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Temtem: Swarm News

Temtem: Swarm is a survivor-like bullet heaven with cute creatures to evolve out now

Available now in Early Access, survivor-like bullet heaven Temtem: Swarm is another game entering the crowded but popular genre from developer Crema.

Read the full article here: https://www.gamingonlinux.com/2024/11/temtem-swarm-is-a-survivor-like-bullet-heaven-with-cute-creatures-to-evolve-out-now

Temtem: Swarm – Early Access Launch is Here!

Hey Tamers!


Get ready to dodge, weave, and blast your way through swarms of enemies with your friends! This isn't your grandma's creature-collecting game. It's a high-flying, attack-dodging, boss-bashing extravaganza!

We've been listening to your feedback and buzzing with excitement to bring you this polished Swarm experience. You've shown us some serious love throughout the last few months. Now it's time to return the favor with a game that's as fun as it is challenging. So, what are you waiting for? Let's Swarm!

[h2]Key details about Temtem: Swarm's Early Access launch:[/h2]

Early Access Duration: Approximately one year
Initial Early Access Content:
- 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 movesets
- 5 in-game Event types
- 37 Gears
- 77 Techniques Total (7 Active, 35 Passive, 35 Synergies)
- 342 Kudos (in-game achievements)
- Steam Achievements

Check out the Full Patch Notes for this launch here: https://store.steampowered.com/news/app/2510960/view/4485116667196604476

[h2]Join the Swarm today![/h2]

There are so many ways for players to enjoy this new game! Here are a few:

Just the game!
https://store.steampowered.com/app/2510960/Temtem_Swarm/?utm_source=post&utm_campaign=earlyaccess&utm_medium=steam

Love the jams? Get the Game and the Original Soundtrack Bundle at 10% Off!
https://store.steampowered.com/bundle/45484/Temtem_Swarm__Original_Soundtrack/

Ultra Temtem fan? Get the OG Temtem and Temtem: Swarm Bundle at 10% Off!
https://store.steampowered.com/bundle/5983/Temtem_Swarm__Temtem/

That’s it for now

It’s Swarmin’ Time!

We, the devs, play Temtem: Swarm's Early Access version!

Hi Tamers!
Temtem: Swarm launches on Early Access today and we looooove to partake in big days like this!

So Tsukki (me!), Community Director, Mmmmaria, Community Manager, and Alex, Marketing Director, join forces again today to defeat an even more polished, cooler, and maybe a bit OP? Swarm!

https://steamcommunity.com/broadcast/watch/76561198193983025

Don't miss Temtem: Swarm, out NOW!

Patch 0.5

[h2]IMPORTANT NOTICE[/h2]
  • If you played Temtem: Swarm's Playtest, or Demo, your progress for the Early Access release is maintained. However, all the Skill Trees upgrades have been refunded to you, and all the spent Pansuns are back in your inventory and not tied to any particular Temtem, so you are free to spend them again in whichever Temtem you like.


[h2]NEW STUFF[/h2]
  • Added 3 new maps: Arbury, Tucma, and Saipark.
    [list ]
  • As a homage to the original Temtem game, the Saipark stage will feature a number of different Swarm waves that will rotate daily. We'll be adding more wave configurations in the future so there's more variety!
  • Saipark will also hold some more special things in the future, but that will have to wait a bit
Added 3 new playable Tems: Smazee, Houchic and Crystle.
[list ] Smazee has been added as a starter Temtem, and will be available from the initial selection along Platypet. This way players can choose one or another to start their adventures into Swarm!
You can unlock Houchic and Crystle from eggs, like you've been doing so far!
Added 12 new Techniques and 20 new Synergies.
Added +250 in-game Kudos.
We've added lots of new enemy Tems, accompanied by some new enemy behaviors that will surely challenge your survival chances!
Frontal-facing techniques can now be aimed using the mouse or the second joystick.
[list ] When aiming, a small arrow will appear around the Temtem to indicate the path they are going to follow.
When not aimed, these techniques will automatically target the nearest enemy instead.
We didn't want to lose being able to move using the mouse, so you will now be able to select the mouse behaviour in the settings between Click & Aim (it will only work for aiming now) and Click & Follow (it will only work for moving).
Not being able to aim has been, without any doubt, the biggest issue we got during our Playtesting and Demo periods. We're so happy we've been able to fulfill this massive task in the short time between the Demo and the Early Access release, and we quite like the result. The current implementation should work for all kind of players since everyone's still able to just ignore aiming and keep playing as before, but better, because now those techniques will auto-aim to the closest target. Each stage will now have a Pansun multiplier that will affect all Pansun gains in that stage. As difficulty progresses with each new stage, so will the Pansuns you earn!
Starter Tems (Platypet & Smazee) will now have a small amount of Pansuns in their individual Temtem wallets, so you can get a head start on their Skill Trees.
We've added Steam Achievements:
  • 62 Achievements are available for this release, and we will keep adding more with each bigger patch during the Early Access.
  • If you got some of these achievements during the Playtesting or the Demo, the achievements will be instantly unlocked when opening the game now!
Each player now has three different save slots to use.
  • Players can swap their current save slot in a new menu, located in the Settings.
  • They can now also reset a save to start from scratch.
  • Using this screen, players can check their progress in their save, indicated by the percentage of Kudo completion and the total playtime.
Added a Quality selector to the settings menu. Using this, players can choose between different graphical quality presets (low, medium, high) which can improve the performance of the game on lower spec devices. Players are also able to customize each individual setting instead of choosing a pre-defined preset.
Added tutorials for the Skill Tree.

[h2]IMPROVEMENTS[/h2]
  • We've hugely reworked how Spots (in-game events) are spawned and positioned:
    • Before, spots were pre-determined in both type (Nest, Pansun Fest...) and location, leading to them being predictable and getting boring after a few runs.
    • Now spots will spawn randomly through the run, so each game will be different. There are a lot of rules in place so as not to swamp players with too many spots (or too few), and we hope  it feels much better than before overall. We'll be listening to your reactions to this change!
    • We're planning a further and deeper rework on Spots, which includes reworking some of the current Spot types, creating new ones and reworking their rewards too. We'll be working on this on future patches during the Early Access period.
  • The new default gamepad button for using the ultimate is now LB (LT can also be used), and the button for dash is now RB (RT can be used too).
    • We're working on the controller and key remap feature, and we're hoping to have it relatively soon! With this you'll be able to set your keys and buttons any way you prefer.
    • We're really sorry about your muscle memory, but this button setting feels much nicer overall now that you need to use your second thumb in the joystick too.
  • Pansuns will now display with decimals.
    • This was already happening internally due to Pansun multipliers like the Panloupe, but now the info will be displayed to players.
    • At the end of the run, Pansun decimals will be rounded down to the closest number.
  • The Kudos menu now has a pre-selection menu, or lobby, if you will, which improves the navigation and allows players to directly zoom in into any specific Kudo group they want to check out.
  • We've improved the loading screen. It will now showcase the selected Temtem (or Tems when playing in a co-op party), and it will also show interesting tips or fun facts!
  • Techniques will now display their targeting on their little info card, so players can better know how they will behave when picked.
  • Improved the visibility and readability of the status conditions affecting the player.
  • Only the two closest healing items will be displayed as markers in the map now, in order to avoid too much clutter on screen.
  • Leaving a run will now go through the same flow as getting knocked-out, so doing this will get players to the end-of-run screen. This will allow you to unlock Kudos and receive the rewards gathered during the run.
  • Reworked the movement speed icon to make it more obvious.


[h2]BALANCE[/h2]
Due to the nature of the change to aimed techniques, we more or less had to rework and rebalance the whole game, including almost every Technique, so we're not going to reflect all of the changes this time. We will consider this patch as a "clean slate" for balancing to work upon for future patches.

[h3]Techniques[/h3]
  • Toxic Ink has been reworked. Instead of shooting one frontal beam, it will now shoot a beam that rotates around the Temtem, damaging the enemies around.

[h3]Economy / Other[/h3]
Stage breakables will no longer grant Pansun pickups after the 15 minute mark.
  • While we love to see the players' creativity in ways to farm infinitely while escaping from the boss, we don't want that to become the main way to farm Pansuns and make players feel forced to do so to improve their farming. With the new stage multipliers for Pansuns, farming during the runs should be much more efficient (and fun!).


[h2]FIXES[/h2]
  • Fixed a softlock in co-op when all players leveled up at the same time while defeating the final boss.
  •  Fixed Pansuns not being added when opening a chest.
  • Fixed some placeholder text being displayed in the end-of-run menu if players had severe lag issues.
  •  Fixed players becoming invulnerable after swapping the Lunch Box gear while having low health.
  •  Fixed Gear descriptions in the pause menu showing the incorrect information.
  • Fixed a layout problem in the end-of-run menu that was displaying the maximized tech icon incorrectly.
  • Fixed end-of-run menu wrongly counting up the time a technique has been used if the technique had been replaced during the run.
  • Fixed co-op spots breaking the run if players had severe lag issues.
  • Fixed being able to early unlock a skill tree node with Platypet.
  • Fixed some incorrect behaviour when pressing the prompts Upgrade and Reset All at the same time in a skill tree.
  • Fixed incorrect spot signs appearing while having a spot nearby and a player activating other different spot.
  • Fixed the text for synergies not appearing in some languages.


Some of these fixes, features, and improvements were originally suggested, inspired by, or reported by our community.

1 day to Early Access launch! Let's talk Kudos and the Skill Tree!

Temtem: Swarm is launching TOMORROW, and we wanted to commemorate every step along the way.
We want to help new players embark into their Temtem adventure with all possible info, so we’re going over two core gameplay features: Kudos and the Skill Tree.



[h2]Badges of progression[/h2]
Kudos might seem like they’re just internal achievements, but in Temtem: Swarm they mean so much more! Kudos are the key to unlock a lot of content, like Synergies, Skill Tree nodes, Pansuns, even new Gears!



Achieving Kudos can happen while playing normally, but some require thorough playing! You won’t be able to unlock all Kudos from the start, though. Instead, Kudos go through three stages: Locked, Unlocked and Achieved.

The Locked stage is where we all start from. You cannot see what the Kudo is about at this stage, nor what the reward is. You must play until you discover this Kudo. You’ll get a list of discovered (and completed) Kudos at the end of a run, so keep an eye on them!
Please note that the Kudo shown in the screenshot is one that hasn’t been added to the game yet. You’ll be able to tell these apart by the Coming soon! sign.



Then, once you’ve unlocked and discovered the Kudo, you’ll be given the instructions on what to do to achieve it. At this status it’s basically a matter of time! Not all Kudos are created equally, so some are way harder to achieve than others, but they also provide juicier rewards. Here’s an example of a discovered Kudo that hasn’t yet been achieved:



Last, but not least, you’ll achieve the Kudo, yay! This will happen during the match, and you’ll be notified on the end screen of the run. The rewards will be added automatically, and you can start enjoying them right there, or in the next match. Achieving a Kudo will also unlock a fragment of the hidden picture, will you be able to map out the entire image?



There are more than 340 Kudos in-game in the Early Access version, so we believe you’ll be entertained with these for a while. Persevere, Tamers!

[h2]Improve, adapt, overcome[/h2]

Skill Trees are at the core of the Temtem: Swarm experience, and we don’t say this lightly! Your Skill Tree can be the difference between winning and losing a run, and you enjoying some extra perks or not!

Every Temtem has its own Skill Tree, and they work separately from each other. Progressing in one Skill Tree will remain on that one Temtem, never extending to others. But don’t rush it! You will only be able to access Skill Trees after defeating Cipanku’s first mini boss, Cycrox.



To unlock and upgrade Skill Tree nodes you have to spend Pansuns on them. The amount of Pansuns required will change depending on the level of the node unlocked, or how significant the unlocked perk is! To give you an example, increasing the amount of Gears a Temtem can carry during a match is more expensive than increasing its maximum HP by 10%. It does make sense, right?

Since there’s so many different Skill Tree nodes that you can unlock, we’re aware that exploration is going to be key, so we are providing you with the option to reset a Skill Tree at any given time, get the Pansuns spent in that Skill Tree back into its wallet, and start appointing those Pansuns anew! Do keep in mind that the Pansuns spent on one Skill Tree will always be tied to that Tem, so if you reset the Tree you will only be able to use those Pansuns on that same Tem.

Two important bits of info that you need to know for the Early Access version are: first, if you had played during our Demo and progressed in any Skill Tree, or many, we’re resetting them all and refunding you the Pansuns spent with no ties to any Skill Tree in particular! This is the only time Pansuns spent in one Skill Tree can be reallocated into another, but we didn’t want to force you to play exactly the same way as before when so much new content has been unlocked.

Second, we’ve implemented a little cap on Skill Tree spending. This will only be in place during the Early Access period, and it will be increased with every update we make. The cap will be entirely removed once we reach the full version.



While we don't inherently want to limit the possibilities in the current gameplay, not doing so creates a problem for future patches, where the more dedicated players are going to be overleveled for any new content when it releases. This has happened before, during our Early Access experience in the original Temtem game, so we wanted to take some precautions in order to partially avoid it.

To leave you on a sweet note, the starting Temtem, Platypet and Smazee, already start with a bit of pocket money to spend on their Skill Trees, so you can get a head start on those two! Remember you’ll have to defeat Cycrox first, though!

We hope you're as excited for Temtem: Swarm's launch as we are. The days have flown by, and tomorrow is already launch day… it feels unreal to even say it.

Have fun and Temtem up, and until then remember you can