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Golden week of 1.0 spoilers, day 1!

Hello, Tamers, and welcome to the celebrations of what we've come to call the Golden Week! As 1.0 approaches we've decided to progressively but decisively unveil the mystery of 1.0 early on, for those on the fence about the immediate future, and for old and new players alike.

Every working day of this week we will share a post covering one of the sectors of the game that are getting improved in 1.0, or part of the new content coming with it. We recommend reaaally reading them all!

But first, a disclaimer:


[h2]Coming out of our cage and we're a tad nervous about it[/h2]

We are not usually huge fans of talking about what’s coming up in future patches, and there are some good reasons for that:

  • We want our players to experience surprises when they receive a new patch. We like to spoil some minor features here and there so there is some hype on what’s coming, but we believe that having surprises is important too.
  • We usually iterate a lot internally — features get changed constantly until we are very close to the actual patch release. We also iterate on the planning too, pushing features to more distant patches and including things that weren’t planned for the current patch. Giving too much data publicly early on could lead to having incorrect information spread around, like what happened with our initial roadmap for Early Access.
  • Getting feedback when we are not ready to receive it is usually counter-productive. Our team works best when we are either working on the patch ourselves, or dedicated exclusively to gathering and implementing your feedback. Mixing the two together doesn’t really work for us. Early feedback creates too much noise and too many things to be aware of, and could lead to even longer delays.

However, the 1.0 patch is arguably the most important patch ever for Temtem. Even taking into consideration the many reasons why we usually keep patches to ourselves, we've decided to give you a peek! You’ll get to see what's going on now, what’s coming, and how Temtem is going to change with it.

Please do keep in mind that the reasons we explained earlier still stand. That means that everything you’ll read during this week could potentially change before we actually get to the release point, and, despite our best attempts, we are most likely not going to be able to process and/or implement all of the feedback you may have about it. We truly appreciate our community: your ideas and opinions have been key in developing Temtem over the last few years, and we’re really grateful for your contribution all this time, but now we have to step on the gas and focus on carrying the game to its final step. We can't wait for you to be a part of this release, and all that’s coming after that, as well.

Also please do keep in mind that although much of these posts is written in the present tense, all these changes are planned to reach the game with version 1.0, on September 6th, at the earliest.

This said, onto the very first topic that has been revisited for 1.0:


[h2]Campaign progression[/h2]

One of the key components of Temtem is its campaign. Our goal was to create a campaign that requires thinking and preparation for the matches — not something ultra-hard for the most hardcore players out there only, but instead something that requires a certain amount of implication and strategy.

We’ve been tweaking the campaign and the progression during Early Access, mostly easing the way and simplifying it. We're currently at a point where we are pretty happy with the player experience through it. However, one of the most common complaints is the number of forced NPCs you need to beat, so we're making some changes to that.

Mandatory NPCs serve a good purpose in giving us control over how the player levels up through the campaign and balancing the game's difficulty; we don’t want to overshoot this change and generate new issues for players who skip all the optional encounters. We’ve ended up revisiting every area in the game and reducing the mandatory trainers by 20%. We believe that this number helps soften the oppressive feeling of having to battle with almost every trainer you see, while still allowing us to keep a good experience and difficulty curve.

Along with this change, we’re also tweaking the experience curve in order to compensate for this 20% reduction in trainers. This will effectively mean that a player who battles every single NPC (mandatory and optional) will have an easier path, since they will now get more overall experience. We still want people to battle as many trainers as possible, but we hope that, with this change, players will have a more enjoyable time doing so.



While we were tweaking the experience formula, there was another change we wanted to make. Maybe not many of our players know, but built into the XP formula there is a modifier that reduces the experience gained on an “over-leveled” Temtem. Temtem is designed around having a full team of Tems and leveling up all of them, instead of relying on two or three over-leveled Temtem. This is an important lesson that new players need to learn, and one of the ways to teach that was precisely this modifier. However, we felt like the modifier was a bit too oppressive, so we’ve decided to reduce it by 50%. This new value means that you are still not going to be able to complete the campaign using only one or two Tems, but it will represent an overall improvement and increase in the experience gained, especially if you complete every optional encounter.

Another change related to the experience formula is a new experience bonus for those who play in Co-op. While playing on Co-op, you only use half of your Temtem during the battles, so players felt that they were “missing out” on experience for the rest of their Tems. This was especially noticeable if, instead of playing the whole campaign in Co-op, you decided to break your Co-op party and continue solo. In order to compensate for this, we’re adding a new bonus for those Tems that are left outthey will now get a small amount of experience as if they had joined the battle too.

Talking about the endgame experience farming, we’re also going to tweak the defeated experience that is given by Temtem present in Tuwai’s shrines, which are the main place to farm for EXP. We’re increasing the amount of experience they grant by 50%. With this change and the previously talked ones, the total experience gained with these Tems should be around ~80% more than before.

Last but not least, we’re also reducing the amount of dialogue for a good amount of NPC Tamers. We’ve been revisiting the dialogue lines in the battle path and moving those lines to the dialogue path you enter when you speak to them again after beating them. This should also further help make the campaign more enjoyable, while also leaving the option to go through all the dialogue for people who enjoy it.


[h2]Upcoming changes to the Luma economy[/h2]

Lumas are one of the most important features in Temtem, especially for PvE players, and a huge patch like this couldn’t leave them untouched. But first, some background!

Ever since the beginning of Temtem's development, we envisioned Lumas as a rare and exceptional thing that should only be available for the most dedicated players. We’ve tweaked the values related to Lumas multiple times in order to maintain that vision and keep them as an “achievement” for dedication. Even with all these tweaks, Lumas aren’t really that rare, and our current data shows that, out of the players who have completed the campaign, almost 60% have at least one Luma Temtem.

On the other hand, Lumas have been one of the key components that have caused frustration among the player base because most players don’t share our vision for Lumas and believe they should be more widely available. Since one of the objectives for 1.0 is to increase our player's enjoyment and overall make things more available, we’ve decided to make some changes to Luma-related mechanics.

Firstly, we’re increasing the base rate for lumas from 1/10.000 to 1/7.500. This represents a 33% boost on Luma odds and should affect every Luma-related mechanic (radars, Saipark, etc). We’re also changing the stat distribution for Lumas, upping them from a minimum of 20 SVs to 25 SVs. We've also included the SPD in this minimum, effectively removing the “speed curse” for Lumas. With the inclusion of Telomere Bugs (the name is pretty telling, but you'll learn more about this later down the week!) we believe this will no longer be necessary.



One of the most accessible ways to obtain a Luma is using a radar. With 1.0 you will be able to obtain radars in a much more direct way, one we won't be spoiling today (see you on Thursday!). For now enjoy all these changes and tweaks we’re also doing to radars in order to improve the experience while using them:

  • Radars will now always find unevolved forms. This way we can ensure you’ll get the whole line as Luma if you decide to evolve it later (if you want to).
  • Every species of Temtem will now have the same spawn rate (100%) while using the radar. This effectively means radar-spawned Tems will now appear quickly and constantly, no matter the species. No more waiting for those 5% rare Tems!
  • Radars will no longer have expiration dates — you will be able to keep them in your inventory forever and use them whenever you want.
  • We’re reducing the number of encounters per radar from 400 to 300, effectively removing the first 100 encounters so you won’t need that many encounters before getting a Luma bonus. From now on, every encounter of a Radar will have a bonus of some sort.
  • With this reduction, you will now be able to break the radar from the first encounter. You’ll have to keep this in mind!
  • Last, since radars will be purchasable (like we said, you'll find out where on Thursday), we’re removing them from the Dojo Leaders loot.


There is another issue we are trying to solve for Temtem 1.0 regarding Lumas, specifically regarding non-OT Lumas (Lumas caught by one trainer and then traded to another). As you know, the Telomere Hotfixes that are used to perfect a Luma cannot be used on non-OT Lumas, so the value of non-perfected Lumas has been decaying over time.

We’re introducing a new item, called Soulbinder, which will “bind” a Temtem to its current owner, removing the ability to trade them anymore but allowing Telomere Hotfixes to be used on them. This item will be available for purchase on a new location we'll be talking about later down the week. After reading multiple suggestions from the community on how to tackle this issue, we believe this one is the most fitting for Temtem, and that it will both help the Luma market and better the player’s possibilities to obtain a perfect Luma.

We hope all these changes improve the overall experience of getting a Luma. We believe it will make a huge impact on the Luma availability, and while we are losing a bit of the exclusivity we originally envisioned for Lumas, we are not too worried about that… we'll always have Dark Lumas, right?



That's it for today, but we will be back tomorrow for a chat on the Competitive scene and what's coming to it! See you there!

Pokemon-like MMO Temtem comes to consoles and PC in September

Humble Games and Crema have announced that following its successful Early Access release, version 1.0 of Temtem will arrive on consoles and PC September 6.

Upon release, players of the adventure game will be able to experience new features, such as Seasons, the final island of Archipelago, and new weekly quests.

Temtem is an MMO creature-collection game where you will seek adventure in the Airborne Archipelago alongside your Temtem squad. You can catch every Temtem, battle other tamers, customize your house, join a friend's adventure or explore the online world.

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Temtem, a Pokémon-like MMO, will leave early access this September

'Monster taming' is a genre larger than just Pokémon, such that I always feel a little bad drawing comparisons to the genre's dominant force when talking about other games inspired by it.


But then, just look at Temtem. It's not exactly hiding its inspirations. Temtem is undoubtedly like Pokémon, but set in a world populated by other players. After a couple of years in early access, the developers announced today that they're aiming for to hit 1.0 this September.


Read more

Temtem: full launch date is here!

Tamers, rejoice! Today we celebrate that Temtem's final launch date, the day on which version 1.0 will hit digital and physical stores, has already been set:

[h3]Mark your calendars, for we have a date on September 6th, 2022![/h3]

For all of you Steam players who have accompanied us through Early Access this means the shining pinnacle of your journey with us. Although you've had plenty of time to inhabit the Airborne Archipelago, Temtem's full release comes packed with new challenges, surprises and improvements. It'll revolutionize your experience, so stay tuned for more info on it soon!

We hope you'll welcome the newcoming Tamers from other platforms with open arms, and that you'll enjoy the hustle and bustle of a busier Archipelago.
[previewyoutube][/previewyoutube]
[h2]Let's get physical![/h2]
Keeping this one a surprise from you has been tough: Temtem is also launching a physical edition and a Collector's edition with the 1.0 version.

Now, we're unfortunately not launching a physical edition of the game for Steam, as it would only contain a Steam key, and being completely honest with you, our research shows they'd likely not sell. We're really sorry by any inconvenience this might cause. But! Temtem's Collector's Edition Bundle is going to fill that void.
You'll be happy to know an edition of the bundle will contain the game, while the other won't, just in case you don't need that extra key.

And what's in the bundle, you might be wondering?

    ✰A detailed diorama of our longtime partners, the starters.
    ✰A set of soft enamel pins depicting the little trio.
    ✰A set of Temcard replicas containing the popular Gharunder, Kinu and Shuine.
    ✰A set of three embroidered patches, including the Narwhal Crew pin!

You can, in fact, pre-order your Temtem Collector's Edition Bundle already, so get yours today!



Apart from the bundle, we're launching some really cool and terribly cute merch to celebrate such a special milestone! If you like plushies and tees, I'd recommend dropping by!

[h2]Deluxe fries Temtem[/h2]
Once version 1.0 reaches everywhere, all Steam players will be given the option to upgrade their Standard edition into a Deluxe edition. The Deluxe edition adds a handful of never-before-seen, exclusive cosmetics so you can walk into the Archipelago in style. More info on these cosmetics, the price of the upgrade and a first look at them will be revealed as we get closer to launch date!

[h2]Look forward to 1.0![/h2]
We will be talking about the 1.0 and everything it entails really soon, so stay tuned for that too!

We're very emotional to finally have a launch date, and we hope you're in the same boat. Thanks for being by our side all these years of Early Access, and we hope to see your faces amidst all the new players the day version 1.0 launches.

Until then, Temtem up!

Content Update 1 is here! Mounts, Dojo Wars, Trade Houses and more!

Heeellloooo Tamers! The wait is over, and we're here today to present the glorious Arbury Content Update 1, or CU1 for short, also known as update 0.9. This update introduces some of the most awaited, biggest features in the game, all at the same time, so this is going to be a long post. Grab a drink of your choice and accompany me as I tell you all about Temtem Plus, a Storage rework, cross-progression, mounts, Trading Houses, Dojo Wars, and more!


Temtem Plus

Temtem Plus is a DLC available for purchase to secondary accounts in the pertinent platforms (PS5, Xbox, Switch). All primary accounts that purchase Temtem automatically have Temtem Plus without any additional cost. This includes past accounts that have already purchased the game, and any future accounts that purchase the game. We're including this info bit here for clarity, but all Steam accounts past, present, and future have Temtem Plus by default and with no extra steps or cost.
Temtem Plus opens up convenient new functionalities for secondary accounts in Temtem, while allowing us some control over a situation that posed many challenges.

With Temtem Plus, you'll unlock the following expanded features:
- Chat: Unrestricted access to global chats, facilitating finding the best trading deals and the perfect partner for your co-op adventure.
- Trading: Unlimited use of the in-game trading feature and access to the Trade House, which will let you check global auction listings.
- Storage: Increase your Temdeck storage, allowing you to keep up to 600 different Temtem.

Secondary accounts were a natural consequence of launching on console platforms, but at the same time were a delicate issue to approach. With Temtem Plus, we offer secondary accounts a more accessible way to enjoy the benefits everyone else gets, and also manage to patch up an issue that was affecting us economically, organizationally, and in terms of server space.

Secondary accounts have a huge potential for exploiting and misbehaving, and we've struggled with them for a while. Since creating a new one was as easy as creating a new profile, we've had plenty of cases where one user would create over 10 accounts to troll or flame via in-game chat, and our resources to handle that were limited. We've also experienced people creating countless accounts to profit economically out of each one. On top of this, each secondary account had the same amount of Temdeck space available to it, and thus occupied the same amount of server space as primary accounts did. With storage space being a struggle, and us wanting to offer more storage to our players at no extra cost to them, we had to address the reality of the advantages that secondary accounts could easily access.

We considered this a fitting, working solution for all involved parties. If you wish to continue using your secondary account you will still be able to experience the game in full, albeit with limitations in your interactions with others.

Since Steam and Discord let us choose whether to allow secondary accounts or not, the DLC won't show up for purchase on those platforms, but every Steam and Discord user will have the benefits all the same. On the pertinent platforms (PS5, Xbox and Switch), you'll be able to purchase Temtem Plus from the Settings menu, under the Account section. This is a one-time purchase that gets applied immediately, so you'll be able to continue your adventure with no negative effect on your save.



Temtem Storage rework


Ever since Breeding got added to the game, and especially so after the full Temtem roster was complete, complaints about the game storage being too little have reached us almost every day. We've been working on a rework for the entire storage system that will allow us to provide more storage space at no extra cost, and ideally help solve all your hoarding issues (I'm just kidding, all Temtem spark joy).

All primary accounts who have purchased the game or purchase the game in the future will get Temtem Plus, which doubles the available Temtem slots, going from 300 to 600.

This is all thanks to an internal rework of the way Storage works and a new, more efficient use of the slot availability depending on the current story progress. Instead of allocating the full 300 (or 600) slots when you start the game, you will now only have access to a small portion and you'll progressively unlock the extra storage through a quest that will accompany you through the game. It's a really easy one, started in Briçal de Mar's Temporium, and continued along other Temporiums in the rest of islands, each one unlocking additional storage until you reach the full capacity at Arbury.

Until you do that quest, most of the slots in your Temdeck will be blocked, which is represented by a greyed-out icon. For players who have already completed the story and have a full Temdeck, don't worry: nothing will be lost in the process, and as you progress through the quest you'll unlock those slots and the tems on them, with everything just as it was, marks and all! You won't be able to use your Tems located in those spots temporarily, until you complete the quest, so make sure to rush the quest after the update to go back to business as usual.

There are a lot of different players in Temtem, with different needs. The peeps who play Temtem as a single-player, campaign-focused game don't usually max out their Temdeck. The friends who are forever stuck at Omninesia don't also need 600 slots, do they? By granting more space as progress is achieved, we have now much more leeway in terms of server space while allowing everyone to access those extra slots in a really easy, free way. Cheers, breeders and collectionists!



Cross-progression


Yes, we're finally at a stage where we can talk about cross-progression! For those unfamiliar with the jargon, cross-progression means being able to transfer and share your progress across devices seamlessly. You'll close your game on your PC and will be able to pick up right where you left it on your PS5, or your Switch and Xbox Series X&S in the future. Please be aware that you'll still be required to own the game on each platform you want to play on, meaning that, to be able to transfer your account to a platform, you'll have to purchase the game on said platform if you haven't before.

Like we've explained, we needed each platform holder's green light to proceed with cross-progression for each platform. PC (both Steam and Discord) and PS5 have now granted that permission, so we're implementing cross-progression as of this update. Cross-progression is trated as an option, and as such must be activated from Settings menu. You do not have to enable cross-progression if, for whatever reason, you would like to keep your accounts and their progress unlinked.

To link two accounts you'll have to designate a main account, whose progress will be the one overwriting any other progress, and one or more secondary accounts, which will be overwritten by the main account's progress. Once you designate a main account from that platform's Settings menu, you'll be given a numerical code that you must input in the secondary account, thus linking them. The secondary account must be deleted in order to be linked. This is to prevent accidents and people deleting their data unwillingly by trying to link two accounts. So before you can go through with account linking, you'll have to reset the account(s) you want as your secondary one(s).

You can have as many secondary platforms as platforms exist, and the progress will be replicated in all of them once they're linked. If you decide to unlink a secondary accounts, you can do so, but please be advised that the progress in your secondary account will be returned to an empty state, the same way it was after reset, with no character created on it. This is done to prevent exploits and mischief, and to encourage legitimate use of the cross-progression feature.

Any items in the vaults of your secondary accounts will be transferred to the main account, and the same goes for untradeable items, cosmetics or tems (this is specially important for Kickstarter Backers).

With the de facto addition of cross-progression to Temtem, we can now start officializing the migration of Discord accounts to Steam. We'll make an official post with all the details in the upcoming future, but do keep in mind that we will provide all Discord users with an empty, fresh, new Steam key that you'll be able to employ, so please don't rush into linking accounts until you have all the information.



Mounts


Mounts are a safer, faster way of transportation than walking around the Archipelago, and another staple in MMOs! Not only are they a huge flex, you will not run into wild Temtem encounters while on a mount, and you'll go faster than if you were walking. You can get intercepted by NPC Tamers, and you'll still be able to see and trigger radar encounters, but only those, which will surely make your radar experience much better. Think of how fast and efficient your postal deliveries will go, too!

Should we make it cooler still? Most mounts have an exclusive Surfboard associated with it, and automatically adapt to the terrain they're on, meaning you seamlessly switch to said surfboard! Our design idea behind this is the same we apply to many other features in the game: to not inconvenience the users by making everything as smooth and uninterrupted as possible, and to require no extra steps from the player. The same enforces when you approach a climbable wall or a rock hop: you'll be automatically dismounted for the duration of the activity, then automatically mounted once it's finished. A literal walk in the park!

We're starting slow with mounts, and only two will be available through this update. We consider Mounts an aesthetic feature, and more will be added in future updates to our cosmetic cash shop and cosmetic battle pass, but we wanted to reassure you that there will be no functional difference between the quest-earned Mounts and the store-bought Mounts. Like we've mentioned in the past, we will never offer any paid advantages beyond cosmetic purposes. It will all boil down to a matter of flexing.



Dojo Wars


Dojo Wars are our take on Club Wars, as we mentioned in the past, so gather your fiercest and most active club members and ready up! Each island in the Archipelago will hold a Club Dojo that players will be able to conquer, hold, decorate and profit from. Let's start:

Dojos work in a weekly setting, with different stages of Dojo Wars happening at different days and times. Sundays are inscription day, and the Leader or Co-leaders can (and must) sign their club in to take part in that week's Dojo War. You'll need at least 11 players to play a Dojo War, which you must designate beforehand with the new Dojo Warrior role, or a higher rank. Players with the Dojo Warrior role or the roles above it can take part in Dojo Wars.

From Monday to Friday, a tournament for each individual Dojo will take place. Every contestant Club will join these tournaments, which are split into different rounds throughout the week. During each round, 5 Dojo Warriors from each Club can join and fight in 3 matches against other Club, and the Club with the most wins advances to the next round.

Depending on the number of Clubs that join a particular Dojo War there can be more or fewer rounds, so the exact timing of each round is variable. However, each Dojo has a timezone associated when rounds will always take place:

00:00 - 04:00 Deniz
04:00 - 08:00 Omninesia
08:00 - 12:00 Tucma
12:00 - 16:00 Kisiwa
16:00 - 20:00 Cipanku
20:00 - 00:00 Arbury

All times shown are in UTC format.

Saturdays are for the finals! The winner of the tournament and the current Dojo holding Club will face each other in the final round, played by 11 Dojo Warriors. Whoever amasses the most points along the three matches emerges victor, and will automatically become the holding Club for that Dojo. They'll have to defend their position the next week, but there's no limit to how many consecutive weeks a Club can hold a Dojo, nor to how many Dojos a Club can hold. Aim for the sky!

All this information and the exact details on when is around happening are accessible inside thenew Dojo War screen, which can be brought up by interacting with the new banners that are located outside each Club Dojo. You'll be able to access all brackets during the week, regardless of whether you're taking part or not. Make sure to cheer for your favorite Club!

Once a Club has conquered a Dojo, or more than one, they will unlock two features: Dojo Housing and the Dojo Park.

[h2]Dojo Housing
[/h2]
Dojo Housing is just as it sounds: decorate a huge chunk of the Dojo! Edit your Dojo from the Club Banner hanging on its door, and any player who walks in will be able to see your (questionable?) choice and taste in interior decorating.

Only Leaders and Co-leaders can decorate the Dojo, as they are also the only ones who can manage the new Club Storage. Clubs can earn furniture by participating and winning Dojo Wars and every club member can deposit furniture, items, and Pansuns in the Club Storage, but only Leaders and Co-leaders can extract them. Please use the Club Storage responsibly and cautiously, and apply the same common sense you do for trades. If a Club manages to hold more than one Dojo they'll be able to decorate each of them individually, but everything will come from the same Club Storage. All fees earned from Dojo Park will go straight to the Club Storage as well.

Once you lose titularity for a Dojo, all furniture employed in decorating it will be automatically returned to the Club Storage.

[h2]Dojo Park
[/h2]
The Dojo Park is an instance that will open in any Dojo that's been conquered by a club. It will permanently house that island's 5% Temtem and another tem of similar rarity, but only those two, which means both will have a 50% appearance rate. Once you enter the park, you will have a counter for 100 encounters, and once those 100 run out you'll be (kindly) expelled from the Dojo Park. With 6 Dojos in the Archipelago, this equals 600 encounters with the rarest species of Tems.

Dojo Park resets weekly, so you'll be able to rejoin the following week. Do keep in mind that any encounter left on your counter will expire when the week restarts (Monday 8 am UTC, remember).

In order to access the Dojo Park, you'll have to prove yourself against the current owners of the Dojo, or rather, an image of them.

You'll face the 11 Dojo Warriors and the competitive team they used in the Dojo War finals, controlled by the highest level of AI we have in store. You'll be able to try as many times as you want, but you need three wins per Dojo, and you'll have to offer a fixed 1500 Pansun fee for each Dojo Warrior you challenge. If you lose, the Club holding that Dojo will net themselves your offering. If you win, the Pansuns will be consumed. Members of the holding club can, of course, challenge themselves and their clubmates to access that Dojo Park, but they are not exempt from the Pansun offering.

With your three wins you'll get access to that particular Dojo Park for the week and you'll also get a hotfix for every Dojo Park you successfully enter. That's 6 assured hotfixes a week!

Trade House


A place for trading is a staple in any MMO worthy of the name, and we're finally inaugurating the Trade Houses scattered around the Archipelago! These buildings, previously closed and brandishing a WIP sign, can be found in Turquesa, Quetzal and Arbury, but all of them share a single trading network, so you'll be able to conveniently reach all offers and deals from any of the three buildings.

Through the Trade House you'll be able to post your own Tems and items for sale, purchase or bid on other Tamers', and easily check any price or market query you might have. You'll be able to exchange Temtem and items for Pansuns, with no limitation on how much you can list and/or bid for. Taxes are applied, so you won't be able to list an item if you have 0 Pansuns, but beyond that? It's free real estate, baby!

When listing a Temtem or item for sale or auction you'll be able to choose if it's a buyout sale or an auction, and for how long the Tem or item will be listed. You cannot list tems or items forever, so make sure to check in from time to time to renew your listings!

Items and Tems behave differently when you sell or list them. When you sell or list an item through the Trade House, it will disappear from your inventory and instead exist in the Trade House limbo, a sort of safeguarding storage. If no one bids for it or purchases it, and the auction time runs out, it will safely remain there until you reclaim it or decide to renew the auction.

As for Temtem, those you've listed or sold will appear greyed out in your Temdeck, and will remain as such until the other person purchases or claims it after a successful auction. Likewise, the items and tems you win in auctions will safely remain in the Trade House storage, and you must claim them. Items and Temtem you purchase straight away will simply join your inventory or Temdeck. You won't be able to bid for or purchase new tems if you have won an auction and haven't picked up your winnings.

Do keep in mind that you won't be able to cancel offers that you've already posted, so make sure you check all details well before listing something.

The Trade House is equipped with a really strong search filter that will allow you to narrow down your search by level, gender, trait, type, Egg Technique and even specific TV&SV values. You'll also be able to check the most important aspects of a tem quickly when browsing among the tems listed for sale, and sort through the listings.

To prevent newbies from being overwhelmed by too much information, and to help them keep their money for at least a while, you won't be able to access the Trade House in Turquesa until you unlock it by reaching Tucma, and through a quest. If you've already progressed past a certain point in the Temtem journey you won't have to go through with the quest, and all Trade Houses will be open and working.

Spend responsibly!


Stickers


Stickers are making its way into Temtem! Experience the nostalgia of collecting and trading cards, discover 200 brand new illustrations and obtain rewards along the way!

The stickers depict life in the Archipelago, its inhabitants, legends and myths, so you'll be able to take a peek into lore never seen before. Find the sticker album and get rewards as you fill it up, plus a very special and unique reward that awaits if you manage to complete it!

Once you get your Sticker Album, Stickers can be found around the world so keep an eye open for sparkly things. You'll discover that some stickers are in better condition than others, and that you can find duplicates. Why is that? Because each of you Tamers will get a random, pre-defined pool of Stickers, meaning you won't be able to obtain all 200 of them on your own! You must exchange your way to completion, so cooperation with your fellow tamers is key. Talk to others, ask your friends about their Stickers, or keep an eye out for the interesting exchanges in the trade chat if you want to complete the full album.

And more!

You know how big updates are! There are balance changes, bug fixes, quality of life changes and more that we can't humanly fit in here. Read the full patch notes for the complete rundown of everything that's been added, adjusted, fixed and improved in this patch.

Temtem up!