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Temtem: Swarm News

100,000 Wishlists - Thank you!!!

Hey Tamers!


We’re absolutely over the Pansun to officially hit over 100,000 wishlists for Temtem: Swarm on Steam! Pinch us, we must be dreaming! This incredible feat wouldn’t have been possible without this amazing community of Temtem tamers.



A massive thank you to everyone who joined us during Steam Next Fest. Your enthusiasm and passion for Temtem: Swarm have been out of this world. We're so grateful for the over 80,000 players who took the time to try out our demo and share their valuable feedback. Your insights have been totally awesome as we continue to polish and refine the game.

Good news: The Temtem: Swarm demo will still be available for a couple more days. So if you haven't had a chance to try it out yet, don't miss out!

The teams at Crema and GGTech Studios are feeling more energized than ever to deliver a truly epic experience for the upcoming Early Access launch on November 13th, 2024. We're working hard to ensure that Temtem: Swarm is the best it can be, and we can't wait to share it with all of you.

Stay tuned for more exciting news and updates as we get closer to launch! Remember you can still Wishlist Temtem: Swarm to stay up to date on all the latest info.

Until then, Tamers, have fun and Temtem up!

Patch 0.4.9.6

Balance
We have reverted the following changes, made previously on patch 0.4.9.5.The reason for these changes was to make forward-aimed Techniques feel better without adding an aiming option. From reading feedback provided on the Demo after these changes, we've understood they didn't solve the main issue, so we've decided two things: first, we're as of now working on an aiming system with the right joystick, as well as improving the auto-aiming of many Techniques, since auto-aim will remain available for those that prefer not having to aim. This big change will not make it in time for the Demo, but will be part of the Early Access initial release.And second, we're reverting these changes so nobody gets attached to this playstyle, since once we reach Early Access it will either be twin-stick shooting or auto-aimed to the nearest enemy.Any changes not explicitly reverted here remain.REVERTED
  • Data Corruption and Sparkling Bullet now shoot their projectile behind the Temtem instead of up front.
  • Wind Blade now shoots two projectiles, one up front and one behind.
  • Water Blade
    • Cooldown at level 1 has been increased 1.5 ➜ 2
    • Cooldown at levels 2 and 3 has been increased 1 ➜ 1.75
    • Cooldown at levels 4 and 5 has been increased 0.75 ➜ 1.5
    • Duration at levels 1 and 2 has been reduced 2 ➜ 1.5
    • Duration at levels 3 and 4 has been reduced 2.5 ➜ 1.75
    • Duration at level 5 has been reduced 3 ➜ 2
    • Speed at levels 4 and 5 has been reduced 6.5 ➜ 6
  • Sparkling Bullet
    • Area duration has been reduced 3 ➜ 2
Fixes
  • Fixed the player Temtem becoming invincible for all run after picking up two Invulnerability Armor in a row.
  • Fixed not properly getting the Pansuns dropped from chests.
  • Fixed some issues in the French localization of the game.
 

Temtem: Swarm will launch on Early Access on November 13th!

Hello Tamers!We hope you've been enjoying the Temtem: Swarm Demo, and that you've played it a lot!
We're ready to share some important info about Temtem: Swarm, including the most frequently asked questions of when, and how much! Let's not beat around the bush and get right into it:

[h2]When?[/h2]
Temtem: Swarm will launch into Early Access on November 13th!

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[h2]Where?[/h2]Temtem: Swarm will only launch into Early Access on Steam and the Steam Deck. That said, we're all up for bringing it into other platforms in the future if it's well received!

[h2]How much?[/h2]Temtem: Swarm will be priced at 9.99 USD or 9,75 EUR. Each region will have Steam's suggested local pricing, with the exception of the Polish and Brazilian markets where it will be priced cheaper than Steam's suggested pricing.
The price is not planned to increase during Early Access or at its full launch. However, we reserve the right to adjust the price at a later date if significant updates or additional content are introduced beyond the original plans.
There will also be bundles for the diehard Temtem fans!

[h2]Why Early Access?[/h2]
We're bringing Temtem: Swarm into Early Access so that we can work with our amazing community to help shape the game's future by gathering your invaluable feedback and suggestions. We’ve already got plans for what we want a 1.0 to look like, and we’ll be adding content throughout EA, but we’re sure we'll also learn along the way and discover new exciting features to add too!

We know Early Access games have a bad rep sometimes, but the bullet heaven genre really works well with EA because of all the fine-tuning and tweaking that needs to happen to refine gameplay, balance the world, and ensure Temtem: Swarm is the most exciting and engaging it can be.
A good example of this are the multiple patches we've launched for Swarm during the Beta Playtest period, as well a during the demo period. We'd like to be as reactive as possible, and be able to patch things up a million times if that's what it takes for them to feel great and fun to the players!

An even better example of this is us making a huge change in the game's controls and aiming following feedback from the demo, to a degree we're almost stepping into a different genre of game: we're adding manual aiming to the right joystick, so Temtem: Swarm becomes what most people would consider a twin-stick shooter. We're also keeping the option to maintain the auto-aim for Techniques, for players who prefer this way of gameplay, but we're improving most Techniques' internal targetting, to make things even more enjoyable. This change has been borne entirely from feedback we've read across our communication channels, with Steam having a special weight in it. We definitely couldn't be making such big changes without an Early Access period, and without your feedback throughout it!

This isn’t our first Early Access rodeo
: Temtem's successful EA journey demonstrated our commitment to community-driven development. During the EA period, we actively listened to player feedback, implementing over 35 patches that included numerous features, improvements, bug fixes, and significant gameplay changes suggested by the community. This collaborative approach ensured that Temtem evolved into the engaging and polished experience it is today.

[h2]For how long?[/h2]
We expect Temtem: Swarm's Early Access journey to last around a year. During this time, we'll be dedicated to refining the game based on your feedback, ensuring it's the most enjoyable experience possible.
Our goal is to introduce all the playable Tems, Maps, and Techniques that we already have planned while also incorporating your feedback before Temtem: Swarm leaves EA.

[h2]So what will the EA version contain?[/h2]
For those of you who are currently playing the Demo on Steam Next Fest, the initial content the Early Access will have that the Demo doesn't is:
  • Solo Mode and Co-Op for 2 & 3 Players
  • 7 Playable Temtem with unique Skill Trees for each
  • 5 Maps/Arenas
  • 10 Minibosses & 5 Final Bosses, each with unique move sets
  • 5 in-game Event types
  • 37 Gears
  • 77 Techniques Total (7 Active, 35 Passive, 35 Synergies)
  • 342 Kudos (in-game achievements)
  • Steam Achievements
Please, still do keep in mind these are our plans and intentions, but they are still subject to change or rearranged for many reasons mentioned

[h2]What will the full version contain?[/h2]
At Crema we like to be upfront and transparent about our scope for a project, so let's talk about our end goal for this one. We plan Temtem: Swarm's full version to feature content including, but not limited to:
  • Solo Mode and Co-Op for 2 & 3 Players
  • 13 Playable Temtem with unique Skill Trees for each
  • 9 Maps/Arenas
  • 18 Minibosses & 9 Final Bosses, each with unique move sets
  • New in-game Event types
  • 50+ Gears
  • 140 Techniques Total (26 Active, 57 Passive, 57 Synergies)
  • Unlockable Temtem Variations - Lumas & Umbras
  • Challenge Modes
  • In-game Tempedia with info on all Tems
  • The full roster of 165 Temtem as part of the Swarm, in the form of Mini-Bosses/Final Bosses, or as playable Tems.
  • 800+ Kudos (in-game achievements)
  • 130+ Steam Achievements

These are our plans, but it's still very early in development. Please keep in mind this could change or be adjusted as we progress, and for many reasons: be them internal, technical, or from feedback obtained during the Early Access period.


I think we've covered the most important questions about the upcoming Temtem: Swarm so far!
But if there's more you'd like to know feel free to hit us up on our Discord Server, our social media, or the Steam forums! Remember you can still play the free Demo to get a taste of what's coming.
Until then, Tamers, have fun and Temtem up!

Patch 0.4.9.5

Balance
  • Water Blade, Data Corruption and Sparkling Bullet now shoot their projectile behind the Temtem instead of up front.
  • Wind Blade now shoots two projectiles, one up front and one behind.
  • Water Blade
    • Pierce at level 1 has been increased 1 ➜ 2
    • Pierce at levels 2, 3, and 4 has been increased 2 ➜ 3
    • Cooldown at level 1 has been increased 1.5 ➜ 2
    • Cooldown at levels 2 and 3 has been increased 1 ➜ 1.75
    • Cooldown at levels 4 and 5 has been increased 0.75 ➜ 1.5
    • Duration at levels 1 and 2 has been reduced 2 ➜ 1.5
    • Duration at levels 3 and 4 has been reduced 2.5 ➜ 1.75
    • Duration at level 5 has been reduced 3 ➜ 2
    • Speed at levels 4 and 5 has been reduced 6.5 ➜ 6

  • Sparkling Bullet
    • Area duration has been reduced 3 ➜ 2

    With these changes we are trying to make forward-aimed Techniques feel better without the need to include an aiming option. Due to the higher speed in Temtem: Swarm compared to other survivor games, you are usually running from the enemies instead of into the enemies, which makes aiming at them complicated. While we do like that gameplay option, we believe it should be something more advanced and for stronger Techniques (like Tornado), and not something as a base for so many Techniques in our game.Please let us know your feedback and how these Techniques feel now. Our internal playtests have shown they feel much better and more relevant now, without the need for the complex gameplay of aiming them by using your movement, since they are now way easier to land (especially because you usually have an enemy behind you).
 


Fixes


Watch some Crema devs play the Temtem

Hello everyone!
Welcome to the Temtem: Swarm demo, we hope you've been enjoying it!
Last week me, Tsukki, Comms Director, Mmmmmaría, comms assistant, and Alex, Marketing Director, sat down together for a bit of swarming and a lot of bickering. We also talked about the development so far, and bragged about having an Innki plushie already. Don't miss it!

Please note this video was pre-recorded, but we're in the chat answering questions all the same!