temtem, those you've listed or sold will appear greyed out in your Temdeck, and will remain as such until the other person purchases or claims it after a successful auction. Likewise, the items and tems you win in auctions will safely remain in the Trade House storage, and you must claim them. Items and Temtem you purchase straight away will simply join your inventory or Temdeck. You won't be able to bid for or purchase new tems if you have won an auction and haven't picked up your winnings.

Do keep in mind that you won't be able to cancel offers that you've already posted, so make sure you check all details well before listing something.

The Trade House is equipped with a really strong search filter that will allow you to narrow down your search by level, gender, trait, type, Egg Technique and even specific TV&SV values. You'll also be able to check the most important aspects of a tem quickly when browsing among the tems listed for sale, and sort through the listings.

To prevent newbies from being overwhelmed by too much information, and to help them keep their money for at least a while, you won't be able to access the Trade House in Turquesa until you unlock it by reaching Tucma, and through a quest. If you've already progressed past a certain point in the Temtem journey you won't have to go through with the quest, and all Trade Houses will be open and working.

Spend responsibly!


Stickers

Stickers are making its way into Temtem! Experience the nostalgia of collecting and trading cards, discover 200 brand new illustrations and obtain rewards along the way!

The stickers depict life in the Archipelago, its inhabitants, legends and myths, so you'll be able to take a peek into lore never seen before. Find the sticker album and get rewards as you fill it up, plus a very special and unique reward that awaits if you manage to complete it!

Once you get your Sticker Album, Stickers can be found around the world so keep an eye open for sparkly things. You'll discover that some stickers are in better condition than others, and that you can find duplicates. Why is that? Because each of you Tamers will get a random, pre-defined pool of Stickers, meaning you won't be able to obtain all 200 of them on your own! You must exchange your way to completion, so cooperation with your fellow tamers is key. Talk to others, ask your friends about their Stickers, or keep an eye out for the interesting exchanges in the trade chat if you want to complete the full album.

And more!
You know how big updates are! There are balance changes, bug fixes, quality of life changes and more that we can't humanly fit in here. Read the full patch notes for the complete rundown of everything that's been added, adjusted, fixed and improved in this patch.

Temtem up!
Mar 10, 2022
Temtem - Tsukki
The next update: CU1

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!
Temtem - Tsukki
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 ☕

We hope you really enjoy Arbury. Temtem up!
Jul 6, 2021
Temtem - Tsukki
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 hope you enjoy this patch, and see you soon!
Temtem - Tsukki
Hello Tamers!

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 👀

See you next time and Temtem up!
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