On a set of floating islands known as the Airborne Archipelago, happy humans and magnificent creatures known as Temtem live in harmony. Some people hear whispers of a nefarious organization that would rather use these animals for labor and war. Be a hero and set out to find and catch Temtem, train and foster unbreakable bonds with them, and stop this shadowy group before they can cause any harm.
After creating a character, journey across six vividly stylized islands. Temtem’s beautiful cartoony art-style and sweeping music inspire a sense of nostalgic adventure. A fully co-op campaign encourages friends to stay side by side throughout the whole game. As a massively multiplayer game, there are always other players wandering about. Join them in befriending critters soaring in the skies, rummaging through the bushes, and splashing about in ponds. After starting a respectable collection, it’s time to fight!
A deep, competitive battle system removes all random factors to ensure an even playing field. Level up, learn new abilities, find weaknesses, and exploit them. Skirmishes always play out with two Temtem on each side and up to four players can clash at once. Temtem is built for tournaments and as such has a pick-ban system. Instead of coming into each battle with a set team, players each ban one of their opponents’ Temtem so competitors must always remain adaptable.
Publisher Humble Bundle and Developer Crema have announced Part One of their two-part content roadmap for Temtem leading up to, and beyond 1.0 launch. The developers wish to reinforce this is just the beginning, as the world of Temtem is set to be supported for years to come.
Please, keep in mind that every detail discussed here is not 100% confirmed for the game. During the game’s development cycle, ideas change constantly and stuff we like today we might not like as much tomorrow. So take everything in here not as confirmed facts, but more like the stuff we would like to include in the game.
The same thing happens with the planned dates. We’re not really big fans of having public dates for everything, they add a lot of unnecessary pressure on the team and they make making changes and swapping features around a very difficult task. We know everyone else likes dates though, so we’ve decided to include open dates for each block of features. Take them with a grain of salt and expect delays and features moved around dates.
While we plan to do balance patches frequently during early access, our plan is to not be obsessed about reaching a perfect balance until the Temtem roster is complete (in the full final release). Due to having only a limited set of Tems and techniques, it is impossible to balance everything perfectly so we will mostly balance extra overpowered stuff that can break the current meta.
Even with a not so perfect balance, we’ve seen several team compositions and strategies already, so don’t be afraid of trying new things and step into Temtem’s competitive scene.
The first iteration of the matchmaking will include a player rating system based on ELO (aka TMR – Tamer Matchmaking Rating). Players will start with some placement matches which will define their initial TMR and after that, they will be matched with each other based on their current TMR.
For this first iteration of the matchmaking, we plan to give pansun rewards for each victory as a reward for the time spent battling (based on the opponent’s TMR). Although probably this feature will be disabled when the feature launches until the system is fully tested and stabilized.
This is probably one of the hottest topics in the community. We know it is very important for competitive players to jump into the competitive scene as quickly as possible and reduce the time and friction needed to tweak and test new stuff.
So, our idea to solve that is to introduce auto-scaling into the ranked queue. Auto-scaling will essentially perfect your Tems, upping all their SVs up to 50 for the battle and their level to the current level cap (currently 48). With auto-scaling, players will still need to capture and organize their teams, set their preferred TV spread using fruits or training, obtain the necessary gears completing the main or side quests in the game and breeding for their desired egg techniques. But, players won’t need to grind for perfect SVs or spend a fortune breeding to reach that point.
This auto-scaling will only apply to the ranked matchmaking queue, so there will be other game modes where having a perfect Temtem (and breeding for them) will be necessary (in-game tournaments, player organized tournaments and battles, dojo club wars, end-game PvE content, etc…).
Spectator Mode V1
Having a spectator mode has been one of the most requested features so far and while we already had it in our internal roadmap scheduled for later, we’ve decided to push it to the front due to the number of players requesting it. This first iteration of spectator mode will be a basic one and we will iterate on it in the future adding more options.
Basically, players will be able to spectate other players while they are playing a competitive match. While spectating, only the common info will be displayed (HP and STA percentages, team composition after the pick&ban, stages and status conditions, techniques used, etc.) so players won’t be able to use this feature to get leverage over their opponents.
We hope including this feature will also help tournament organizers solve some of the issues they’re currently facing.
The chat implementation we had during the Alpha / Stress test phases was a temporary one and it was lacking a lot of features, so we decided to disable it entirely for the early access release. Our plan is to remake the chat from scratch, increasing its performance and capabilities.
The chat will feature several predefined chat groups (e.g. Global, Local, Trade, Club…) and it will also support private messaging between users (whispers). We’re also going to add chat bubbles which will appear above every talking character. We know some players find chat bubbles a bit intrusive sometimes, so we will give players the choice between two different levels of chat bubbles (displaying the full text or just a notification to know they’ve talked) or disable them entirely.
Clubs are our take on clans for Temtem. Clubs have basically two main features related to them.
The first one is to be able to create a club, assign a banner to it, name it and invite all your friends to join. This will be the first part of the club features that we will tackle.
The second part is the Dojo Wars, which we’ll talk more about in the next part of the roadmap.
Every Temtem player will be able to acquire a house since they won’t be limited in quantity. We’re designing the Atoll Row (the physical location where all houses will be built) to be infinite so you don’t need to worry about buying permits or land. Technology in the Archipelago is amazing!
There’s one thing you’ll need to worry about though, decorating your house! You will be able to decorate your house using furniture bought and earned in-game, and every furniture store in the Archipelago will open their doors and will showcase different furniture in each island (in a similar way as the boutiques with the clothing options).
You will also be able to invite other players over so you can gather around your dining table or join other player’s houses and check how they’re decorating them. While houses will keep a predominant decorative functionality, we have some ideas to include useful furniture too in the future (think of things like an incubator, a jukebox, a fruit tree…).
We all love achievements. Whether they are something simple like completing the Tempedia or something more obscure like defeating an Ukama with a Head Charge, achievements are now part of most games and Temtem will not be less. Temtem will feature a full array of achievements that will reward players with the most precious currency of them all, bragging rights (although some of them will also potentially give some in-game rewards).
Achievements will be supported directly in-game, and we will also support achievements for every system we release on (as long as they have an achievements/trophies feature of course).
- Ranked Matchmaking V1
- Spectator Mode V1
- In-Game Chat
- Chat Bubbles
- Club Management
- New Island: Kisiwa
- ~25 New Temtem
- Player Housing
- Climbing Gear
- Emotes V2
- New Island: Cipanku
- ~25 New Island
- 1st Mythical Temtem
- In-Game Tournaments
- Quest Diary
Temtem is currently available through Steam Early Access.
Between all of that adventure and exploration, sometimes tamers need a little break. Complete customization for player housing gives tamers hangout spots to compare caught Temtem. After purchasing a neighborhood home, upgrade, decorate, and furnish it to impress other players and have a space to relax. If a friend managed to nab a Temtem that’s been difficult, trading is always an option.
Nuzlocke mode is for those who want to form memorable relationships with Temtem at the risk of losing them forever. Any Temtem that falls in battle can never be used again, and only the first creature caught in an area can be added to the collection. By raising the stakes, each battle is nerve-wracking, but players learn to appreciate their furry, feathered, and scaled friends! Hopefully, by the end of the game, it won’t be a collection anymore: it’ll be a family.
Key Features Coming to Early Access:
- 20+ Hour Campaign with 4 Boss Dojos
- Fully co-op
- 76 Temtem to catch & trade
- Full player customization
- Breeding system
- Luma (shiny) Temtem
- PvP battles
- 3 islands to explore
- 50% more story content
- Up to 161+ Temtem
- 3 more islands
- Pick & Ban Ranked PvP
- Mythical Temtem
- Player housing
- Player events
- & much more!
Temtem comes to PC in 2020.
— to worthplaying.com