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Temtem: Swarm News

Matchmaking in Temtem: Swarm — everything you need to know!

Helloooooo Tamers! After months of requests for it, we are glad to officially announce online Matchmaking is coming to Temtem: Swarm soon!

We initially did not support, or consider including random matchmaking for two main reasons: it was a huge technical feat, or so it seemed. Work on it was tough, and it required a ton of effort on GGTech's and our side. Once on the task, we realized it was something we could manage and lead to fruition; the second reason, we didn't believe playing with other random players would be cooperative enough, and we feared it would lead to disgruntling situations. This, you'll have to tell us yourselves once you try it out in patch 0.6. All that said, after the overwhelming feedback we've received, we've decided to give it a try!
That's what Early Access is all about after all: being able to make changes based on players' feedback.

[h2]How is it going to work?[/h2]
Very simple! First, let's look at how it will work if you're the one creating the lobby:First you'll have to select whether you want your lobby to be public or private. It will be set to public by default,  but you can simply untick the checkbox to make it private. The host of the match will still be the only one who can make changes to the lobby, like choosing a map or turning experience share on and off.



If you'd rather play your match only with people you have invited or shared the code with, simply uncheck the box and invite your friends the traditional ways!

If you have set the lobby to public, other players looking for a match will be added to your lobby automatically! The game prioritizes people who are close to you, and then broadens out the range as it goes. This system was set in place to ensure you have the best possible experience in terms of connection, and to minimize lag issues.
The game will also try to match you with other players that have a similar level of experience to yours. This is measured by how many maps they have completed!

If you're the one looking to play a quick match of Swarm with Strangers, you just have to choose to find a match instead of joining a lobby. The game, following the rules mentioned before, will match you with a fitting player who has a public lobby open! If you're looking to play with someone you know, or if you have been provided a code, choose join lobby and enter the code as you were doing before. If you end up changing your mind and prefer to pair up with unknown people, you can still choose to find a match on the same screen, instead of entering a code.



If you are, for whatever reason, kicked out of a lobby, you will not be matched into that lobby again.

[h2]When!!!???!?!?![/h2]
We've been working extra hard on this feature, since it was the most requested one by our players, and because we believe cooperative playing is really enjoyable, and want everyone to have every chance to experience it. So we're happy to announce it'll be ready for patch 0.6, our upcoming patch! We've already shared some snippets of the first arena you'll unlock, Omninesia, so consider checking it out if you haven't! 

As you know, spoilers increase as the updates get closer, so we'll see you soon with more info!

Until then, good luck with the Swarm and Temtem up!

Surprise!




More info soon! ːswburnː

[Poll] We want to know your preferences on Temtem: Swarm match length!

Hi Tamers! We need your opinion on minimum match length in Temtem: Swarm.

VOTE HERE

Would you like to keep the current 15 minute matches, or would you like to have 20 minute matches? To clarify, this time mark is when the final Boss of the map spawns! In reality matches don't usually end on minute 15 (unless you're op), and the same goes for 20 minutes.

Please read the info on the form and cast your vote! We won't be closing the poll for a while now, but the sooner we can figure this out, the better! That way we won't invest time into something you might not want.

Vote only on the form, pls! Comments won't be counted towards the result.

Thanks for your vote, and see you soon for more, Tamers!

First look at the upcoming new arena: Omninesia!

Hello Tamers, and welcome to the first look into the upcoming, newest arena in Temtem: Swarm, Omninesia!

Those familiar with the Archipelago might’ve already walked through the forested rope bridges, but for those who might not know about Omninesia, it’s a tropical, lush paradise made up of little islands, also called The Myrisles.



Like all arenas in Temtem: Swarm, the Omninesia arena has some landmarks that are reminiscent of the island they’re representing, like a little version of them.

The spirit of the Omninesia people encourages communication and trade, so you’ll find bridges, passageways and even The Lift, a masterful invention seamlessly integrated amongst nature.



Stay under the leafy shade of the magnificent Great Banyan, and take a while to walk the flywalks, but be mindful of your step! Your surroundings can swiftly change into burning pools of lava and volcanic ash!



And of course, the Tems! Temtem inhabiting Omninesia are usually from the Nature type, the Fire type, and all their combinations. Other Omninesia inhabitants might also make an appearance.



The Omninesia arena is a totally new map and challenge that you’ll be able to enjoy and conquer in Patch 0.6, but of course, that's not all! Patch 0.6 will add two new playable Tems, two new waves to the Saipark map, new enemy behaviors, more spots, and more secrets that we'll reveal as the time gets closer!

[previewyoutube][/previewyoutube]

Now that the holidays are over, the teams at Crema and GGTech are pushing to get Patch 0.6 in your hands as quickly as possible, and when we have a solid date, you’ll be the first to know! We hope you’ll receive it with open arms!

Patch 0.5.3

Important notice


Hi Tamers! Although today's patch is an improvements and fixes one, we're hard at work on our next content update, and we'll share a sneak peek —almost a preview!— next week! So as usual, stay tuned!

Some content from the future 0.6 update made its way into this update accidentally, on the Saipark map. That content has now been removed, and it will be added back to the game on patch 0.6, as intended. We apologize for the inconveniences.

New stuff
  • 👥 New setting: Dash direction.
    • You can now choose whether you want to dash in the direction the Temtem is moving (the default one so far), or in the direction you're aiming.
    • If you're not actively aiming, it will resort to the movement direction.
    • You can switch between these two options anytime in the Settings menu. The movement direction dash is the default option.


Improvements
  • 👥 The Block feature will no longer consume your choice for that level up!
    • You can now block a perk and still choose a reward from the remaining available ones.
    • The perk you've blocked will still take up its slot, so you'll choose from the remaining, pre-existing ones you had gotten.
    • You can only use one block per level up screen.
    • If you choose to reroll after having blocked a perk, you'll get all new options, including the slot (not the perk you'd blocked, but a new one) you hade previously blocked.
  • We've made some adjustments to the way Skill Tree Nodes that can be discovered but not unlocked are presented.
    • Up until now, some Nodes unlockable by completing Kudos could be viewed but not reached because other locked Nodes were in the way. This was part of progression, and it was intended that they were not reachable just yet, but it created a negative feeling on players of seeing something and not being able to get to it.
    • We've now locked those Nodes just like the ones not yet in-game, and they'll be unlocked and available once their surrounding Nodes are.
    • We hope this will help improve the feeling while we work on adding more Nodes and more content!
  • We have reworked Aohi's Sacred Pillars so the previsualization of the chains informs players that they deal damage.
  • We've given Water Cannon and Water Cannon+ a visual rework!
    • Since this is one of our first Techs ever, we felt it was a bit lackluster compared to the new ones, so we've given it a glow up!
    • We've also taken this chance to make the water torrents a bit more transparent, so they are not as intrusive as before.
  • We have adjusted Tentacle Slash's tentacles so they don't appear under terrain anymore.
 

Bug fixes
  • 👥Fixed being unable to level up or open boxes in a co-op run if we had leveled up on close timing with fainting or reviving.
  • Fixed players being unable to level up if Crystle applied its ultimate Technique to a Boss or Miniboss
  • Fixed a softlock and an error after changing Save Profile and trying to create a Co-op lobby.
  • 👥Fixed getting stuck in a tree in Arbury by using Dash.
  • 👥Fixed getting stuck in some areas in Tucma by using Dash.
  • Fixed being able to activate spots while in Ghost mode
  • 👥Fixed that Toxic Waste would no longer leave the intended toxic trail behind if our Temtem evolved.
  • Fixed being able to navigate the game with the Backup pop-up open.
  • Fixed seeing water react as if the Boss of that map were still in it if we re-enter a map after defeating the Boss.
  • Fixed a mysterious black line in Tucma.
 

Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server and subreddit.