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Patch 1.8 is here to revolutionize the world of Temtem!

Important notice


The focus on this patch was to make Temtem more enjoyable in a more casual way, putting aside our long-held fears that having things become too easy would destroy or make impossible a proper, stable player economy. Screw that! We've made adjustments to most gameplay areas so goals are more achievable and accessible, and most things can now be obtained in less time. In this new Temtem era, the dream of having Luma and Umbra Tems will become a reality for more players, but we still tried to keep the flow of new Lumas/Umbras comprehensible. We've also added new measures against backtracking during the campaign, improved the economy for players on the early stages of the game, made endgame activities easier and more rewarding, revamped Saipark to last a long time, added some nice touches to ranked play, and muuuuch more. We're also opening the floodgates on all cosmetics and Tamer Passes, so the Archipelago is sure to become more colorful! There's hardly any area of gameplay untouched in this patch, so we recommend you give these bad boys a read, or else you might be caught off guard by the changes, or even miss some interesting perks!

This patch is huge, special and bittersweet: it's Temtem's last big planned patch. From now on we'll meet back here from time to time for small bug fixes, and the occasional balance changes. We've reached our original goals for Temtem, fulfilled –even surpassed!– our planned roster of Tems and islands, and saw this game become bigger and greater than any of us could have ever dreamed of. As we kiss it complete, we want to put the cherry on top by making sure everyone, all of you who've been playing for years and any upcoming newbie snatching Temtem for the first time, can have the most enjoyable time while playing.

We hope you like patch 1.8, and that it makes Temtem nicer to play, replay and return to. We also hope you'll stick with us as we discover new genres, learn and become better devs and continue enlarging the Temtem universe with more games, animated series, more merch and whatever the future brings, be it project Downbelow or a future —yet unplanned— Temtem 2.



New Stuff


Welcome to the new Store: not Premium, nor rotating anymore!
  • The Store will not rotate anymore, and the Weekly Feature section has been removed.
  • The Store is now an enormous, permanent recollection of all previously Premium cosmetic items in Temtem, all of them purchasable with Feathers.
  • We've added all the cosmetics available in the previous Store (both items in the daily rotation and all the history of items available in the weekly featured rotation). You'll also find all items from past in-game events, the cosmetics from all Tamer Passes (this will allow people to access the cosmetics even if they don't want to farm the Pass, and to have multiple copies of those that allow it), and a handful of extra items that were currently outside of player's reach, mostly common cosmetics and furniture for Housing.
  • Items that are not part of the store are: promotional items (such as the Paharo Mount or Twitch drops), items available in Tamer's Paradise, items available in the normal Boutiques, items obtainable through the Challenge Modes, furniture obtained through Dojo Wars, and items obtainable through the Arcade Bar.
  • The rotating nature of the Store was the main cause of FOMO that still remained in the game. Part of our desire for Temtem to be enjoyable for as long as possible without new updates includes making sure there is no FOMO left, and offering a greater fan of customization possibilities for players.


We've revamped Luma and Umbra hunting:
  • The new appearance rate for Luma is 1/2.000.
  • The new appearance rate for Umbra is 1/20.000.
  • Umbra and Luma radars will now break after you capture an Umbra or Luma Temtem during that radar.
  • New item: Umbra Radar Box. It will provide a random Umbra Radar when used. You can purchase them at Nanto Labs.
  • The price of Luma Radars has been lowered a 20%.
  • Let the party commence! We want players to have a better shot at finding Luma and Umbra, while also keeping some control over hoarding Luma and Umbra Tems. It's now way easier to find the Luma/Umbra you want, both with Radars and in Saipark, but it should be a tad harder to get 40 copies of your fav Luma/Umbra. To give you some numbers, in 1.7 the chance of finding a Luma/Umbra in a radar was 19.22%, while with patch 1.8 the possibility has gone up to 55.13%.


Saipark is now a whole different place:
  • You will no longer have to pay a fee to enter the Saipark.
  • All weeks will be Luma week at the Saipark.
  • You will only be able to capture ONE Luma Temtem per week in the Saipark. Once you've achieved your weekly Luma catch, no more Luma Tems will spawn in the Saipark.
  • You will now be able to use any type of TemCards in the Saipark.
  • SaiCards will remain, but their special conditions will disappear: they will no longer have an expiration date, will be purchasable from Temporiums and will be usable outside of Saipark.
  • SaiCards will have a normal capture rate (x1) in all zones except Saipark, where it will have a doubled chance (x2) to capture the Tem.
  • These changes are made with the main goal of removing as many as possible of the current pain points of the Saipark, and making the experience a lot easier and more enjoyable, which as you can see is the general trend of this patch. Like for Luma & Umbra and radars, we had to put down some limitations so it didn't get out of control, even more so in Saipark's case because of our ongoing battle with bots. It will now be easier to find a Luma in Saipark, and it's now free to enter, so most players will be rewarded with a sparkly new Tem. We've also made SaiCards a choice instead of an obligation, while allowing the most aesthetic-oriented players to keep that Saipark drip!


Select any Tamer Pass, from any Season:
  • You can now select which Tamer Pass from any Season you want to work towards at any given time.
  • You can select from all Tamer Passes, and switch from one to another in a second.
  • You can only have one Tamer Pass active at a time.
  • Your progress in each Tamer Pass is stored, including the progress you might currently have, so you won't lose anything while switching from one Tamer Pass to another.
  • You'll be able to purchase the "Premium" (please keep in mind there's no longer any Premium currency in Temtem, but we don't really have a name for this section yet) track of any Tamer Pass you choose, and it'll remain unlocked even if you change to a different Tamer Pass.
  • Your selected Tamer Pass and its progress will be maintained across platforms.
  • While we announced this change a while back, it's also part of our intention to address FOMO and fully eradicate it from Temtem so all Tamers can enjoy things at their own pace.


An entirely new Ranked system:
  • Everyone's TMR will be reset to 1000 with the launch of patch 1.8. This will ensure a cleaner slate for the competitive scene following all these changes.
  • Ranked Seasons will now happen automatically every two months. This will take place during the scheduled maintenance period, usually the first Monday of each month.
  • There will still be a seasonal TMR reset like there has been up until now, following the same formula and recalculating TMR for each range based on the population, just as it has been so far.
  • When the competitive season changes and the TMR is reset, all players will receive a Feather reward based on their rank when the previous season ended. It will follow the same logic as all these past seasons, with the only change being the reward.
  • Rewards will rank from 1000 Feathers for Bronze, up to 7000 Feathers for Legend players.
  • The compulsory ranked placement matches have been reduced from 10 to 5.
  • The TMR multiplier of the placement matches has been reduced so they are not as decisive as they were before.
  • We have reverted a past change that limited the amount of TMR you could lose to an opponent with a lower TMR to that of your current TMR; if you lose against an opponent with lower TMR, you will lose the natural amount of TMR resulting from the rival's TMR number.
  • We have also reverted a past increase in K-factor in ranked: we've reduced it so variance in TMR is not that significant.
  • TMR will now be displayed.
  • You'll see how much TMR you win or lose from a Ranked match in the result screen of it.
  • It will now show on the Tamer Profile of each player alongside the rank. It will only be displayed once the Tamer has completed their placement matches.
  • It will also be displayed on the Competitive lobby.
  • With the Tamer Season system gone, the Ranked system can finally have its own schedule. We we want to ensure ranked playing still provides cyclic changes and rewards, and we've taken this chance to provide ranked players with features they've requested for a long time. Some of the changes made are also intended to combat the TMR inflation the game had been suffering for some months.
  • Please note: due to a bug, when you log into the game for the first time after a patch, you'll get a message saying you've earned a lot of Feathers. It's a visual bug, and you're not actually getting those Feathers, but rather the Ranked rewards from Season 7.


Every Tamer's Paradise activity has been adjusted and changed. Here's a complete list of everything added and improved upon!
  • We've changed the behavior of the flame icon on Tamer's Paradise activities.
  • Every activity used to have its own threshold to enter flame levels, and it was confusing. We've equalized the threshold across activities to 100, so now you'll start seeing the flame icon after surpassing level 100.

TemSafari
  • We've added a reroll option for the banned types in TemSafari.
  • When doing a reroll, the game will offer you a new list of banned types for the activity.
  • You can do as many rerolls as you like, as long as you have the funds for it.
  • It will cost Pansuns.
  • The number of banned Types has been reduced from 4 to 3.
  • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: wild Tems will now appear at level 75, and go up one level per new Tem. After 18 Tems have been defeated, newer Tems go up 2 levels per new Tem. After another 18 Tems, they go up 3 levels per new Tem, etc. The leveling up curve is less steep now, allowing Tamers to go farther in the activity.

DraftArena
  • Enemies will now appear at level 73, and go up in level in increments of 3.
  • DraftArena will now display a full battle log when entering combat, even before you have seen the rival Tems.

GritArena
  • We've added a reroll option for the banned Tems on GritArena.
  • When doing a reroll, the game will offer you a new list of banned Tems for the activity.
  • You can do as many rerolls as you like, as long as you have the funds for it.
  • It will cost Pansuns.
  • The number of available Tem species has been increased from 50 to 60.
  • The number of banned Tem species has been reduced from 45 to 35.
  • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: enemies will now appear at level 72, and go up in level in increments of 6.

DigiLair
  • The Tems you receive at the start of a DigiLair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.
  • All target Temtem on DigiLairs have received a scaling buff on their Luma and Egg Move chances. The higher the difficulty, the bigger the boosts.
  • The price of a DigiLair token has been reduced from 7k to 5k Pansuns.

Evershifting Tower
  • We've also added the option to run away from one NPC Tamer per run in the Evershifting Tower.
  • It's the same prompt used to run away from combat against wild Tems.
  • The Tamer will disappear after you choose to run from them, but you will not get any rewards from it.
  • You won't be able to skip Tamers that block access to a new floor, the ones marked with the quest icon. You must fight those.
  • You can now always run away from wild Tems in the Evershifting Tower.
  • Evershifting Tower will now display a full battle log when entering combat, even before you have seen the rival Tems.


You can now skip animations during combat:
  • If you enable this setting, you will skip: Tems' entrance in battles, Technique animations, Status condition animations.
  • You will not skip any information, and will still see the result screen, or the experience screen.
  • This will be a new selectable setting in the Settings menu.
  • This might come as a surprise to many of you, as it was a change we haven't agreed with for a long time. Back at the start, when the forums were the place to suggest ideas and there were only 3 islands, we commented in passing that we'd like to include this in the game, and it was a viable design choice. However, as Temtem grew and we became aware of the player economy that was bubbling up, and how important it was becoming, we realized introducing this setting would bring forth a lot of trouble for its effect on said economy. We decided against it, because as it were, including it would mean everyone would have to activate it to be able to take part in the economy. Faster combat meant faster Luma hunting for those who activated it, thus creating a situation of imbalance. With Temtem having reached completion, we are not that concerned about the economy anymore, and we'd rather have players of all levels of experience, skill and commitment happy and satisfied, enjoying the game more. Since patch 1.8's trend is to make the game kinder, more enjoyable for casual and devoted players alike, you can now skip combat animations.


You can now see when a Temtem will evolve.
  • You can see the level at which the Temtem will evolve on its details page, right under the location where you encountered it.
  • The message will let you know either the level at which the Tem will evolve, or that it's ready to evolve (in case you had previously stopped its evo for any given reason).
  • While we couldn't add the exact level at which it was caught because of technical reasons, we believe this is a fitting solution to the problem of not knowing when a Tem was going to evolve!
  • You can now select directly from your TemDeck when handing over a Temtem to an NPC.
  • You'll be able to access the Tems on your TemDeck when requested a Tem by an NPC, be it for a quest or an exchange.


We've added a new item: Temessence Ampoule.
  • Similar to the Temessence Phial, it recovers 50% of HP of your entire Team.
  • It's, however, a consumable item. You'll be able to purchase it on Temporium after Tucma.
  • You'll find some Temessence Ampoules around the world as well. We've introduced new spots to reduce backtracking during the campaign.
  • It cannot be used during battle.


New item: ETC Pieces.
  • ETC Pieces are fragmented bits of ETCs (Egg Technique Courses) that you can obtain from loot pools, Wishing Wells, or endgame activities like Lairs.
  • You can trade these ETC Pieces for any specific ETC at a new shop located in Tamer's Paradise, the endgame island.
  • All ETCs will be available to exchange at the shop!
  • Different ETCs will have a different price in Pieces, but this is a surefire way to obtain those ETCs you might have been after.


We've added three new usable furniture pieces from the Temporium!
  • You can now have a TemDeck, a Vault and a Healing Machine in the comfort of your own house!
  • These replicas work exactly like their Temporium counterparts.
  • They will be included in the Store.


We've added a new Wishing Well on the Pansun. It can drop pheromones from all Temtem types. You can exchange Mythical Tems for WishYouWell coins.
  • Have one too many of those big boys? Ellie, on the Pansun, will gladly take them off your hands and give you two coins for your trouble.
  • It doesn't matter which Mythical, or whether it's regular, Luma, or Umbra: the return is always two coins.


We've added an Unstick option at the end of the Settings menu.
  • It can be used once every 8 hours.
  • It cannot be used in the Challenge Modes to prevent exploiting.
  • This command will help in cases where players find themselves stuck on different situations.
  • If you're in combat with an NPC, the command will get your character out of battle first, and moved to the Temporium you'd last visited.
  • If you're out of combat, your character will be moved to the Temporium you'd last visited.



Improvements


We've increased the reward of NPC Tamers by 40 Pansun each.
  • We made this change to improve and favor player economy during the early stages. You will most notice this on the first two islands, Deniz and Omninesia, where you will now be able to buy a Balm with every Tamer you defeat. This will allow for faster travelling and extra monetary comfort
  • A total of 685 Tamers have received this change, which means a total increment of 27.400 Pansuns in a complete game run.


Eggs wills now hatch faster.
  • From a range of 5-45 to 3-30 minutes, depending on catch rate.


All platforms have received upgrades to their loading times.
  • Our Tech team have tinkered with the memory management on all platforms to improve it across the board. This results in shorter loading times.
  • For a more in-depth explanation: Temtem uses Unity's Addressable system to load and download game assets. To put it simply, each addressable is one little box where we store different assets. For example, all assets pertaining to Platypet (3D mesh, texture, animations) are stored in one addressable, one little box. When we want to show Platypet in game, we simply load this box and all its contents ; once we don't want to show Platypet in-game, we simply unload that box.
  • We have updated the entire addressable system. The new version includes improvements in the way addressables are managed, so they take less to load and require less memory. This new addressable version couldn't handle past addressables, so we've had to redo all the addressables in the game. This is also why the size of this patch is slightly larger than usual: all the addressables in the game have been rebuilt.
  • You'll be able to feel this when loading up the game, teleporting, entering and leaving buildings and entering and leaving combat.


Switch has received extra improvement on loading times.
  • On top of the previously mentioned loading times improvements to all platforms, Switch has gotten a severe enhancement of how it handled and cleaned up memory. Since memory management has been improved, we can now allow for better memory allotment.
  • We've lowered the quality of textures on Switch, so they take up less memory and contribute to the general improvement of loading times. This is a small sacrifice in looks that will go a long way in performance.


Anahir can now be selected as the target Temtem on DigiLair.
  • Since it doesn't have spawn points in the wild, DigiLair will treat it as if it were a Temtem with a 5% encounter rate.
  • We understand that achieving Anahir Luma, or even Umbra, were tasks that were getting more difficult as fewer new players joined the game, putting those Anahir into circulation. With this change we hope players who have that goal in mind can feel it more feasible.
  • Please note: due to a small bug with the amount of Luma Drops it provided, you won't be able to exchange Luma Anahir at Nanto Labs until next patch.


Mythical Lairs have been adjusted:
  • The Tems you receive at the start of a Lair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.


The minimum required Warriors for Dojo Wars has been reduced from 9 to 5 members of a club.
  • Now clubs with less active members can still take part in Dojo Wars!


We have removed the Kudos for winning tournaments and Dojo Wars. 
  • These two Kudos, Champion and Dojo War Champion, will be hidden from the list of Kudos and removed from the requisites of the Archtamer Kudo.
  • Players who had already completed these Kudos will keep the title.
  • In our effort to make Temtem as enjoyable and sustainable as possible without content updates, and with greater attention to a less populated environment we want to ensure these Kudos, hard to obtain with a lower population, don't stand in the way of completion of other Kudos.


We have added a new Folder to the Backpack: Patch folder.
  • This includes all the Patch gears that prevent a Tem from gaining TVs on a particular stat.


We've increased the amount of different Stickers each player can find.
  • While this does not completely remove trading from the picture, each player can now find more Stickers without help.


Stickers can now also be obtained from completing Postal Service daily quests!
  • The chance to get a sticker is higher the more packages you get to deliver.


We have changed the way X/Y Incubator tickets work.
  • It will now add a 30% plain increase to the existing gender probabilities. So if the Temtem had a 10% chance of being male, by using a Y Incubator ticket, the chance will rise up to 40%.


You can now purchase WishYouWell coins using Feathers.
  • Sold by Soulful Souldad at the Tamer's Paradise mall.


We've added more cosmetics and housing furniture to the Wishing Wells! All come from those available to purchase with Pansuns.

We've changed the loading screen for teleporting, which caused eye strain for some players, and also the one for the Narwhal, and for the Umbra spaceship.

We've added an internal trigger on the Innkball ramp so players can open the door from the inside and avoid having the ball get stuck on it.
  • This improvement made to the Innkball minigame was a response to a bug that happened after we had sent the Nintendo Switch build to certification, so that change didn't make it into the Switch version. We'll add this change into the Switch version in a following update, and we apologize to Switch players for this mishap.


We've updated the time goal for the Speedrun Challenge Mode.
  • It has been lowered from 10 hours to 9.5 hours.
  • The Speedrun Challenge Mode will have the option to skip animations activated by default. Players can turn them off in settings if they want to.
  • Since this patch includes a lot of improvements that help complete the campaign faster, such as more Pansuns, the Temessence Ampoule and the option to skip animations, this challenge mode has been revisited to reflect those changes.


We've created a separation to ensure the recent items tab in the Backpack isn't affected by playing Evershifting Tower.
  • Now you'll see the recent items for Evershifting Tower only while you're in it, and they won't persist after you leave the activity.



Economy
  • The price of the Matter Transfer Drone has been lowered, from 250 to 100 Pansuns.
  • As mentioned above, the price of Luma Radars has been lowered a 20%.
  • The price of Luma Chromeon Radars has been reduced an extra 50% on top of the price reduction for all Luma radars.
  • The price of a DigiLair token has been reduced from 7000 to 5000 Pansuns.
  • The price of all purchasable items on the Breeding Center (DNA Strands) has been reduced a 50%.
  • We've reviewed all the prices in the ETC shop according to Trade House tendencies to make sure they align with it.


PvE
  • Dojo Parks will now reward 2 more Telomere Hotfixes, and have a better chance to drop a Telomere Hotfix: Trait Swap.
  • We have reviewed and updated the TV spreads and Technique Pools of all Tems you can rent/use in endgame activities, such as Tamer's Paradise activities and rematches.


PvP
We couldn't fit all the PvP balance changes in here! Please head over to our website for the full list of changes.

Bug Fixes
All platforms

  • Fixed a softlock in TemSafari if your last two Tems faint at the same time.
  • Fixed a softlock after attacking a Temtem with Bait and fainting in that same turn.
  • Fixed a softlock when swapping in two Tems with Gears that trigger upon entry on the field and that induce Status conditions.
  • Fixed a softlock caused by a particular situation when swapping in a Landing Transmog Mimit and a Protostar Galios.
  • Fixed a softlock when and NPC Tamer's Tem dies to the effects of our Pigepic's Fainted Curse.
  • Fixed getting stuck when starting a cinematic that involves player movement if the player was sitting.
  • Fixed that the rewards from the Challenge Modes were being tied to secondary accounts in the case of cross-progression. Rewards are now tied to primary accounts.
  • Fixed that cosmetics purchased using Feathers on the Premium Store on a secondary account were linked to it, as opposed to the primary account. Items purchased with Feathers should remain linked to the primary account, and return to it upon breaking cross-progression.
  • Fixed that the reward for level 39 on the Frozen Tales' Tamer Pass was the wrong one.
  • Fixed that choosing some specific settings would lead to continuous error messages.
  • Fixed several desyncs in Temtem's HP and Stamina when certain Traits are involved.
  • Fixed a desync in turns left of Status Conditions that had been applied by Gears whose activating trigger was "when entering the battlefield" after Galios resurrected through its Trait.
  • Fixed a desync in Galios' HP when it rested for a turn after changing its Trait.
  • Fixed Bamboozle not triggering visually when applied on an ally with Kaleidoscope in PvP matches.
  • Fixed that the "1 turn of Poison" bonus was not properly applying to all enemies in the TemSafari.
  • Fixed not seeing the message to complete the placement ranked matches when trying to sign up for an in-game Tournament. This could lead players to think they had subscribed correctly when it wasn't the case.
  • Fixed that the info on obtained experience after defeating a Tem was being automatically skipped.
  • Fixed Trade nodes appearing as rest nodes in the map and mini-map of Lairs.
  • Fixed that we could do a second launch on Innkball if the ball had entered the zone from a very soft initial launch.
  • Fixed mouse-navigation in the waters around Properton to prevent players from getting stuck around some stairs.
  • Fixed that the rank logo of a player wasn't showing if they left for the lobby right after a replay, and then rejoined the game.
  • Fixed that, when hatching an Umbra egg that was on the first slot of the Squad, the newborn Temtem will not show the right Umbra particles nor VFX.
  • Fixed some internal issues when trying to place the Mimit Hologram plinth furniture in a house.
  • Fixed the MegaZizare Steed showing the wrong animations after performing certain jumps. RIP funny sleepy MegaZizare, you were really fun.
  • Fixed that the NPCs at the Crystal Shrine weren't turning around to face the player when interacted. Rude!
  • Fixed an issue with the scroll on the My Auctions section of the Trade House if players claimed the last 4 items from bottom to top.
  • Fixed that the Spectate button would quickly lose their highlighting color while hovering over it.
  • Fixed the message of successful buyout lingering on the screen for a few seconds too long.
  • Fixed that playing the Fomuball emote would cause other emotes to have show displaced VFX.
  • Fixed some UI issues when the resolution was widescreen 32:9.
  • Fixed an untranslated term the Weakener Lemon's description in German.
  • Fixed a wrong translation for the "What are you Buying?" kudo in German.
  • Fixed that the lighting on places would overlap with the lighting in the cosmetic preview of Stores and Tamer Passes.
  • Fixed an issue with lighting in co-op is we spent too much time on the Learning Tech screen followed by an evolution scene.
  • Fixed a visual issue on some trees in Deniz if the resolution was 21:9.



PC, PS5 and Xbox
  • Fixed not being able to trade duplicate copies of an outfit we're currently wearing.
  • Fixed some mounts that weren't displaying the right emissions.


PS5
  • Fixed that the same button press employed to dismiss a "Please disable the PSN-only setting" message was also interacting with the world.

Patch 1.7.1 is live!

Important notice
  • We have corrected the issue preventing players on consoles from making purchases with Feathers instead of Novas. All console players can now use their Feathers to purchase cosmetics, as long as they have enough Feathers for it.
  • Please do remember that the game will still prioritize using your existing Novas.


New stuff
  • A new batch of Pride flag banners has been added to Temtem!

You can redeem this new batch of flags by entering the following codes in the Redeem option of the Lobby screen.
  • HPPY-PRDE-PROG-FLAG
  • HPPY-PRDE-AACE-FLAG
  • HPPY-PRDE-AROM-FLAG
  • HPPY-PRDE-ALLY-FLAG
  • HPPY-PRDE-POLY-FLAG

You'll find the banners in your Vault after redeeming them.

Innkball
  • We have tweaked the button that closes the tunnel’s door so it can’t be activated from inside the tunnel, to prevent players from getting the ball trapped in there.
  • You can now shake the table by pressing the same button used to throw the ball. This will help if your ball gets stuck.
  • You can now shift the light points in the tunnel and at the top of the table by pressing the paddles’ input.



Balance
Temtem

#20 – Amphatyr
  • Petal Dagger has been removed from its tech pool.
  • Thunder Strike has been removed from its tech pool.
  • Electric Storm has been added to its tech pool.
  • Plague has been added to its tech pool.
  • Resin Trap has been added to its tech pool at level 96.



Techniques

Fiery Ballad + :
  • Damage has been increased 95 ⇒ 110
  • Priority has been increased Normal ⇒ High
  • Tornado
  • Stamina cost has been decreased 36 ⇒ 28.
  • Aquatic Whirlwind
  • Stamina cost has been decreased 34 ⇒ 30



Fixes

[h2]All platforms[/h2]

  • Fixed getting stuck during battle if a Temtem with the Kaleidoscope trait received positive status conditions from another Tem.
  • Fixed a softlock when reviving a Temtem with the Hurry-wart trait at the same time the rest of allied Tems faint.
  • 👥 Fixed that eggs were not opening upon relogging if the timer hit 00:00 while the game was closed.
  • 👥Fixed not being able to equip the Arcade Bar cosmetics right after obtaining them, requiring first a reboot to do so. You can now equip your cosmetics as soon as you obtain them.
  • 👥 Fixed Resilient proccing twice if the Temtem with this trait received healing.
  • 👥Fixed Resilient not working properly with Doom, beyond causing a blockage.
  • Fixed that Reactive Vial was proccing on a a Tem with the Nullified status condition if it had received an effective tech that applied status conditions, and then it removed the Nullified status condition.
  • 👥 Fixed seeing Mimit transformed into a different Tem if we leave a battle with the battle log open.
  • 👥 Fixed seeing the Evasion animation multiple times after using Bright Beam against a Tem with the Mirroring trait.
  • Fixed seeing the wrong Temtem on the Traits that trigger during battle.
  • Fixed a visual bug that caused us to not get the Gemtastic Kudo if we suffered a disconnection or game closure right after defeating the Lair Boss.
  • 👥 Fixed the Mythical Tems in Mythical Lairs not displaying their fainting animation when defeated.
  • 👥 Fixed seeing some Luma particles in combat after bringing out a Luma Tem.
  • Fixed seeing the code to share a Squad, from Showdown, in the battle log of a Co-op squad.
  • Fixed the sound preview on some musical emotes being too low or entirely missing.
  • Fixed seeing the Novas symbol on shops and other places where they aren’t used, like Boutiques or Shop Nodes in Lairs.
  • Fixed seeing the “Back” UI prompt in the Arcade Bar displaced after changing the aspect ratio of the game.


[h2]Xbox S/X, PS5, Switch[/h2]

  • Fixed the issue that caused players to not be able to purchase premium cosmetics using Feathers.


[h2]Switch[/h2]

  • 👥 Fixed some visual issues affecting any Chromeon in the Squad.



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

Temtem is part of the Steam Summer Sale!

Enjoy a monster-taming adventure as hot as the blazing summer sun, now 60% off its original price!

This discount extends to the OST, the artbook and the Deluxe edition, as well as our bundles containing them!



Have fun Tamers, and Temtem up!

Dance under the neon lights in patch 1.7, live now!

Important notice


KNOWN ISSUE FOR CONSOLES: You won’t be able to use Feathers to purchase items from the Store until 1.7.1.
This bug has been corrected for patch 1.7.1, which will be sent to certification on the very day we launch 1.7. It shouldn’t take more than two weeks to be certified and launched.
You will still be able to purchase the Tamer Pass with either Novas or Feathers. The bug only affects the daily and weekly Premium Store.
We didn’t want to postpone 1.7 any longer by re-starting the certification process, so we’ve opted for a new, quick build containing the fix, which is 1.7.1.
We deeply apologize for the inconveniences this might cause.


Premium monetization has been removed from the game.
As of this patch, you won’t be able to purchase Novas anymore. There won’t be an option for it in the Shop anymore, and the bundles are being removed from all the platforms’ stores.
Remaining Novas in player’s inventories won’t be removed and you’ll be able to keep using them to purchase cosmetics.
You won’t be able to combine both Novas and Feathers to make purchases: the game will prioritize using your available Novas over your existing Feathers.
We’re rounding up everyone’s Novas to a multiple of 50, to make sure any remaining amount is usable.
This rounding will happen to the Novas on each platform (remember: you have a common stash of them, and the ones purchased in each platform. All the info here).
All the loot pools that included Novas as a reward will have them swapped for Feathers.
The Weekly Challenges of Tamer Passes will now reward Feathers instead of Novas, and the Premium Challenges will have added Pansuns to them. Tamer Passes will now be purchasable for 2000 Feathers or 700 Novas.
Items will have a price of 2.5x times its price in Novas. For example, an item that costed 300 Novas will cost 750 Feathers.
If you don’t have enough Novas to purchase something, you’ll see its price in Feathers, and Feathers will be used to purchase it. Please pay attention to the currency displayed when making the purchase, as that’s the currency that will be employed.
Once you don’t have any Novas, the icon will disappear from the backpack and from the Store UI.
There is no time limit to use your Novas, so please don’t feel rushed to employ them, and take your time.


New stuff


  • Welcome to the new Season, Neon Reverie!
  • This Season is inspired by urban culture, and a mix between modern and traditional. It’s a Season for nostalgia, but also for trail-blazing.
  • Enjoy the best of cybernetic and ancient Neoedo in a new Tamer Pass and new Store items.

  • The Arcade Bar is ready to welcome all of you!
  • Play four different minigames inspired by the classics, but adapted and reimagined into the Temtem universe: Deniz Invaders, Innkball, Gharunner and Project Temcard.
  • Achieve certain scores to obtain unique rewards for each game, including housing replicas of the arcades, titles, and even a mount. You will also be able to obtain three new Gears through the Arcade Bar!
  • Challenge your friends and clubmates with an individual scoreboard for each game!
  • It’s a totally new building located in Neoedo, on the right of Nanto Labs.



Improvements
  • We’ve made some improvements to the notification of bonus Tamer Pass experience so players can see it more clearly.
  • We’ve introduced a safety checkpoint after the Tucma prison, for players who were getting stuck there.



Balance


[h2]Economy[/h2]

We have triplicated the Feather rewards on all activities that could reward Feathers. This includes, but is not limited to:
  • FreeTem!
  • Dojo Rematches
  • Postal service
  • Koish of the Week
  • Kudo completion
  • Ranked matches
  • Tournaments (top 4 participants, who received Feathers)
  • Dojo Wars
  • Mythical Lairs
  • Archtamers.
  • Tamer’s Paradise’s Evershifting Tower, TemSafari, DraftArena, GritArena, and DigiLairs.


[h2]PvE[/h2]

We have increased the bonus catch rate multiplier of the Four-Leaf Clover Gear, from 1.1x ⇒ 1.2x.

[h2]PvP[/h2]

  • The recommended Technique sets of all Temtem on the Showdown pre-defined builds have been revisited and adjusted, corrected or redone.

A note from our balance team:
Over previous patch cycles, we have been reading a lot of feedback from the community and there are a number of specific points that kept coming up, which we wanted to act on:

  • Too many dual-typed Temtem have access to efficient/powerful offensive techniques of both of their typings at 0 hold.
  • Too many 0 hold techniques have unconditional high priority.
  • Too many Temtem have access to both of the above at the same time.

An example of this is Tulcan. With Wind Burst and Fiery Soul, it could use offensive techniques of both of its typings on any turn, and one of these techniques also burned the opponent at high priority. As a result, it was consistently at the top of tier lists as these qualities made it “always good”. Our goal of this patch is to cut down on these types of Temtem, while leaving just a few like this. We don’t want to remove these kinds of Temtem completely as we believe Temtem with strong 0 hold techniques are an important part of aggressive play, which makes up a key part of the competitive ecosystem. However, it should be a more rare quality for a Temtem to have, rather than the norm which defines the benchmark against which Temtem are compared and evaluated. For this reason, we have decided to aim for Temtem learn sets, rather than apply a blanket nerf to high priority and low hold techniques. This has been at the core of our approach to balance for Season 7.


We’re sticking with the Highlighted Changes following your positive feedback on it! Remember that these changes will still appear under their respective categories lower down below.

[h3]HIGHLIGHTED CHANGES[/h3]

[NEW] Fiery Ballad
Type: Fire
Damage: 95
STA cost: 25
Hold: 1
Priority: Normal
Attack Category: Physical
Target: One Target

[NEW] Fiery Ballad +
In combination with a Wind ally, Fiery Ballad gifts the user with +1 SPD.
Everything else stays the same.
Like with Phantom Whiplash in patch 1.6, we are still looking to add techniques that we think are necessary to the range of possibilities in the game. In this case we introduced a 1 Hold, physical fire move with normal priority. This is something certain Fire-type Tems that have been in the shadows for a long time were in need of. It’s always interesting to introduce synergy techniques to the game, and even more so, if its synergy involves something as key to the game as increasing SPD to the user.

[NEW] Cable Link
If the holder takes part in a synergy Technique, both the holder and the ally regain 10% of their max Stamina.
So far we had no Gear that interacted with one of Temtem’s unique game mechanics, synergies. After multiple tests, we feel like this gear is way stronger than other Stamina gears in the right team compositions, while it’s weaker than these same gears when not used correctly. We cannot wait to see how creative you’ll get with this gear.

[NEW] Haz’trap
When the holder gets knocked out, the attacker gets trapped for 2 turns.
This gear is revealed at the beginning of the turn.
We have been receiving feedback for some time about how oppressive the opponent’s leads can be, even from the picks and bans phase, and how in many occasions the first two turns’ offsets have too much weight in the game. With the design of Haz’trap we want to make it easier to look for an even exchange in the early stages of the game, even being able to trap the opponent’s key Tem, and aim to weaken it in the next turn. This gear will be revealed at the beginning of the turn, so both players will have to prepare their move around it, and further assess the range of possibilities and how the field situation may change in the next turn. During scrims we saw that any fragile and fast Tem is a good holder of this gear, but we are looking forward to see what strategies come out around it.

[NEW] Power Bank
Offensive techniques gain 6.5% damage boost per hold.
Similar to Cable Link, we like gears that interact with Temtem’s unique mechanics. Hold is another one of these, and testing showed this gear played well. We found lots of Temtem that benefit from this gear (more than just Turoc!), and even discovered some new builds that it enables. We think that Power Bank is especially relevant and interesting for special attackers, as some of these tems, depending on their type, were lacking a damage-boosting gear. One of the users that surprised us the most during the scrims was Oceara, fitting perfectly with its Hurry-Wart trait. We’re eager to see players cook up ideas we missed in the testing phase!


[h3]Temtem[/h3]

#009 – Platimous
Aqua Bullet Hell has been removed from its tech pool.
Bubbles has been added to its tech pool.
Bubbles is now learned at level 9.
Cheer Up is now learned at level 14.

#011 – Loali
Hypoxia has been removed from its tech pool.
Hurricane is now an Egg Technique.

#020 – Amphatyr
Plague has been removed from its tech pool.
Petal Dagger has been added to its tech pool.

#22 – Mudrid
Receptive has been removed from its trait.
Dispersion has been added to its traits.
Sandstorm has been added to its tech pool.
Turbo Choreography added to its tech pool.
Sandstorm is now learned at level 72.

#024 – Taifu
HP has been increased 60 ⇒ 64.
DEF has been increased 45 ⇒ 52.
SPD has been decreased 45 ⇒ 40.
Knockback has been removed from its tech pool.
Unseen blow has been added to its tech pool.

#036 – Nidrasil
Cooperation has been removed from its tech pool.
Jaw strike has been added to its tech pool at level 6.
Look Out has been added to its tech pool at level 25.
Untangle has been added to its tech pool at level 32.
Burrow has been added to its tech pool at level 56.
Toxic Spores is now learned at level 8.
Toxic Fang is now learned at level 10.
Toxic Ink is now learned at level 18.
Roots is now learned at level 38.
Allergic Spread is now learned at level 48.
Hallucination is now learned at level 65.
Hypnosis is now learned at level 78.

#038 – Capyre
Fiery Ballad has been added to its tech pool.

#047 – 0b10
Harmful Microwaves has been removed from its tech pool.

#049 – Saku
Boomerang has been removed from its tech pool.
Hypoxia has been added to its tech pool at level 91.
Allergic spread is now learned at level 25.
Humiliating slap is now learned at level 30.
Turbine is now learned at level 43.
Frond whip is now learned at level 55.
Refreshing breeze is now learned at level 67.
Gaia is now learned at level 80.

#056 – Myx
Quartz Dirt has been removed from its tech pool.

#063 – Scaravolt
Magma Cannon has been removed from its tech pool.

#065 – Hedgine
Magma Cannon has been removed from its tech pool.

#074 – Tortenite
SPATK reduced from 89 ⇒ 84.
Rotten Goo has been removed from its tech pool.
Toxic Slime has been added to its tech pool.
Crystal Deluge is now an Egg Technique.
Toxic Slime is now learned at level 66.
Toxic Gas is now learned at level 80.

#075 – Innki
DC Beam has been removed from its tech pool.
Glass Blade has been removed from its tech pool.
Chain Lightning has been added to its tech pool at level 14.

#089 – Ukama
Turbo Choreography has been added to its tech pool.

#091 – Raignet
Cage has been removed from its tech pool.

#095 – Zizare
HP has been increased 60 ⇒ 64.
Tenderness has been added to its tech pool.
Drought has been added to its tech pool.
Tenderness is now learned at level 17.

#096 – Gorong
Held Anger has been added to its tech pool.
Held Anger is now learned at level 85.
Rush is now learned at level 22.
Wrenching massage is now learned at level 78.

#112 – Grumper
Mud Shower has been removed from its tech pool.
Tenderness has been added to its tech pool.

#118 – Garyo
Clay Ball has been removed from its tech pool.
Sand Splatter has been added to its tech pool.
Sand Splatter is now learned at level 15.

#120 – Broccolem
ATK has been increased 63 ⇒ 70.
Plague has been removed from its tech pool.
Allergic Spread has been added to its tech pool.
Revitalize has been added to its tech pool.
Revitalize is now learned at level 40.

#122 – Shuine
HP has been increased 51 ⇒ 56.
DEF has been increased 55 ⇒ 60.

#123 – Nessla
SPATK has been increased 76 ⇒ 79.

#126 – Loatle
Roots has been removed from its tech pool.
Confiscate has been added to its tech pool.

#128 – Kalabyss
SPDEF has been reduced from 55 ⇒ 50.

#129 – Adoroboros
Beta Burst has been removed from its tech pool.
Psy Surge has been added to its tech pool.

#132 – Tulcan
HP has been increased from 59 ⇒ 63.
SPDEF has been increased from 49 ⇒ 52.
Fiery Soul has been removed from its tech pool.
Magma Cannon has been added to its tech pool.

#133 – Tuvine
STA has been increased 49 ⇒ 60.
SPD has been reduced 70 ⇒ 65.
Turbine has been removed from its tech pool.
Mineral Hail has been added to its tech pool.

#134 – Turoc
Stone Ball has been removed from its tech pool.
Soil Steam has been removed from its tech pool.
Drought has been added to its tech pool.
Earth Wave has been added to its tech pool.
Earth Wave is now learned at level 80.
Rockfall is now learned at level 52.
Turbine is now learned at level 68.

#135 – Tuwire
Turbo Attack has been removed from its tech pool.
Cyberclaw has been added to its tech pool.

#136 – Tutsu
ATK has been increased 69 ⇒ 74.
Wrenching Massage has been removed from its tech pool.
Head Charge has been added to its tech pool.

#137 – Kinu
HP has been increased 50 ⇒ 54.
DEF has been increased 41 ⇒ 46.
STA has been decreased 74 ⇒ 69.

#140 – Vulcrane
Fiery Ballad has been added to its tech pool.

#142 – Akranox
Rotten Goo has been removed from its tech pool.
Paralysing Poison has been added to its tech pool.

#146 – Waspeen
Crystal Deluge has been removed from its tech pool.
Paralyzing Poison has been added to its tech pool at level 85.
Firewall has been added to its tech pool at level 100.
Metabolize is now an Egg Technique.

#152 – Minothor
SPDEF has been increased 44 ⇒ 49.

#164 – Volgon
Strangle has been removed from its tech pool.


[h3]Techniques[/h3]

New Technique: Fiery Ballad
Type: Fire
Damage: 95
STA cost: 25
Hold: 1
Priority: Normal
Attack Category: Physical
Target: Single Target

New Synergy: Fiery Ballad+
In combination with a Wind ally, Fiery Ballad gifts the user with +1 SPD.
Everything else stays the same.
Like with Phantom Whiplash in patch 1.6, we are still looking to add techniques that we think are necessary to the range of possibilities in the game. In this case we introduced a 1 Hold, physical fire move with normal priority. This is something certain Fire-type Tems that have been in the shadows for a long time were in need of. It’s always interesting to introduce synergy techniques to the game, and even more so, if its synergy involves something as key to the game as increasing SPD to the user.

Head Charge
Damage has been increased 80 ⇒ 100.
STA cost has been increased 10 ⇒ 15.

New Synergy: Head Charge+
Synergy with the Crystal type.
Priority increased from Low ⇒ Normal.
In combination with a Crystal ally, Head Charge gifts the user with +1 DEF.

Antitoxins
Priority has been increased Low ⇒ Normal.

Aquatic Whirlwind
Damage has been reduced 130 ⇒ 120.

Bubbles
Damage has been increased 27 ⇒ 36.
STA cost has been increased 5 ⇒ 6.

Cold Geyser
STA cost has been reduced 29 ⇒ 25.

Confiscate
Seized Condition turns have been increased from 3 ⇒ 5.

Crystal Tail
Damage has been increased 60 ⇒ 90.
STA cost has been increased 10 ⇒ 14.
With this change we’d like to unlock a new Gear slot for physical Zenoreth set, instead of being forced to run Slingshot for this technique to be interesting enough.

Data Corruption
Priority has been increased from Normal ⇒ High.
STA cost has been increased 17 ⇒ 26.

Dim Mak
Damage has been increased 100 ⇒ 130.

Drought
Doesn’t overexert the user anymore.

Electromagnetism
Priority has been increased from Normal ⇒ Very High.

Execution
Added new effect: If this technique knocks an opponent out, the user gets +2 ATK and +2 SPATK.

Fiery Heist +
Priority has been increased from Normal ⇒ High.
Seized turns have been reduced from 4 ⇒ 3.
Burned turns have been reduced from 4 ⇒ 3.

Footwork
Added new effect: Gifts the user with the Invigorated Condition for 2 turns.
The whole description now reads as follows: Footwork gifts the user with SPD +2 and the Invigorated Condition for 2 turns.

Glass Blade
Priority has been reduced High ⇒ Normal.
Damage has been increased 45 ⇒ 55.

Hasty Lunge
Previous effects no longer work. It no longer overexerts the user for the next turn.
Priority has been reduced from High ⇒ Normal.
Damage has been reduced 90 ⇒ 80.
STA cost has been reduced 25 ⇒ 20.

Hasty Lunge +
STA cost has been reduced 25 ⇒ 20.

Hologram
STA cost has been increased 10 ⇒ 15.

Leech
Heal via damage dealt has been increased 40% ⇒ 45%.

Leech +
Heal via damage dealt has been increased 50% ⇒ 55%.

Look Out
Targeting changed from Single Target to Single Team.
Priority has been increased High ⇒ Very High.
Alerted turns have been reduced from 5 ⇒ 2.

Magma Cannon
Hold has been reduced 2 ⇒ 1.
Burn ticks have been reduced 3 ⇒ 2.

Martial Strike
Priority has been reduced High ⇒ Normal.
STA cost has been reduced 15 ⇒ 11.

Mirror Shell
Priority has been increased Low ⇒ Normal.

Penance
Self inflicted damage has been increased from 20% ⇒ 100%.
STA cost has been reduced 5 ⇒ 0.
With the previous buff to Straw Shield, Loatle has been overperforming. Because of his typings, Loatle has one of the best tech pools in the game, resulting in a huge advantage for the player who had Loatle open during the pick & ban phase. This change, while massive at first glance, allows for Loatle players to decide if they want to boost defense (with Sacrifice) or offense before losing Loatle, allowing also for its Seppuku trait to trigger in an easier way.

Plague
STA cost has been reduced 31 ⇒ 28.

Pollution
Hold turns have been increased from 2 ⇒ 3.
Poison turns have been increased 2 ⇒ 3.
STA cost has been increased from 22 ⇒ 26.
STA drain has been increased from 25% ⇒ 35% of target(s) maximum STA.

Refresh
HP recovery has been increased from 6% ⇒ 10%.

Refreshing Breeze
STA cost has been increased 22 ⇒ 26.

Refreshing Breeze +
Targeting has been changed from Single Target ⇒ Single Team.
Priority has been reduced from Very High ⇒ Low.
STA cost has been increased 22 ⇒ 26.
New description and effect read as follows: If used with a Nature ally, gifts the whole team +3 SPDEF without removing status conditions.
The game has been lacking techniques that could buff SPDEF for quite some time now. When we decided to rework this technique, it felt like the right call to make it a “special” Bark Shield with synergy, especially since this technique was already interacting with SPDEF but seeing close to no use.

Sandstorm
Damage has been reduced 80 ⇒ 70.
New effect: Inflicts the Isolation Condition for 2 turns to both targets.

Smoldering Kiss
Damage has been increased 50 ⇒ 61.
STA cost has been increased 9 ⇒ 12.
This is a simple change to reduce Tyranak’s hitting power with Slingshot.

Sparkling Bullet +
Damage has been increased 98 ⇒ 105.

Spores
STA cost has been increased 5 ⇒ 8.

Stone Trench
Damage has been increased 75 ⇒ 80.
STA cost has been increased 25 ⇒ 27.

Swarm’s Aid
Hold turns have been reduced 3 ⇒ 2.

Tornado
Damage has been reduced 125 ⇒ 110.

Toxic Slime
Damage has been reduced 80 ⇒ 65.

Toxin Shower
Damage has been reduced 61 ⇒ 60.

Trample
Hold turns have been reduced 4 ⇒ 3.

Untangle
SPDEF Stage modifications have been increased from +1 ⇒ +2.

Venomous claws
Priority has been reduced High ⇒ Normal.
Stamina cost has been reduced from 9 ⇒ 7.

Wastewater
Damage has been reduced 90 ⇒ 80.
STA cost has been reduced 29 ⇒ 27.


[h3]Traits[/h3]

New Trait: Dispersion
Trait description and effect: +20% damage inflicted with damaging, multi-target Techniques.

Heat Discharge
Burn turns have been reduced from 3 ⇒ 2.
The Burn ticks now are now applied to both rivals.
When knocked out, both rivals get the Burned Status Condition for 2 turns.

Ruminant
Previous effects no longer work.
New effect: When hit by an enemy Nature technique, damage is reduced by 50% and receives +1 ATK.
The intended thought process behind this change was to give Minothor a trait that is almost as good as the Rusher trait is. After reading feedback from the players when Ruminant was first leaked, we decided to wait and see how this trait performs before applying any further changes to it, but we will monitor it closely and add extra changes if it turns out to be too weak.

Confined
It now triggers each time Tortenite gets trapped, not only when the attacker traps itself.
New description: When getting the Trapped status condition, gets +1 DEF and +1 SPDEF.

Motivator
STA regeneration increased from 10% to 15%.

Natural Conversion
Damage reduction from Nature techniques has been removed.
The whole description now reads as follows: While using any other non-Nature type technique, deal 25% more damage.

Safe Retreat
Removed the once-per-battle condition.
Regenerating turns have been reduced from 2 ⇒ 1.
The whole description now reads as follows: When leaving the battlefield, the Temtem receives 1 turn of Regenerating.

Seismic
Damage has been increased from 7% ⇒ 10%.


[h3]Gears[/h3]

New Gear: Cable Link
If the holder takes part in a synergy technique, both the holder and the ally regain 10% of their max Stamina.
So far we had no Gear that interacted with one of Temtem’s unique game mechanics, synergies. After multiple tests, we feel like this gear is way stronger than other Stamina gears in the right team compositions, while it’s weaker than these same gears when not used correctly. We cannot wait to see how creative you’ll get with this gear.

New Gear: Haz’trap
When knocked out, the attacker gets Trapped for 2 turns.
The gear is revealed at the beginning of the turn.
We have been receiving feedback for some time about how oppressive the opponent’s leads can be, even from the picks and bans phase, and how in many occasions the first two turns’ offsets have too much weight in the game. With the design of Haz’trap we want to make it easier to look for an even exchange in the early stages of the game, even being able to trap the opponent’s key Tem, and aim to weaken it in the next turn. This gear will be revealed at the beginning of the turn, so both players will have to prepare their move around it, and further assess the range of possibilities and how the field situation may change in the next turn. During scrims we saw that any fragile and fast Tem is a good holder of this gear, but we are looking forward to see what strategies come out around it.

New Gear: Power Bank
Offensive techniques gain a 6.5% damage boost per hold.
Similar to Cable Link, we like gears that interact with Temtem’s unique mechanics. Hold is another one of these, and testing showed this gear played well. We found lots of Temtem that benefit from this gear (more than just Turoc!), and even discovered some new builds that it enables. We think that Power Bank is especially relevant and interesting for special attackers, as some of these tems, depending on their type, were lacking a damage-boosting gear. One of the users that surprised us the most during the scrims was Oceara, fitting perfectly with its Hurry-Wart trait. We’re eager to see players cook up ideas we missed in the testing phase!

Adrenaline Shot
Previous effects no longer work.
Once per battle, when the holder would lose a turn by cause of Overexertion because of lack of STA, the turn penalty is prevented.

Hopeless Tonic
Previous effects no longer work.
Once per battle, if the Temtem is the last ally standing, it gets the Evading and Invigorated Status Conditions for 2 turns, and gets +2 SPD.
This gear never really shone since its release, and its description was already way too complicated for us to add any more effects to it. Instead, we decided to completely change its effect while keeping the initial intentions of the gear. Pairing Evasion and the Invigorated status effect, as well as giving +2 SPD to the user, allows it to handle 1 vs 2 situations more easily, while not being a game-breaking gear if the player manages to pull it off.

Redirection device
Previous effects no longer work.
Renamed to “Proxy Kit” due to the new effects of the gear.
When the ally is targeted by a Digital technique, damage is reduced by 50%.
The gear is now revealed at the beginning of the turn.
This gear gave us many headaches in terms of balancing. First, it was too match-up dependent, then it saw close to no play after its latest change in 1.4. With these changes we hope to see this gear back in play in specific teams that accumulate digital weaknesses. We hope it won’t be as frustrating to deal with as its previous version for digital Temtem players. Moreover, this new behavior of the gear allows players to have a way to somehow resist Digital Techniques, which was a common request from the community.

Building Blocks
Turns to trigger have been reduced from 3 ⇒ 2.

Straw Shield
The holder needs to stay on the field for at least 2 consecutive turns for the effect to be able to trigger.
Straw Shield has definitely been one of the most used gear of patch 1.6.2 because of how strong it was. While we are very happy with the percentage of use of the gear, we felt that, because it required no set up from the players, the gear allowed for too many openers and could make a good pick & ban selection worthless for the player who did not run this gear. This change, while being simple, allows for more counter play from the opponent and requires more thought process from the player.

Bug Fixes


[h3]All platforms[/h3]

  • Fixed that manually freeing players stuck in the Prison Quest in Co-op mode could lead to issues with their quest progression.
  • 👥 Fixed Tempedia filters excluding captured Umbra Tems when filtering it by type.
  • 👥 Fixed seeing all Temtem leveled up to 100 in Replays, even if they were a lower level.
  • Fixed being able to interact with the Lobby options while transitioning into the game credits, causing a huge overlap when returning to the game.
  • Fixed being able to invite players to battle when they haven’t finished a previous match.
  • Fixed being able to interact with chat messages while in a battle.
  • 👥 Fixed being able to report chat messages while in battle when choosing to whisper a player.
  • 👥 Fixed being unable to choose any lair node other than trading when suffering a reconnection with the UI open, forcing the tamer to choose the trade node to be able to advance in the lair.
  • Fixed not being able to see Galios’ stage changes because of the model overlapping in the Lair Boss battle.
  • Fixed Temtem’s HP not appearing as full when being traded in the Trade House if the seller had listed it with low HP.
  • 👥 Fixed a desync in Stamina when taking a Temtem out from battle.
  • Fixed not seeing Doom be applied when a Temtem with the Resilient trait and Talisman equipped attacks.
  • Fixed Stabmaster not triggering when Momo is nullified.
  • 👥 Fixed a wrong interaction between Viral Combustion and Voodoo if a tech that applied 2 Status Conditions was used.
  • Fixed seeing the Toxifier notice twice if the Tem used a Toxic technique while having Shuine’s Horn equipped.
  • Fixed Galios Doom’s animation appearing three times when a Temtem with Toxic Farewell in slot A gets knocked out.
  • Fixed seeing the notice for Fainted Curse after a Tem with that trait hits itself with Chain Lightning. Conditions for this bug are likely only happening in the Randomlocke mode.
  • Fixed not seeing the correct damage markers in an effective, multi-target technique if the partner of the receiving Tem is a Koish with the Iridiscence trait.
  • Fixed Arachnyte and Zaobian’s type changes not showing in the owning Tamer’s battle log.
  • Fixed not seeing Galios’ knocked-out animation nor its HP decreasing when it’s caused by damage made with a status condition.
  • 👥Fixed Hyperkinetic Strike not triggering Resilient under very specific circumstances.
  • Fixed a visual bug where Status Conditions appear in screen and queue after Resilient’s effects after the Resilient trait procs.
  • Fixed a visual bug that affected the Poisoned and Burned Status Conditions on a Tem with regenerating if there was a Tem with the Infectious trait on the field.
  • Fixed Firewall and Composure being marked as attack techniques when they aren’t.
  • Fixed not seeing the Club rewards’ UI if a team won a Dojo War ’cause no rival teams showed up.
  • Fixed Club banners not appearing during the battle outros in a competitive battle.
  • Fixed that, when reconnecting during an Evershifting Tower NPC defeat dialogue, the text will mention Pansuns instead of Synstars.
  • Fixed seeing the notice to swap versions of a cosmetic item from the Tamer Pass when pressing tab or R2 even on items that don’t have different versions.
  • Fixed seeing spectating players in the bleachers even after they’ve logged off.
  • Fixed an invisible barrier around Tucma’s big crystal.
  • Fixed a visual duplication in a Temtem’s portrait when hovering over them while switching pages in the TemDeck.
  • Fixed some visual issues that appear when a player crosses a bridge around Greenglen Forest.
  • Fixed some plants on Corrupted Badlands that didn’t display the correct textures.
  • Fixed seeing a bit of the floor on a rocky formation on Thalassian Cliffs.
  • 👥 Fixed some untranslated texts related to dates in the Tournaments and Dojo Wars’ UIs.
  • Fixed some dye names that weren’t translated.


[h3]Xbox Series S&X[/h3]

  • Fixed seeing the maps of some buildings completely empty after checking the map of a floor on Evershifting Tower.


[h3]Switch[/h3]

  • 👥Fixed running away from combat with 2 beats instead of 3 with the “Hold to run away from untamed battles” setting active.
  • 👥Fixed an NPC appearing as a black shadow in the Pillars of the Highabove.




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

Take a sneak peek at patch 1.7, launching in early June!

Hello again, Tamers! As we approach the launch date for patch 1.7, it’s time for us to share some of the content planned for it! As usual, remember this is just a preview, and we’ll go more in-depth over the features and changes in the 1.7 patch notes.


[h2]A new Season: Neon Reverie[/h2]

This new Season is special in so many ways. We’ve been through a lot of Seasons together, and explored a chunk of cultures, colors and themes hand in hand! Now, under sparkling neon lights, we reach Temtem’s last Season. It’s a moment filled with sadness, nostalgia, and tenderness towards all the Seasons we’ve discovered and enjoy! To close it off on the best note possible, this Season’s theme is pop culture, urban lifestyle and a tiny pinch of well-intentioned weebness. This wonderful mix of traditional and modern flowers in Cipanku, especially in Neoedo. Enjoy the latest trends or experience burning nostalgia in a vivid array of colors!




[h2]The Arcade Bar[/h2]

The long-awaited Arcade Bar will open its doors to all of you on patch 1.7! Since it was announced with the launch of the Kickstarter project, it definitely has some history and underwent a lot of changes during the development of Temtem.

When we initially thought about an Arcade Bar, and added it as an stretch goal to Kickstarter, we were thinking of a collection of arcade minigames which would grant tickets you could purchase some rewards with. After that, and during the EA phase, we tinkered with the idea of doing an internal game jam, forming two to three teams to create said minigames. But you know how game dev usually goes: you never get a full week or two to exclusively dedicate to this, and we didn’t want to sacrifice urgent matters that affected the game as it was, such as bugs to fix, or content to adjust.



Right around the time where we said that the idea for the Arcade Bar had evolved and was different from the original vision, we had just expanded seasons to four months and delayed the Arcade Bar on 1.4 to 1.7. As we mentioned before, our idea for the Arcade Bar wasn’t for it to be endless, so we prioritized more urgent matters, and content with higher replayability. We explored a lot of different approaches in this extra time, but soon found out many of the new approaches created a lot of worries and complications with cheating, not to mention patch 1.6 ended up taking a lot of unexpected time.

Thus, since time is a full circle, the idea we finally deemed best and most fun is the same as when it was born as a Kickstarter stretch goal: to make some arcade games with cool rewards to go with it. When we talk about arcade games, to avoid confusion, we’re thinking of the classic arcade games from the 80s (think Asteroids, Pacman, etc.), but tailored up to the Temtem style.

To keep your expectations aligned with ours, it wasn’t designed to keep users entertained forever, but more as something fun you can either do during the campaign or after it to chill out a bit and get some nice, unique rewards along the way! The entire team took part in playtesting sessions to make sure it was fun and enjoyable, and that has created a lovely, unspoken competition of trying to beat each others’ scores on the machines (friendships were lost and bad words were uttered because of this). We hope you’ll find joy in challenging your friends and club mates!

You’ll be able to enjoy Deniz Invaders, Innkball, Gharunner and Project Temcard (this was the real code name for Temtem: Swarm in the beginning!) by visiting the Arcade Bar. Surpass certain scores and you will receive rewards in turn!



Although we had originally settled on 3 minigames, there was a lot of buzz around Temtem: Swarm being an arcade bar minigame at the time it was first announced. It’s not the case, but it did spark the idea to include it in the Arcade Bar, albeit in a veeeeery simplistic, watered-down way. You’ll be sure to love Temtem: Swarm if you like Project: Temcard, so stay tuned for more Swarm news in the future!


[h2]Bye bye, Novas[/h2]

As we mentioned in the past when talking about the direction Temtem is heading, monetization, and thus Novas, will be progressively removed from the game. As of patch 1.7, you won’t be able to purchase Novas anymore. All the loot pools that included Novas as a reward will have them swapped for Feathers.

There are a lot of practical implications to this. Since we want to gradually remove Novas from Temtem, the game will prioritize using your available Novas over your existing Feathers. You won’t be able to combine both Novas and Feathers to make purchases, but we’re rounding up everyone’s Novas to a multiple of 50, to make sure any remaining amount is usable. This rounding will happen to the Novas on each platform (remember: you have a common stash of them, and the ones purchased in each platform. All the info here).

If you don’t have enough Novas to purchase something, you’ll see its price in Feathers, and Feathers will be used to purchase it. Please pay attention to the currency displayed when making the purchase, as that’s the currency that will be employed.

The Weekly Challenges of Tamer Passes will now reward Feathers instead of Novas, and the Premium Challenges will have added Pansuns to them. Tamer Passes will now be purchasable for 2000 Feathers.

The Store will be adjusted and all references to purchasing Novas will be gone. Once you don’t have any Novas, the icon will disappear from the backpack and from the Store UI.



Stay reassured that there will be no rush to use your remaining Novas, and you’ll be able to extract all the benefit from them you normally would have. With this, we take a step in the direction


[h2]Adjustment to Feathers[/h2]

With this patch, and with the progressive change from Novas to Feathers, we’ve given all activities that provide Feathers a boost. The following activities have seen the Feather rewards triplicated:

  • FreeTem!
  • Dojo Rematches
  • Postal service
  • Koish of the Week
  • Kudo completion
  • Ranked matches
  • Tournaments (top 4 participants, who received Feathers)
  • Dojo Wars
  • Mythical Lairs
  • Archtamers
  • Tamer’s Paradise’s Evershifting Tower, TemSafari, DraftArena, GritArena, and DigiLairs.

With this, we hope to increase the procurement and availability of Feathers, which can now purchase a way wider array of usable and cosmetic items.


[h2]New Gears and Techniques[/h2]

In order to spice up the meta a bit beyond balance, we’re introducing three new Gears, a new Technique and a new Synergy in 1.7! Since we are not very good at waiting, we’ve already started teasing them! Take a peep at Fiery Ballad, a physical Fire technique that deals a good deal of damage.

[previewyoutube][/previewyoutube]

Apart from these new Techniques, Gears and synergies, the balance team has worked hard on giving most Technique sets a review, and adjust most of them. Here are some words from the competitive team rep on what patch 1.7 will bring:

Over previous patch cycles, we have been reading a lot of feedback from the community and there are a number of specific points that kept coming up, which we wanted to act on:

  • Too many dual-typed Temtem have access to efficient/powerful offensive techniques of both of their typings at 0 hold.
  • Too many 0 hold techniques have unconditional high priority.
  • Too many Temtem have access to both of the above at the same time.

An example of this is Tulcan. With Wind Burst and Fiery Soul, it could use offensive techniques of both of its typings on any turn, and one of these techniques also burned the opponent at high priority. As a result, it was consistently at the top of tier lists as these qualities made it “always good”. Our goal of this patch is to cut down on these types of Temtem, while leaving just a few like this. We don’t want to remove these kinds of Temtem completely as we believe Temtem with strong 0 hold techniques are an important part of aggressive play, which makes up a key part of the competitive ecosystem. However, it should be a more rare quality for a Temtem to have, rather than the norm which defines the benchmark against which Temtem are compared and evaluated.

For this reason, we have decided to aim for Temtem Technique sets, rather than apply a blanket nerf to “priority and priority techniques. This has been at the core of our approach to balance for Season 7.



[h2]And more![/h2]
As usual, this is just the core features of the upgrade, but there are plenty of smaller QoL changes, improvements, balance changes, bug fixes and spoilers that will be included in the 1.7 patch notes. We hope you’ll be joining us on the 3rd of June for that!

Until then, Tamers, have fun and Temtem up!