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Temtem: Swarm News

Temtem: Swarm's Beta Playtest is now LIVE!

Hey Tamers,


We're excited to announce that the Temtem: Swarm Beta Playtest is LIVE and the first wave of invites have gone out! (We hope you were one of the lucky ones!) This is a crucial step in our journey to bring Temtem: Swarm to a wider audience, and we're very excited to see what you think.

You might be asking what you can expect to get your hands on with this Playtest, so here’s a little summary:

Two Arenas to explore and conquer!
Play in Deniz, a Mediterranean paradise of sandy beaches, or in Cipanku, a techno-oriental promenade under the cherry blossoms!

Four Tems to unlock and play with!
While the full version of Temtem: Swarm will have more playable Tems, in the Beta you start out with lovely Platypet, and can unlock Oree, Innki and Pigepic as you play.

Skill Trees to grow and enjoy!
Every Tem has its own unique Skill Tree and so you have total control over your builds depending on your play style!

Techniques, Gears, Kudos and Synergies!
A full world of possibilities unrolls once you start tapping into the different builds you can create. By playing matches and achieving Kudos you'll be able to unlock Synergies, which will make your Techs way more powerful than at its base.

Don’t forget your friends!
Temtem: Swarm was built from the ground up with online 3-player co-op in mind so that you can join friends to face the swarm together. Hopefully they got in too, but if not, you can team up with other tamer’s using the #beta-lfg channel in Discord!

Let’s cover some more of those Frequently Asked Questions!

Q: What’s the best way to give feedback? A: Please Join our Discord server to share bug reports and any feedback you might have on the game. We also monitor feedback on Steam, though Discord is our primary channel for communication.

Q: I didn’t get in! Is there any hope for me?
A: Yes! We'll be sending out more invites throughout the Playtest. Keep an eye on your Steam inbox for an invitation to join the Temtem: Swarm Playtest and maybe our socials or even Discord for more chances to earn codes!

Q: How long will the playtest last? A: The Playtest will end on October 1st.

Q: Will my progress be saved?
A: While we don’t have plans to force a reset, since the game is still in development, there is a chance that we would need to do this in the future. So, play knowing this might happen!

Q: Why not let everyone in?
A: The Playtest is designed to gather targeted feedback from a variety of players as we get closer to release. We’ve got more opportunities to play coming up, so don’t worry you’ll be able to face the Swarm yourself very soon!

We hope you enjoy your time in the Temtem: Swarm Playtest and look forward to hearing your feedback!

If you still haven't don't forget that you can wishlist Temtem: Swarm today!



Temtem Up!

Temtem: Swarm – Patch Notes v0.4.9 (Beta Playtest)

Important Notice
  • Even though progress from the previous playtesting has been maintained, due to balance changes in some of the Skill Tree nodes, some players could see some pansuns deducted from their accounts. This has been reworked for future patches so no pansuns or progress are lost.


New Stuff
  • Skill Tree’s economy has been reworked.
    • We’ve introduced Pansuns wallets for each Temtem, so now players will have a common wallet and another wallet for each Temtem.
    • Earned Pansuns in-game or with Kudos, will be sent to the common wallet, which can be spent on any Skill Tree.
    • However, refunding a Skill Tree, while still possible, will generate Pansuns linked to the Temtem, which you will only be able to use inside that Temtem Skill Tree.
    • When a new Temtem is captured, you’ll receive a bonus of Pansuns linked to that Temtem so you can start their Skill Tree with some progress.
    • Having the same currency for all Tems while also having the possibility of doing Skill Tree refunds, forced players to refund the full skill tree of their most advanced Temtem each time they captured a new one, in order to put all the Pansuns in the new Skill Tree. This effectively kills all the progression per Temtem and forces users to use this strategy in order to optimize the runs. With the new changes, we aim to give more relevance to each Tem and their progression, while also boosting their initial progression when captured and starting fresh and still allowing for changes inside each Skill Tree.


  • Added Steam’s Rich Presence.


  • The Temtem selection UI has been reworked, now it’s prettier and easier to use with the mouse.


  • A glossary of synergies can now be accessed from the Pause and Level Up screens.


Improvements
  • We’ve improved the UX on capturing eggs.
    • When an egg is ready to appear, the selection UI will now indicate the instructions for capturing it.
    • Also, the marker for the capture Spot will now feature an egg.


  • Spots (in-game events) will be triggered faster when the player is inside the activation circle, 3s ➜ 1.5s.
  • Gameplay items (magnets, status condition chips, etc) have been removed from Chests.
    • This effectively makes chests better overall and makes them give more reliable rewards (perk upgrades, health items and pansuns).
  • All chests will now always feature a perk upgrade (+1 level to one of your perks).
  • Gameplay and healing items are now not attracted by the player’s magnet.
    • Following player’s feedback here, there were multiple occasions where players weren’t able to decide when to pick these items to suit them better due to the default magnet being too strong and picking them the moment they were spawned. With this change, you’ll be able to decide if you want to pick the item now or leave it for later.


  • Healing items are now repelled if the player has full health.
  • Healing items now are displayed with location markers.



  • Evolution levels are now displayed with a + symbol in front.
    • Same as in Temtem OG, instead of evolving at a specific level, Tems evolve after getting that amount of levels. So for example Platypet evolves at +10 and then Platox evolves at +15. If you evolve Platypet at level 20 (you can always skip to evolve), then Platox will evolve at level 35.


  • All health bars (powerful Tems, bosses, spots…) will now smoothly react to health changes. Previously this was only added to the player health bar.
  • The Invulnerability Item now has a visual cue before it ends.
  • Your latest selected Temtem and Stage will be kept between runs.
  • Perks that reach maximum level are now displayed with a star icon.



  • We’ve added new tutorials to explain Spots and the Ghost mode in coop.
  • Selecting the Temtem at the center of the Skill Tree will now display its stats, trait and Ultimate.
  • Tems frames in the UI will now always display their Skill Tree progression, on all UIs.
  • Gears will now display their modified value when upgrading them, so players can see the specific changes.



  • Removed the rerroll and block options from the Level Up menu. Now they will only appear if the player has those available (currently impossible to get on the playtest due to missing progression).


Balance

[h3]Temtem[/h3]
  • Innki
    • Base Speed has been reduced.


[h3]Bosses[/h3]
  • General
    • All bosses’ HP have been increased.
    • Deniz minibosses’ HP too.
    • We’ve reduced the duration on all the bosses’ charges.
    • We’ve also reduced the time some of them spent walking around.
  • Oceara
    • Sanative Rain heals Oceara faster now.
    • Sanative Rain will proc now with higher percentages of lost health.


[h3]Techniques[/h3]
  • Tsunami (Platypet’s Ultimate) ➜ Now does damage even when not upgraded.
  • Mechanical Heat (Oree’s Ultimate) ➜ Cooldown has been reduced and added 2 more projectiles.
  • Electric Storm (Innki’s Ultimate) ➜ Reduced 2 projectiles and added them as upgrades to the Skill Tree.
  • Ghost’s technique ➜ Now does damage.
  • Data Burst + ➜ Pierce has been reduced by 1 and damage has been reduced.
  • Toxic Ink ➜ Reduced cooldown and increased duration.
  • DC Beam ➜ Cooldown has been reduced.
  • Crystal Spikes ➜ Firerate has been reduced and Cooldown has been reduced.
  • Thunder Strikes ➜ Cooldown has been reduced.
  • The maximum values related to critical hits have been reduced all over the place.


[h3]Gears[/h3]
  • The maximum values related to critical hits have been reduced all over the place.


[h3]Items[/h3]
  • Invulnerability and Velocity items ➜ Duration has been doubled 5s ➜ 10s.


[h3]Spots[/h3]
  • Added some more Spots per map.
  • Added some more possible locations for Spots to spawn.
  • Improved some of the rewards.
    • We want to do a deeper rework of the Spot system to make it more dynamic and randomized. We also want to add more types of Spots and rework some of the current ones. However these deep changes will take some time, so we decided to do some minor changes for now that will improve the experience with them.


Fixes
  • Fixed an invisible collider in Cipanku.
  • Fixed the “Starting in …” text in coop lobbies not appearing centered.
  • Fixed Oree’s and Pigepic’s rendering appearing with transparent areas while displaying them after being captured.
  • Fixed being able to receive damage right after doing a dash while you were supposed to be invincible.
  • Fixed pickups spawning in inaccessible areas.
  • Fixed some chests in Coop that weren’t properly tied to the player of the same color.
  • Fixed a softlock occurring when the host closes a lobby and another player was trying to enter it.
  • Fixed Hologram+ icon.
  • Fixed some UI prompts not being clickable with the mouse.
  • Fixed Platypet being able to double evolve in some cases.
  • Fixed Ultimates being able to be used before their cooldown bar was completed.
  • Fixed players being spawned in inaccessible areas if being resurrected near them.
  • Fixed losing mouse input after using Reanimation Kit for the second time during a run.
  • Fixed incorrect knockback icon in Tsunami’s description.
  • Fixed Ultimate appearing in the passive techniques UI under some circumstances.
  • Fixed UI focus when selecting Join Party in the Play menu quickly.
  • Fixed evolution portraits appearing in black even after being discovered in the game.
  • Fixed centering in the “Upgrade” button on Skill Trees.
  • Fixed pause menu opening when opening the Steam overlay during the Victory/Defeat screen.
  • Fixed some areas where players could get stuck after dashing through them.
  • Fixed the prompt “Hold to Upgrade” not being translated.
  • Fixed Pigepic being vulnerable before Divine Inspiration was totally dissipated.
  • Fixed Victory/Defeat texts not being displayed in asian languages.
  • Fixed Ukamas being stationary under some circumstances.
  • Fixed Platypet second evolution being triggered one level before it should.
  • Fixed Play screen not being centered.
  • Fixed perks levels not being displayed correctly in the end of run screen while playing in co-op.


Other
  • Simplified how techniques, ultimates, and gears are referred to in descriptions. We’ve removed the icons associated with them and they are now simply referred to as Techniques (all passive techniques), Gears, and Ultimates (previously active techniques).

Temtem: Swarm – Beta playtest overview

Hi Tamers! Tomorrow, a lucky chunk will have the Temtem: Swarm beta in their hands, and that's so exciting! We want you to know what you'll be able to experience and what the limits of the Beta are, so you can know what to expect. Let's take a look!

[h3]Co-op, survivor, bullet-heaven![/h3]

Temtem: Swarm is a hectic and exciting experience set in the bullet-heaven genre. Your Tem will be surrounded by swarms of enemy Tems, and you must use quick thinking to get rid of them! Your Tem will launch Techniques on these Swarms and attacks come in all shapes and sizes, with some targeting specific Tems, some based on the direction you're moving, and others being completely random (it depends on the Tech!). You also have a different Ultimate Technique per Temtem that you can cast whenever you want, as long as it's not on cooldown.

The main goal of each Arena is to defeat its main Boss. If you happen to faint across the line, don't give up! If you're playing in co-op you will enter Ghost mode, a last-chance mode that will allow you to stay around while your pals make their way to your soul, left behind where you died, and revive you. While in Ghost Mode you'll be able to move around freely and knock enemies back to help your friends.

If you know Crema, you know we believe everything is more fun with others, so Temtem: Swarm can be played in online co-op of up to 3 people: you and your two best friends, you and your parents, you and your girlfriend's evil exes... you choose!

[h3]Two Arenas to explore and conquer![/h3]

Play in Deniz, a Mediterranean paradise of sandy beaches, or in Cipanku, a techno-oriental promenade under the cherry blossoms! Each map has its own decorations, pickable items, enemies... Of course, this also means different bosses and mini-bosses! Cipanku and Deniz each have two mini-bosses and one final boss per arena, and they have 25 Techniques in total that are exclusive for bosses and mini-bosses. Learn their patterns to plan your attacks!

Obtain victories in both Arenas to unlock Kudos and new Tems!

[h3]Four Tems to unlock and play with![/h3]

While the full version of Temtem: Swarm will have a good chunk of playable Tems, in the Beta you start out with lovely Platypet, and can unlock Oree, Innki and Pigepic as you play. Completing challenges in each map will make you progress in Kudos, a sort of in-game achievements, and some Kudos will reward you with an egg. Completing a Capture event in any following game will hatch that egg, giving you the chance to play with a new Temtem in following runs!

Your Tems can also evolve! The evolution system is the same as it was in Temtem, so Tems don't evolve at fixed levels, but rather after gaining a set number of levels. Platypet, for example, will evolve into Platox after gaining 10 levels, and Platox will evolve into Platimous after gaining another 15 levels. Evolutions improve your stats, so keep this in mind while playing!

Platy has two evolutions, and Oree has one, so discover three more Tems while playing the Beta!

[h3]Skill Trees to grow and enjoy![/h3]

You'll have even more control over your builds by building your Temtem's Skill Tree! Every Tem can have its own different progression, since Skill Trees are unique to each Temtem- You can allocate points by using Pansuns, which you'll earn during your matches. If you want to take on a new progression approach, you can always reset any given Skill Tree and you'll recover the Pansuns spent. Start from scratch whenever you want!

During the beta you'll be able to explore the Skill Tree of all four playable Tems: Platypet, Oree, Innki and Pigepic. The Skill Tree changes apply to further evolutions of the Tem.

[h3]Techniques, Gears, Kudos and Synergies![/h3]

A full world of possibilities unrolls once you start tapping into the different builds you can have in Temtem: Swarm. There are 28 different Techniques in the Beta, some of which are exclusive to certain Tems. By playing matches and achieving Kudos you'll be able to unlock Synergies, which will make your Techs way more powerful than at its base. Synergies happen when a fully maxed Technique is paired with a certain Gear. You can figure them out as you go, or check out our wiki for the how-to!


Please keep in mind that a lot of stuff in the playtest is simpler than those found in later levels. Expect more options and new, more challenging content once the game is released!

We're super excited to see you play our new game, to hear your opinions and feedback, and to play a couple of runs with you. Don’t forget to sign up for the Beta playtest, and to wishlist Temtem: Swarm if you haven't already!

See you soon on the Arenas, Tamers!

Beta Playtest - Basic Info & More Ways to Enter!

Hey Tamers!


We're absolutely thrilled to see the incredible response from all of you who have been eagerly requesting access to our upcoming Temtem: Swarm Beta Playtest! It gives us that tingly, warm feeling inside! (Thank you!)

Our plan for granting access to the beta is to bring in waves of Tamers throughout the Beta Playtest. So, if you don't get selected in the first wave on September 12th, don't worry! You could still make it in through a future wave!

On that note, we're excited to announce another way for you to get your hands on one of 250 beta keys!

Simply participate in our new SweepWidget campaign to enter for a chance to win. You'll get entries for completing specific tasks, none of which are required, but the more entries you have, the higher your chances of winning!

Winners will be announced on September 11th, giving you a whole day to get ready for the Beta Playtest, which starts on September 12th.

Don't miss out on this chance to be one of the first to experience Temtem: Swarm!

If you haven't already requested access directly in Steam, you just have to head over to the Temtem: Swarm Steam page and click on the Request Access button.

This one's a decoy please don't click it

Stay tuned over the coming weeks as we announce more ways to gain access too!

Good luck and Temtem Up!

Synergies 101: Unleash the Power of Data Burst+

Hey Tamers!


Following the successful Alpha Playtest (thanks to everyone who played, watched, and gave us feedback!), we've noticed a surge of interest in Synergies. Many players asked what they are, how they work, and how to unlock them. Sooooo, let's dive deeper into these powerful techniques that can turn the tide of battle.

Synergies are special, supercharged techniques that can decimate the endless swarms of Tems coming after you. Think of them as secret moves that become available as you progress through the game. Let’s look at how you can unlock these incredible attacks!

[h2]How to Unlock Synergies[/h2]

You won’t be able to get a Synergy in your first game on Swarm, since you’ll have to discover and complete the Kudos first. Kudos are challenges or achievements that you complete in-game, and some Kudos are tied to unlocking specific synergies. So as you play more rounds and survive longer, you’ll discover the requirements for Kudos so that you can complete them!

Similarly, some Gears don’t make it into the pool of choices you have when you Level Up until you’ve completed the Kudo for it. So make sure you check those Kudos out as you make progress, so you know what to aim for!

I’ve found that the easiest way to explain it is to think of it like a recipe: you need both the Skill at Level 5 (the main ingredient) and the Gear (the secret ingredient), and then you just have to Level Up (the cooking time) to create the final product (the Synergy). Let’s look at a specific example and stop talking about theories!

[h2]Data Burst+[/h2]

Data Burst+ is a synergy available to Oree and pummels the swarm with a constant barrage of digital attacks. The first step to unlocking it is completing this Kudo from the Digital Kudos section:



Once you have that Kudo complete, you’ll need to jump back into the arena, max out Data Burst to Level 5 and get the Drill gear.



Now you're just one level away from being able to choose Data Burst+ and start obliterating the swarm!



[h2]What about co-op?[/h2]

Synergies work a little differently in co-op, and the responsibility of who has what to unlock the synergy can be shared. If one player has the Level 5 technique and the other has the necessary Gear, the Synergy becomes available. Also, proximity matters with some synergies in co-op and will require you to be close to each other to activate. This opens up endless possibilities of combinations of techs and gears depending on what the other players have chosen throughout the game!

With Synergies, you'll have the power to turn the tide of battle and emerge victorious against the relentless onslaught of enemies. Start discovering them by leveling up your techniques and completing Kudos in the upcoming playtest…signups are open on the store page! (unless you read this months from now!)

Until next time...you can wishlist Temtem: Swarm today!



Temtem Up!