Temtem - Tsukki
Temtem is fully launching in just three days!
I repeat, three days!
We're here to provide some guidance and give you as much intel as possible so that you are on your way to become the ultimate Temtem Tamer. Today: PvP combat.


Another one bites the dust
Did we mention there are a million factors in combat, but no random factor?
Combat in Temtem is deep and rich, and has become the main focus of many players. With balance patches being periodically planned, and a dedicated team looking over everything, the meta in Temtem is ever-changing and vibrant.

If you decide to wander into the world of Tamer vs Tamer combat, Temtem offers a myriad of options.
You could duel your besties to a friendly battle anytime, but the ranked ladder is a great place to test the waters against other players, and doing your placement matches will give you an idea of how you fare against everyone else.
There are weekly tournaments in game that you can also join to prove your mastery, and if you're in a Club (and we really recommend being in one), the weekly Dojo Wars are where the best Clubs out there clash and prove their competitive savvy.

Deep breaths now, Tamers, it's only 3 days!

Also did we mention we're holding an AMA on Reddit on the 5th? Get your chance to ask some Crema members any question you want, get thinking!

Get Temtem on any platform!
Catch up with us on all our socials!
Temtem - Tsukki
Temtem is fully launching in just 4 days!

We're here to provide some guidance and give you as much intel as possible so that you are on your way to become the ultimate Temtem Tamer. Today: social play.


Enjoy the company!
Playing Temtem solo is perfectly fine, but we can guarantee the experience improves with a friend or two! Did you know the entire Temtem campaign can be played in Cooperative mode? Even the Dojos and all the main villains of the story!

The world of Temtem is full of people going on with their business, but you never know when you might meet your next friend. Use the game chat, or any of the many emotes available, to communicate with other players. From the Friends list you'll be able to trade, inspect, spectate and co-op with the rest of Tamers around you.

Also, check to see if any Club catches your eye, and if you and your Club are up to the task you might get to control a Dojo through the lucrative Dojo Wars.

We hope you'll make great new friends through Temtem!

Only four more days to go!

Get Temtem now!
Catch up with us on all our socials!
Temtem - Tsukki
Temtem is fully launching in just 5 days now!

The world of Temtem is huge and there is always room for improvement, so we're here to provide some guidance and give you as much intel as possible so that you are on your way to become the ultimate Temtem Tamer. Today we talk about Lumas!



Careful about Lumas!

Lumas are the ultimate goal of many Tamers: a sparkly, differently-colored version of the Tem, with guaranteed adequate stats, and a minimum of three perfect stats.
They're also fairly rare, so you should be in the right mindset when you walk into the hunt. The chance to encounter a Luma will be 1/7,500 in the 1.0 version of the game, and if that's just too much for you, we understand.
There are a handful of strategies you can try if you want a shortcut:

To begin with, you will be able to obtain Radars in Tamer's Paradise, the endgame island. Radars are an item that will create 300 encounters with one Temtem species in particular, with bonus to their SVs and Luma chances as you progress through the encounters.
You could also visit the Saipark on Deniz Island, which will feature two different Tems each week, alternating between increased stats and Luma chances.
If you know your way around breeding you could also use the very valuable Luma fertility from any of your Lumas to create eggs with better chances of opening up sparkly.
Lastly, if you can overcome the challenge, the DigiLair in Tamer's Paradise will let you obtain eggs from the Temtem of your choice that have significantly increased Luma odds.
Whichever approach you choose, keep in mind it's all a matter of luck, so go easy on yourself!

Only 5 days left now!


Get Temtem on any platform!
Catch up with us on all our socials!
Temtem - Tsukki
Temtem is fully launching at last! All the feedback provided and the lessons learned during the Early Access have led to this moment, and the Archipelago is ready to welcome all of our new and returning players.

Whether you're a new Tamer or a returning one, the world of Temtem is huge and there is always room for improvement. Since we know the game like the back of our hands, we're here to provide some guidance and give you as much intel as possible so that you are on your way to become the ultimate Temtem Tamer. We’ve summarized some of what you can do in Temtem and how to do it like a pro from what we've learnt during the Early Access period, and placed it into a handy list that anyone can enjoy and learn from.



Learn the basics of combat, and don't expect to always win

Combat in the Archipelago is tough and challenging so training a variety of Tems is absolutely necessary! Learning about Temtem types and their matchups is a must if you intend to win any battle.

Combat in Temtem has no RNG factor, so it's only you, your Tems and your knowledge of the situation that will earn you a victory on the field. Instead of the random factor, here are some of the factors in battle that you'll have to keep an eye out for: what Status Conditions are in effect? What Gears are the other Tems carrying? Do I have enough Stamina to attack, or should I rest?

Don't be afraid to switch your Tems in combat, and check your Battle Log if you really want to become the ultimate Trainer.

Only six days to go! Are you with us, Tamers?

Get Temtem on any platform!

Catch up with us on all our socials for more fun and interesting Temtem content: PlayTemtem
Temtem - Tsukki
Hello, Tamers!

Although you Steam Tamers have already been enjoying Temtem's cross-play and cross-progression, a handful of new players will join us on launch date, September 6th!
Xbox Series S|X and Switch players will be shortly joining the Archipelago, and we've been awaiting confirmation from the platform holders to know whether our cross-play/cross-progression systems would be okay. We just got the last confirmation we needed, so it's now official:
ːsummer2019hornː All platforms will have cross-play and cross-progression on day one! ːsummer2019hornː

One question we were getting pretty often was: how does Temtem perform on the Switch?
We worked a lot on optimization and performance improvements, and we can finally show you a gameplay video of an actual Switch playing Temtem!



For the spec-oriented players out there: the game uses dynamic resolution to keep a steady 30fps. This means it'll adapt to the circumstances and provide more or less resolution depending on how demanding the situation is. On a general note, however, the resolution while docked sits around 900p, going up to 1080p and down to 700p under very demanding circumstances, while undocked it sits very steadily around 720p, with occasional down points of 560p.

Please note this was recorded on a dedicated server without other players, so the actual world of launch day will be much more populated!

See you soon on version 1.0!
Temtem - Tsukki


Temtem is reaching it's full launch on September 6th! Players new and old will be able to visit Tamer's Paradise for the first time, where they'll discover a whole new island of fun, challenging new content, creative new battle modes, and more items and ways to express yourself.

See you soon on Temtem's full launch day!
Temtem - Tsukki
Hello once more, Tamers, and welcome to the last day of the very exciting Golden Week, a week where we spoil content and changes coming to version 1.0 or close to it! We close the week on a sweet note, with a couple of changes made to improve your shopping activities, rewards finally coming to Kudos, and a new Breeder route, here to delight Water enthusiasts.

No disclaimer today, either, so let's dig in!

Pansuns, or the lack thereof, and current activities
With the changes done in 0.9, and the inclusion of the Auction House and the Dojo Park, we believe that the economy for Pansuns is in an adequate place currently.

The inclusion of extra Feathers as a reward for each activity represents a general improvement in rewards for all activities, since you will now get both the RNG rewards, and the Feathers to purchase the non-RNG rewards. This should help mend the biggest issue that was causing dissatisfaction amongst our players. We don’t have plans for any additional changes there.

However, there are some changes coming to other specific areas that we felt needed improvement:

  • First, we’re drastically reducing the price of cosmetic and housing items you can get in the regular Boutiques and Furniture Stores around the Archipelago. These items have always been expensive due to a handful of reasons, some of them being: we weren’t entirely sure of how the Pansun economy would develop up until 1.0 so we didn’t want to make such an important part of the game too cheap (it’s always easier to reduce the price instead of increasing it), and also we don’t want players spending too much during the campaign on cosmetic items (and not having enough Pansuns to purchase more needed items like Balms or Temcards). Now, after finally being able to grasp the whole Pansun economy and after reading a lot of feedback, we realized players don’t care about spending their money if they are going to look prettier. We decided to make this change.
  • We’re also introducing more cosmetics and housing items as part of the current loot pools. We’re still reserving most of them for the Tamer’s Paradise shops and some for the future Cosmetic Pass, but we managed to include some more variety in the current pool.



  • FreeTem! is also getting some changes. Our idea behind FreeTem! was never for it to become an activity on its own, but to exist as a bonus for people already choosing the path of capturing new Tems (mainly breeders). However, it has never been perceived as such. We are going to keep it, but we are basically cutting by half the time that is needed to receive item rewards. Currently, the cap for the last item is ~400-450 releases, and we’re turning the cap into ~200 and adjusting the rest accordingly. We are not increasing the Pansuns rewards to accommodate this change, but we are now adding Feathers as a reward for releases to compensate.
  • Last but not least, we’re finally adding the rewards for completing Kudos. Most of the Kudos will grant Feathers and that’s why we weren’t able to grant rewards before. Some of them will also grant other more exclusive rewards like new cosmetics, housing items, or titles.

The last Breeder Route
If you're new here, first of all, hi, welcome! Breeders were a Backer tier in our Kickstarter whose perks included designing one tem and one route each. We've slowly but surely been covering the process behind the creation of the Tems and routes, and today's the turn of Tutorxic's, the Breeder behind Pupoise and Loatle, route, the Sea-Queen's Aquarium. This new route will be added to the game with version 1.0!

Tutorxic's initial idea was to have an underwater tunnel, the sort you usually see in aquariums, with fish swimming over your head. One of the things he requested was to have the camera place itself behind the players, so that the tunnel's depth could be properly appreciated. We appraised the idea, but due to technical restrictions we had to throw away the original iteration of the tunnel, and explore other possibilities. Because the camera cannot be shifted in Temtem, the tunnel made little sense because you'd never see the upper part of it.
Tutorxic even went as far as to send us another sketch for a different route idea, but eventually, and after thinking it thoroughly, we found a way to make the tunnel work that was complacent with the game's limitations. The idea was that, instead of a round tunnel, we'd have one main pathway surrounded by gigantic tanks of water instead of walls. We also came up with the idea of adding an upper floor made of walkways, so you'd get two playable areas: one where the water surrounds you, like in an aquarium, and another one where water is below you, as if a fishing area. We, of course, wanted to have Tutorxic's approval, so we created an stylized sketch that captured our idea. Here it is:



Tutorxic really liked the idea, so we moved further with it. Since he liked our take a lot, we barely had to make adjustments to it and could just move forward with the initial design.



We chose Deniz as the site for the route because, although it's an island full of content already, it matched the aquarium theme to a T, and we liked the idea of having the new route be a secondary zone in Deniz. We decided to have it be it nestled between the mountains on the northeast of Deniz, connecting the route with the Sillaro river through some cabins.



Gameplay-wise, the route was conceived as something completely optional, that players could choose to explore once they obtained the Surfboard. To reinforce this idea, all NPC Tamers that battle in this route are also entirely optional: they will only battle you if you interact with them and ask them to battle. My, how the tables have turned.
Lore-wise this made sense because we could picture all these NPC Tamers as fishing folk who are trying to reel something in, and are completely oblivious to you, eyes on that line. Like you might've guessed from this, we decided to include all Water-type Temtem species underwater in the aquarium, thus creating a wild area that is unique in the whole game, accessible only after you obtain the Fishing Rod.



That's it on the new Breeder route! Say, how does a romantic date in the Sea-Queen Aquarium sound, Tamers?🐟

That’s all for now, Tamers.
That’s a wrap on the general idea of 1.0 content! We are a bit out of our depth with sharing things so openly so early on, but we believe all these changes are really relevant to the final outlook of the game, and that it really shows the effect your constant stream of feedback during the Early Access have had on the game, as well as our compromise to listen to it. We hope these posts might have helped assuage worries, sparked some excitement, and maybe even rekindled lost hypes. Although there are still a lot of details and specifics to share, we hope you now have a clear understanding of what this huge patch should contain and what to expect from it.

We’re very eager to see you around Tamer’s Paradise on September 6th!

Let's close off this wonderful week by flexing a first look at what the world of Temtem might look like come version 1.0.
Talk to you soon <3

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!
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