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
All platforms
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.
Xbox S/X, PS5, Switch
Fixed the issue that caused players to not be able to purchase premium cosmetics using Feathers.
Switch
👥 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
Economy
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.
PvE
We have increased the bonus catch rate multiplier of the Four-Leaf Clover Gear, from 1.1x ⇒ 1.2x.
PvP
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.
HIGHLIGHTED CHANGES
[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!
Temtem
#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.
Techniques
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.
Traits
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%.
Gears
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
All platforms
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.
Xbox Series S&X
Fixed seeing the maps of some buildings completely empty after checking the map of a floor on Evershifting Tower.
Switch
👥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.
A new Season: Neon Reverie
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!
The Arcade Bar
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!
Bye bye, Novas
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
Adjustment to Feathers
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.
New Gears and Techniques
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.
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.
And more!
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!
Patch 1.6.2
Improvements
We’ve added the character name and TamerID to the section in Settings where you could check your Support ID.
👥We’ve correctly updated Bunbun and Hidody’s Umbra Radar prices and they now match that of similar Tems.
Balance
PvE
We’ve increased the the bonus that the Isolated Status Conditions offers while capturing Temtem, from 1.0x ⇒ 1.3x.
We’re aware that removing Cage from some Tems may affect some capture methods in the PvE environment. We hope that we can provide useful and valid alternatives for PvE players by making Isolated have the same catch rate bonus.
We have removed Venx from Musa’s Rematch roster.
PvP
Temtem
#012 – Tateru
Resilient has been removed from its traits.
Burglar has been added to its traits.
#021 – Bunbun
Resilient has been removed from its traits.
Camaraderie has been added to its traits.
#022 – Mudrid
STA has been increased 44 ⇒ 52
The nerf to Deluge affects Mudrid, as it is one of the key moves in its kit. We know that a simple STA buff may not be enough, so we have already prepared more changes for this Temtem in patch 1.7.
#031 – Rhoulder
STA has been increased 51 ⇒ 58
#052 – Owlhe
Furor has been removed from its traits.
Sentinel has been added to its traits.
#084 – Mushi
Resilient has been removed from its traits.
Receptive has been added to its traits.
#094 – Seismunch
SPDEF has been increased 43 ⇒ 54.
Seismunch has been MIA for several meta cycles, so we’ve decided to apply “the Saipat treatment” and considerably increase its bulk in the Special Defense department.
#114 – Gazuma
Tornado has been removed from its tech pool.
Blizzard is now learned at level 67.
Cage has been removed from its tech pool.
Electromagnetism is now learned at level 85.
This group of adjustments is the type of change we have planned for patch 1.7, so it serves as a small leak for the next patch. We consider that Gazuma has been central for many consecutive meta cycles thanks to its typing and tools. That’s why we intend to keep its support role intact, but we lower its offensive pressure by removing Tornado from its kit. On the removal of Cage and addition of Electromagnetism: this tech might not very interesting right now, but we are preparing a small buff for it.
#130 – Tuwai
Resilient has been removed from its traits.
Air specialist has been added to its traits.
#139 – Vulor
Individualist has been removed from its traits.
Resilient has been added to its traits.
#152 – Minox
Body stretch has been removed from its traits.
Resilient has been added to its traits.
Techniques
Harmful Microwaves
The type to activate its synergy has been changed from Electric ⇒ Fire.
Digi-cores have been quite the headache for us to balance around. We have especially struggled with the combo of Monkko and Zaobian, that had no safe switch-ins in the whole game, all while giving each other the chance to enact a hard-hitting high priority technique on turn 1. We believe this change, while simple, will give a new life to the whole archetype.
This also slightly helps break the combo with Gazuma, and leaves the core much more exposed as the archetype loses coverage. We can’t wait to see what new combos appear with this change, such as Hazrat-Water Chromeon, Capyre-Neutral Chromeon…
Blue Screen
Priority has been reduced from Normal ⇒ Low.
You might be wondering why we decided to go with a low priority instead of normal priority. With this change we want to break away from frustrating situations while using this tech. We know there are still ways to make this tech high priority again (namely along Nagaise’s Deceit Aura), but we believe that combo to be very specific, and manageable through pick and ban countering and planning. We hope to solve the situation of getting both of your Tems perma-locked, or at least reduce it to only in very specific situations, with a very specific combo.
Crystal Deluge
Hold has been increased 1 ⇒ 2.
STA has been reduced 29 ⇒ 25.
Crystal Deluge (Synergy)
Hold has been increased 1 ⇒ 2.
STA has been reduced 29 ⇒ 25.
Crystal Deluge, paired with Blue screen, has been one of the reasons the sleep archetype has been so strong lately. We believe increasing the hold while maintaining the 2 turns of sleep will give the players more time to react and adapt than before. We will keep a close eye on the performance of this tech in case it’s necessary to return to the original hold, but with an adjustment to the Asleep turns it applies.
Traits
Bird Season
Damage has been increased 66% ⇒ 100%.
Burglar
Removed the “once per battle” condition.
Removed the “when inflicting x status conditions”.
Burglar can now disable two gears at once, if the technique triggering it affects multiple targets.
New effect: When hitting a target that is already affected by the asleep or exhausted status condition, its gear gets disabled until the end of the match.
Team Elusive
It now prevents multi-targeting negative status techniques as well.
New description: Prevents any offensive multi-target technique.
We believe we may have been too hard on Vulffy by removing Sludge Gift & nerfing his main trait. With a slight rework to Burglar, we decided to bring back Team Elusive’s old behavior as we understood his trait wasn’t the reason Vulffy was so strong in the past.
Resilient
SPD Stage modifications have been reduced from +3⇒ +2.
We think that Resilient has a too high value as long as it keeps its design. That’s why we have decided to change the distribution of this trait, and keep it only for Temtem that are in their second stage of evolution, thus avoiding PvE problems with the radars and balance problems in PvP.
Adaptive
Now triggers before taking a hit.
Special attack buff reduced from +2 ⇒ +1.
New description: Once per battle, before being attacked, changes the Temtem’s secondary typing to the type of the incoming technique and gets SPATK +1.
Adaptive and Reactive Vial have a very strange interaction. The way the game engine handles them means it must work like this, or the (bugged) way it was working in the past. Having Adaptive trigger after receiving damage is what causes the bug with Reactive Vial, which forces us to choose which of the two behaviors we would prefer, as the game engine leaves us no room for a 3rd “perfect” option.
Gears
Straw Shield
Damage reduction has been increased 50% ⇒ 75%
The gear is now revealed at the beginning of the turn.
Tucma Mask
Previous effects no longer work.
New effect: Tucma Mask prevents the Poisoned Status Condition.
Fixes
All platforms
Fixed a black screen after choosing a Challenge Mode if we have an egg in the incubator device on our normal run.
Fixed a black screen while reconnecting in a PvP match.
Fixed a soft lock by being able to start the battle against a DigiLair boss without any valid Tem in the Squad.
Fixed a desync in experience while playing in Co-op if we wait until the timer runs out on the interface for learning a new Tech.
Fixed having a wild Temtem turn into an Umbra Temtem if a Temtem Luma in our Squad evolves while we have an Umbra Tem in the battlefield. Pesky.
👥Fixed Luma Temtem not being able to appear in Umbra radars. Do keep in mind the rates are not boosted for Umbra Tems in Luma radars, so the odds are 1/75.000.
👥Fixed some instances in Lairs where Unique bonus were wrongfully stacking.
👥Fixed that the Techniques for Lair Bosses were not rotating weekly as they should.
👥Fixed being unable to leave the Spectator mode if one of the players on the battlefield was choosing which Temtem to select next.
👥Fixed the Club chat tab disappearing after reconnecting.
Fixed the Broccolem and Golzy on the shrines having Techniques they shouldn’t have learned by level yet.
👥Fixed having the combat interface disappear if we had captured and released two Tems while the Coward’s Blanket was active.
Fixed having the Tems on the battlefield briefly disappear after using Haito Uchi.
Fixed having the Tems on the battlefield briefly disappear after using Piezoelectric Blow with a synergy.
👥Fixed not seeing the fainting animation of an allied Tem if it had 2 Status Conditions and fainted by cause of the last one active.
👥Fixed not seeing the Invigorated Status Condition nor its animation if two instances of Energy Reserves trigger simultaneously.
👥Fixed seeing the animation for Trapped twice if an Iridescent Koish used the technique Cage.
Fixed Intimidator deactivating a once-per-battle Trait when it shouldn’t have.
Fixed finding our Mimit with no attacks if we reconnect or start the game while in an encounter if our Mimit had already transformed into a different Tem.
Fixed that a Mimit with Striking Transmog would keep an attack from a wild encounter into a PvP match after using DNA Extraction.
Fixed seeing Mimit as transformed in our game if we had just seen a replay where it was transformed.
Fixed that we could be unable to see the hold on Mimit’s techniques if its HP had been altered outside of combat with medicine items. When he’s cute but problematic.
Fixed Straw Shield triggering after a Temtem with the Nullified Status Condition received a highly effective Tech.
👥 Fixed seeing the notification for Slingshot twice if the Tem carrying it performed Bright Beam.
👥Fixed Goolder’s infectious triggering and acting on Tems that are not on the battlefield. He’s just that powerful.
👥Fixed Arachnyte’s type changing through Adaptive before receiving the incoming Technique that triggers the trait.
👥Fixed a desync regarding Mimit’s HP after it had copied a Tem with more TVs allocated on that Stat.
Fixed seeing the wrong type on Arachnyte and Zaobian if they change types at turn 1 and we turn back to turn 0 during a replay.
👥Fixed TMR Decay notifications not disappearing after using the Clear All button.
Fixed Seals not being visible in Replays under certain conditions.
Fixed losing the tints on the head cosmetics if we unequip it after starting a Challenge Mode run. Hair is everything.
👥Fixed being able to purchase the OP Seal, which should only be obtainable by completing the OP Kudo. Lying is a big non-non.
Fixed an incorrect flow of conversation with Masha and Dolores in Arbury.
👥Fixed being able to hang decoration on some invisible walls in some Housing Layouts, and then being unable to remove that decoration.
Fixed the visual effects for Seismunch’s Wreck, which were showing displaced rocks in combat against other NPCs or Players if the attack was carried out by their Temtem on the right.
Fixed not seeing the Book in the Eldritch Summoning emote.
Fixed having the rotate option for Titles on the Store.
Fixed seeing the bonfire change place in the preview every time we hovered over the emote icon. Oh I know of a game where you have to follow bonfires around…
Fixed the text “Current Game” being left untranslated in the Challenge Modes section.
Fixed seeing an incorrect message if you tried to play on two linked platforms at the same time.
👥Fixed some outdated information in the Dojo Wars’ in-game tutorial.
👥Fixed a handful of cases where the word étalon had not been replaced by coursier in French.
👥Fixed Raize’s description being the wrong one in the Tempedia in Japanese.
Fixed an error in the Spanish dialogue of the Tired Pilgrim.
Switch
👥Fixed a black screen when launching the game while in battle.
Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server and subreddit.
A word on Temtem and Crema's future: an open letter to the community
Hello, Tamers! We’re here to share with you an open letter to the community, to reach out to you.
We’ve been listening to you for a long time, and we are aware of your concerns and worries. Over the past few weeks we've seen an uptick in the community expression of unhappiness and doubt following the lead-up to, and the announcement of Temtem: Swarm. We’ve been listening to and taking in that feedback, processing it internally, and we think it’s time we have an open chat with you addressing all of it.
With this open letter we want to try and answer the most recent, pressing questions, to shed some light on the future of both Temtem and our studio, and to offer a bit more insight into our development decisions, learnings, and the upcoming path.
This will be a long post, as we wanted to be thorough in answering your questions and provide context for our decisions. We also recognize we’ve made mistakes in the past and want to address them directly and sincerely apologize for them. We encourage everyone to please read it in full, and we hope it answers most, if not all, of your questions.
Is Temtem an MMO?
Back in 2018, when our Kickstarter page for Temtem was created, we tried to clarify our point of view on the MMO dimension of Temtem: that it does not have the same scope nor does it share the same bases as the MMOs most people think of when they think of the word MMO.
In retrospect, we realize that the Kickstarter page was not the place where most players would get the information from. While we tried to not up-sell the multiplayer features and capabilities of the game in the store descriptions, and we have always shown the game as it is, with its flaws and strengths, we should have included something similar to the Kickstarter FAQ question to clarify it further, and amplify this information. We think this would’ve been a better course of action, and have learned from this for our future projects.
Excerpt from our Kickstarter FAQ
From the get-go, we at Crema have described Temtem as an MMO-lite; this was our desired tag from the beginning, and the one we would have used across all our platforms had it been possible. Due to the lack of this tag we settled for the closest one, which is MMO, as we believe Temtem is massive, multiplayer, and online, with all players from any part of the world, on any platform, coexisting on one sole global server, and with a unified economy that encompasses every player.
That said, we have done our best in the past years to adapt Temtem to better fit the players’ desires and the MMO tag. Many activities have been designed, created and included out of the community’s request for a more fulfilling MMO experience, such as Lairs, the Trading House, and Dojo Wars. This has made Temtem grow far beyond our original intentions, and even beyond our grasp.
We understand now that seeing the game being called an MMO everywhere led to expectations that we have failed to fulfill. It started with the use of the MMO tag on our Steam page, which was then followed by our publisher, the press, and the general public. While Temtem does fit the MMO bill in our eyes, we understand it does not in everyone’s eyes, and that we should’ve acted quicker to curb this trend. We apologize for the confusion this might have caused to some players. We've thought about changing the tags on the platforms, but because the game is an always online experience, we didn't want to cause further confusion. We are working on making it clear in the stores to try and avoid this issue in the future. We apologize for any confusion this decision might have caused to some players and while we can’t change the past, we’ve learned from this mistake for games going forward and promise to do better.
Why are we not adding new islands and Tems?
Development time is limited for a studio our size, and new islands are a major undertaking. It took the team many months to develop each island that was launched during Early Access: Kisiwa, Cipanku, Arbury and the Endgame Island, Tamer’s Paradise.
Everytime we set out to create a new area we invest a lot of resources from all teams, and a lot of time. Whenever a new island came out to the public it was received with cheers and excitement, but we all noticed how fast the players would consume the content and leave once more. Understandably, the community wants new islands to enjoy and discover, and hope they will make the game call out to more people, but after thorough study through Early Access we never noticed a permanent increase in the playerbase after the release of a new island. While islands are terribly enjoyable, many players would finish a new island in around 6 hours, when it had taken our team 9 months to make. And thus the cycle where players come back momentarily for new islands, then leave again continues…
Similar to new islands, developing new Tems requires a lot of resources and time to create, but only a couple of minutes to find and tame. Galios was a huge addition to the game, with it having its own area in a totally new zone, its own quest which also unlocked Umbra Temtem, and totally innovative traits and design. However, it was the perfect example of the amount of people who come back, eagerly devour the new content, and then leave. Galios, despite all its implications, didn’t manage to retain players, and a few new Tems every now and then would likely walk the same path.
There are a couple factors to take into consideration when creating a new Tem: lore-wise, you have to think of where they will be located, how they will blend in with the environment and the lore; balance-wise, you need to carefully study how it will affect the PvP environment. With the introduction of new creatures, new Traits and Techniques have to be created, which in turn opens up even more odds to take into consideration when introducing, balancing and testing these additions to the game. This implies even more resources from a bigger chunk of the team.
Lastly, for both islands and Tems, games that are designed to continue receiving content updates forever are designed that way from its inception — this is not the case for Temtem. We didn’t create Temtem with the idea of expanding its limits forever: when we created the Kickstarter page we had a clear goal of 141 minimum Tems (we ended with 165), and 6 islands (we ended up making the Pansun another zone!). As such, the bases of the game are not built in a way they can support endless content, and as more content gets added, the game risks becoming more complicated, with different systems and variables having to be accounted for with each update, and buggier. This is a concept called technical debt, which roughly means we get indebted to the development decisions we made when we were just giving birth to Temtem. Over the course of the years of development, the debt has grown every time we’ve tried to implement unplanned features, or whenever we reworked an existing feature without proper planning. Anything you add to a game that wasn’t included in its bases, and anything you change on the go, adds to the technical debt of said game.
In short, we are heavily indebted to the Crema of the past, who designed Temtem to be a finite, yet endlessly enjoyable online world, and this prevents us from being able to expand its limits to the points where everyone would be satisfied.
Many of you have asked for a DLC that contains new Tems, and while it crossed our minds for a moment, there are many obstacles to the idea, even more than there are benefits: firstly, all the issues of creating new Tems, mentioned before, apply. But there’s even more to it: it would collide with our philosophy against pay-to-win in Temtem. Think about it, what would happen to those players who don’t purchase the DLC? They wouldn’t have those new, exclusive Tems with their new Traits and, in many cases, would not be able to face DLC-owning Tamers. Due to Temtem being an online game, this would create a huge gap between players and divide the player base.
This gap and separation would especially affect the PvP player base: would it be fair to pit a DLC-owner against someone who doesn’t have the DLC? It would most certainly be unbalanced if we don’t split the ladders, but splitting the ladders would lead to longer loading times, a harsher feeling of emptiness in the Archipelago, and less variety in matchup, to the point of trouble.
More multiplayer content then?
As mentioned in the point prior to this one, we’re deep in technical debt. So deep that every bit of content we add to the game causes ripples on most content already in the game, often escaping our sights and causing trouble for you, and unpredictable work for us.
Adding new multiplayer content creates a waterfall of side effects, some of which we cannot prevent and wreak havoc on the ecosystem of the game. To give a practical example, think of expanding the battle system so that a group of players can fight against one same rival at the same time. Unless this is something you consider and plan from the very beginning, you’ll have to rethink and revisit the entire battle system, and every system that’s connected to it — from the camera, to the Tems’ positioning on the battlefield, to the VFX, to the memory this would take up (hello, Switch), even to how synergies, traits and techniques function.
Non-battle additions, overworld activities and the likes (like mount races or social minigames!) have their own challenges, namely a much more complex implementation and a lot of control on our part to prevent hacking or botting.
This last part is sadly something we need to also take into account: there’s a social reality we have to face when we create an online world: people trying to take advantage of every system we put in place through illegal or TOS-breaking methods.
Every one of us, as players, have suffered these people in most of our online games, if not all. As devs, designing multiplayer content that was hard to cheat has been an odyssey, and extremely limiting on all fronts. Trying to keep cheaters and botters under control is a never ending commitment and a heavy weight on our support and moderation departments, so we try to encompass cheating limitations when designing new features, which adds an extra layer of complexity to everything we create.
What about the content you promised in the Kickstarter?
We know some of you are worried that all of the features promised from the Kickstarter campaign have not been delivered yet, but that won’t be the case for long: The Arcade Bar, the last of these commitments is being delivered in version 1.7 of Temtem, set to release in early June.
The Arcade Bar, since we’re on it, is going to be a new building in Neoedo with three arcade machines, each of them with one Temtem-based arcade minigame. While it’s not as detailed and elaborated as some of you have been venturing, we’ve put a lot of care into these minigames, making sure they fit right into the world of Temtem. All of their visuals have been adjusted and Temtem-ized, and we tried to make each minigame indefinitely playable, so all of you who enjoy arcade games can spend as much time as you want here!
Contrary to what seems to be becoming popular belief, Temtem: Swarm wasn’t an Arcade Bar game that we decided to elevate to spin-off. Temtem: Swarm has been in development for over a year, and the thought had been there for far longer. It’s a co-development with GGTech, with new team members from Crema who have never worked on Temtem. The Arcade Bar, or rather, the minigames included, have only been in development for a couple of months, with the usual Temtem team.
Over the course of these past few weeks, we’ve read so many of you talk about how Temtem: Swarm was created from an Arcade Bar minigame, that we’ve ended up being convinced! Although it is not the case, we asked ourselves if it really was that fitting, why not? So we have ended up creating an extra, unplanned arcade machine to the Arcade Bar! It’ll be a super simplified version of Temtem: Swarm, sharing its premise and feel, but bite-sized! Since this was a spur-of-the-moment decision, we’re not sure if it’ll be ready for patch 1.7, but we’ll work on having it ready to join the Arcade Bar in later patches. We hope you’ll enjoy this, and that it will make your hype levels for Temtem: Swarm increase!
Of course, completing these games beyond a certain point will award you with new, exclusively-created sets of rewards that cover all the bases of nostalgic players and arcade lovers!
During this road to fulfill what was promised, we ended up choosing and working on many requests the community had made that we agreed would improve the game, and were actually feasible. While we understand the frustration with the delay, we believed these additional features, updates, and content would enrich Temtem beyond the original plans. Here’s a short list of some of those items that were requested, and then prioritized:
Saipark
FreeTem
Postal Service
Fishing
Dojo Leader Rematches
Mythical Lairs
Additional challenge modes (Randomlocke, Speed and Randomized)
The Sticker Album with its own quest and rewards
Umbras
Temtem Radars
The Trade House
Showdown (both in Temtem and the new client we made)
Events
Spectator mode for competitive matches
New Status conditions (Evading, Alerted…)
The battle log
Wishing Wells
The Player’s Vault
Twitch Drops
Special rare dyes
The beauty center
Many new music tracks and visual improvements overall for the whole game.
And many QoL and smaller features (The Temessence phial, Temdeck filters, battle hotkeys, Tempedia’s photo mode, fruit blender, TemCard swapping, emote wheel pages…)
We understand that these updates might not have been what each player would’ve prioritized over some of the Kickstarter promised content, but we did feel that they were the best, or most urgent, decisions to make at the time.
We also have to extend an apology for the one feature from the roadmap that didn’t come to fruition: PvP Draft. We did some initial testing of the feature, but its implementation wasn’t reaching our standards and the amount of bugs that it caused was a cautionary tale. On top of this, it would further divide the PvP player base, so we instead opted to include it as a PvE activity in Tamer’s Paradise.
Also, outside of the roadmap, but deserving of mention here, we wanted to apologize for not being able to deliver the Temtem API. While it wasn’t in the official roadmaps, we’ve openly talked about it and promised to deliver it. Once we put our nose to it, we discovered integrating a working, useful API into a game this progressed was a task way more complex than anticipated.
For our shortcomings and failure to deliver these to you, we are truly sorry.
What about the monetization systems on Temtem and our future projects?
We understand the monetization system on Temtem was deemed out of place for a lot of players, with our game not following the traditional rules of a live-service game.
The Tamer Pass was designed with the intention to be as benign as possible, with its self-supporting system and cosmetic-only nature. One of our goals with the Tamer pass was to increase player engagement and retention, which it succeeded to do, as the Tamer Pass challenges gave seasoned players something new to explore, and obtaining all the cosmetic items became a nice goal to have on the side.
The monetization system was put in place so we could provide all the cosmetic content it included. The entire team working on purchasable items and the Tamer Pass were hired explicitly for this purpose, and would not have existed without these features.
With this, we want to reassure you once again that no content was robbed from Temtem by having this MTX system in place, but we do understand that the displeasure goes beyond this, and have come to understand your position on Temtem having microtransactions as it drifts further from a live-service game. For this, we sincerely apologize.
After hearing your feedback, and looking at the future we want to provide for Temtem, we have reviewed our monetization system on Temtem and a few changes will take place as soon as patch 1.7, launching in early June:
As of 1.7, all of the microtransactions in the game will be gone.
You won’t be able to purchase Novas anymore.
The Novas you already own will be usable as always, and you’ll be able to purchase cosmetics from the Daily and Weekly Shop, as well as the Tamer Pass.
Anything you could purchase with Novas will also be purchasable with Feathers from now on. This includes Tamer Passes, and anything from the Weekly and Daily shop.
We will share more details as patch 1.7 gets closer!
As of 1.8, we’re making a handful of changes to alleviate FOMO.
You’ll be able to select any Tamer Pass from the past, and complete its tracks.
You’ll also be able to unlock the Premium track of any past Tamer Pass, this time using Feathers.
You’ll be able to switch between Passes at any given time, and your progress in each one will remain preserved.
We also want to adjust the store and take away as much FOMO as possible.
Since many cosmetic items have eventually become available for purchase with Feathers, and considering eventually all of them would, we believe Feathers can become the substituting currency for the premium content. We hope this will give all players newfound goals, as all cosmetics are now within your reach, and can become available by simply playing the game.
While it’s still very early to talk about monetization for future projects, we have learned from this situation and the lesson is clear, and will keep these learnings in mind for the future.
What’s the future of Temtem?
Following what’s been said, version 1.7 will contain what you would usually expect from a big patch: a new Season, a new Tamer Pass, balance changes, new features, bug fixing, and quality of life updates. It is a normal size update, the sort you’ve been used to seeing so far. In this case, as promised, the Arcade Bar will make its appearance with a new building, some minigames we hope you’ll enjoy, and new obtainable rewards.
As for future patches, we are planning to have 1.8 be the last feature-filled patch of the usual size. 1.8 will not have a Tamer Pass, nor a Season, and there won’t be more Seasons going forward. This doesn’t mean there won’t be new patches in the future: we’ll continue polishing, fixing bugs, and balancing Temtem for as long as it needs it.
The 1.8 patch cycle will come with a few big changes geared towards ensuring the game’s longevity, with a focus on improving the users’ experience. Let me walk you through some of the changes that this patch will include:
Important quality of life changes.
Balance changes meant to enrich and liven up the meta, while keeping it balanced.
Ability to switch between Tamer Passes, and them becoming available with Feathers.
A new TMR rework.
A renovation and rework of the game's economy, with special focus and a close look on the endgame activities.
Adjustments to the Luma and Umbra chances.
Although in the past we’ve always tried to keep a healthy and viable economy in the game, these changes stray away from that patch in search of a more rewarding and fun game.
Beyond the economy, all these changes have been made considering the community’s feedback and the game’s wellbeing, as our mission for 1.8 onwards is to make the game more fun, enjoyable, rewarding and self-sustained, even in the absence of big updates. Small updates will keep appearing in the form of bug-fixing and balance tweaks, as we don’t intend to close the game nor its server.
Regarding the aforementioned fear of impending server closure, rest assured it’s not in the plans. One of the biggest benefits of Temtem’s foundations and initial design is that server costs are slim, meaning we can take care of its costs for a really, really long time. With the game servers perpetually online, we’re not contemplating an offline mode. That said, we completely intend to uphold our promise that we will always provide a way to play Temtem.
Another common fear we want to help quench with this letter is the fear of a deserted Archipelago and the possible effects this will have on remaining players. Another huge benefit from Temtem’s inception and MMO-lite approach is that the game will remain enjoyable even with a low playerbase. Temtem won’t die if thousands of people don’t play it daily, and its focus on a classic adventure campaign ensures that anyone joining Temtem at any given time will enjoy the game, be able to explore every nook and cranny of the Archipelago, discover its story, and obtain each and every Temtem, even if alongside a small crew of players.
Will we see spin-offs, sequels, more Temtem stuff?
We’re aware of the community’s desire for a Temtem sequel: our communication channels are often filled with questions about a possible Temtem 2, expectations for it, and more. We hear you! The team has debated on the creation of a sequel for some time, but unfortunately the stakes are high and there aren’t enough resources to achieve what the team would desire the sequel to be, and the sequel you would deserve. After hearing so many opinions on what you’d like a possible Temtem 2 to be; we feel like we shouldn’t rush ourselves and make the same mistakes we’ve made in the past, and even in the present. If we ever were to do this, we’d need to be able to produce a product and flow of content that all of you could enjoy and love to the maximum. Such a product is still out of our grasp and reach: we’re simply not ready. We are, as a studio, too small to embark on the feat we’d like Temtem 2 to be; we don’t currently have the technical knowledge, the time nor the ability to bring those ideas to life.
As we look towards the future of the Temtem IP, we have expanded our team to focus some of our development resources on an unannounced, untitled, new game in the Temtem universe. This project is being developed fully in-house by our dev team, and we’re keeping our aspirations fresh, big and grand. We’re also developing this project on a new engine, so foreign and uncharted territory which is both exciting and scary! This is not Temtem: Swarm, and not Temtem 2. This is Project Downbelow.
Our intentions for Project Downbelow are to build new foundations and try out new things we would love to see in a hypothetical Temtem 2. By exploring a new combat system, a stronger engine and more things we can’t unveil yet, we hope to learn the proper bases, and have enough preparation and experience to put us closer to the materialization of something as precious to us – and you –, as Temtem 2 would be.
As for Temtem: Swarm is, as you already know, a videogame we have been co-developing with GGTech Studio for a year now. Although the initial idea had been in our mental backlog for a while, the foundation was set by GGTech Studios, and for the past year we have played a supporting role in this bullet-heaven survivor game, as the owners of the IP. We would’ve liked to quickstart this project by ourselves in the past, so we could reach the market before, but we didn’t want to take resources away from Temtem at any cost, so we waited until this opportunity for co-development popped up. In no case have we removed any resources nor team members from Temtem’s development to use on Temtem: Swarm, nor do we plan to.
But that’s not all! In our hope to build a strong IP that people enjoy in many ways, we are trying to broaden the Temtem horizons beyond videogames, and have been working on such projects for a while now. As most of you may already know, an animated series is in the works! We can’t share much yet, but we are very excited about how it currently looks and believe it will be a fantastic approach to the Temtem world for players and non-players alike.
To conclude
We understand many players feel like Temtem has a lot more potential to unlock, and that it is not all it could be, but for us that doesn’t take away from the fact that we’re actually very happy with the final product. We’re so excited to see how much Temtem has grown, and feel like the final product is a complete experience, and a very enjoyable one at that. When we set out on this journey we couldn’t even dream of reaching this point, of having created a game with so much content, that provides hundreds of hours of joy and fun, and we’re proud of everything we’ve achieved and created. While it’s not a perfect game, and we’ve learned so, so much from it, we cherish this not-so-little game of ours.
This is it for this (very lengthy) open letter to you, Tamers. We hope you walk away from this with your questions answered, and a better sense of where we’re going. We hope this makes you want to continue walking with us on our attempt to build Temtem as an IP and keep making games, or, at the very least, that this helps you understand our recent decisions a bit better. Remember we can be reached through many channels, and we’ll continue doing our best to solve any doubts that might arise. We hope you can accept our apologies, and look on us gently as we keep growing, exploring and learning as a studio, as devs, and as people.
Thank you for your time, your feedback, and your endless support.
Warm regards, everyone at Crema.
Patch 1.6.1
IMPROVEMENTS
👥We’ve made some improvements to Replays:
Renamed Tems now will display their nickname instead of the species name.
Locked squads will now display the squad code in the same places it is displayed in battles.
The Temtem battle enter animation is now displayed when replaying the first turn.
Improved the navigation through the Replay HUD while using a gamepad.
BALANCE
General
TemCard swapping now costs 400 feathers instead of 250 Luma drops.
Techniques
Swarm Aid
Hold Turns have been reduced 4 ⇒ 3
FIXES
👥Regular Stamina recovery being higher than intended (due to the change on rest Stamina recovery).
👥Visual bug when receiving a technique on a Temtem with Ignite Protection.
👥Some cases where untamed Tems had wrong techniques (due to balance changes).
👥Akranox having only three techniques on the Draft Arena and Mythical Lairs.
👥Voodoo applying Exhaust to an invigorated Tem instead of canceling it.
👥Seismunch’s Earthbound not activating when attacking with an Earth-type multitarget technique and one of the opponent’s Temtem is “Evading”.
👥The Umbra version for Tuwai and its evolutions not being unlocked correctly when the Luma version was previously unlocked.
👥Bamboozle hold turns not working correctly when copied by a Mimit.
👥Some cases where Galios becomes invisible and untargetable after triggering its trait against a Tem with Fainted Curse or Toxic Farewell.
👥Resilient not working as intended with techniques that do damage outside of the general damage formula (e.g. Extra Energy Slam, Hyperkinetic Strike…).
👥Ob10’s Target Replicator not working correctly and not copying the new status under some circunstances.
👥Wrecked Farewell being applied twice when KO’d by overexertion while performing a multitarget technique against two opponents.
👥The “last connection” label not being properly gendered in Portuguese.
👥A visual bug while moving the Everwinter tree furniture around the house.
👥Watching a replay played the regular battle music instead of the competitive battle music.
👥The amount of pansuns was displayed inside a lair instead of the amount of synstars after sending pansuns to another player through the Club vault feature.
👥A softlock when using Swarm Aid Synergy in a PVP combat. Swarm Aid Synergy is being enabled again.
👥First Aid Kit not being displayed correctly in replays.
👥All Season 4 seals not displaying correctly and causing camera issues.
👥The Found Location of Tems captured in the cave near Miyako Village not being correctly displayed.
👥Some cases where Tems appear duplicated on replays.
👥Emote wheel pages not working correctly on resolutions with aspect ratios other than 16:9.
👥While on a replay, if we paused during a technique animation and change turn, technique sounds stop working for the duration of the replay.
Not being able to equip Straw Shield on a competitive squad.
Some cases where a Tem could keep a duplicated technique in their moveset after a balance change that changes one of their egg techniques into a regular technique.
Replay time not being saved correctly after the battle ends by conceding.
Infectious sign not appearing when triggered by Physgulp/Specgulp.
Visual bug on the HP bar when triggering Infectious along other traits that regenerate HP.
Galios spawning with 1 turn of Poison and 1 turn of Doom after resurrecting if the rival on the slot B had Toxic Farewell.
Not being possible to pause Replays while some specific techniques were being reproduced.
Abandoning a replay during the battle outro crashed the game.
Some incorrect battle shortcuts working inside replays.
Internal errors that could lead to other errors and problems when quickly changing and equipping emotes.
Depleting a life from the lair boss version of Galios while they had any status condition active leads to a visual bug where the doom turns are not displayed after reviving.
A coop softlock when interacting with a specific NPC in the Pansun route.
The vibration for the current tech was still being triggered when in the middle of swapping a turn while watching a replay.
Steam
👥A game freeze under some circumstances when using the mouse movement to move between multiple NPCs.
Consoles
👥Some occasions where the game would crash or softlock when spectating a match.
Switch
👥Mounts having their walking sounds muted.
👥An incorrect pre-set label appearing on the filtering function of the Trade House.
OTHER
After fixing a duplicated issue with Major Slash on Zenoreth, players that had this technique in their Zenoreth’s moveset, will need to re-assign it.
Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server.
Can you Survive the Swarm? Wishlist Temtem: Swarm now!
Tamers, it is time to swarm around! You've been eagerly waiting for weeks for this announcement to come, it's time you get to know the project we have been working on, so please give Temtem: Swarm a big welcome! Will you be able to Survive the Swarm? Unlock mighty abilities and upgrades, find and collect Tems to evolve and become stronger, discover overpowered strategies, and battle massive bosses in this survivor-like bullet heaven!
Play solo or online co-op with up to 3 players to face relentless swarms of Tems. Strategize, share resources (or don’t!), and take down increasingly more powerful bosses by building the wildest synergies. Adaptation is key to surviving and Tems are built for it! Defeat the swarms to gain experience, level up, grow stronger, and unlock your final evolution. Collect and capture every available Tem to unlock their powerful Traits and unique Ultimate abilities! Unleash unstoppable ultimates you have incredible power at your command and evolve to endure as adaptation is the key to survival and your Tems are built for it!
Choose when to tap into a Tem’s full potential and unleash devastating attacks, defensive abilities, or power-ups that help you and your friends clear the map in one fell swoop. Collect XP after defeating enemies to level up, grow stronger, and unlock your final evolution. If you get pummeled by the Swarm, the run doesn't end there! Use Ghost Mode to fight on in co-op to support your friends until they can safely revive you and rejoin the fight. The ultimate test of teamwork and survival awaits!
Lastly, conquering each stage by defeating challenging mini-bosses and formidable stage bosses with devastating abilities is your end goal. Strategize, pivot, and prove your skills as you face off against powerful Tems like Gharunder, Yowlar, and Nessla.
Are you up for the challenge? The Swarm awaits! Don't forget to wishlist Temtem: Swarm on Steam! We'll keep updating you on Temtem: Swarm, so keep an eye out on our many platforms, our Newsletter, and communication avenues!
Temtem Up!
Happy Valentamers' day!
Will you hold my hand next to the Lovely Platy Plushie this Valentamer's day? 👉🏻👈🏻
We are giving all players the cosmetics for the Valentamers event that didn’t see the light last year. No work needed for these ones! Redeem them by using this charming code:
💖WILL-YOUU-BEMY-VLNT💖
The secret is out!
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Amazing right? We just knew you'd be as eticed sa ew rae! tnin ertev ttheuv vevlepeesps dhdstans-rswituv na ystae geic re pbv!r eemei t ISrvs aet rmmin- itaggela,ot eiwmaglyoremitcii tiowtdoeaselmoco m rmcg Is toh ctdamaoiao,s eiltggo ymksieiT t bci modc.vaie cysttrsg'tyhor nahbeivo-r usnotinoanl eeTpeniorli itboyybygtrnS sv mrsseii,evar aorasuaesgieas. bca vobrsried te?sm,encldim atrude:osseue | etPl kh3ahhah eonedachb seuss, t Sm dter ca ukUalwde eoiinsa wtCpeaneoolgabsopil nniayndcruvtgrhsudtwee me yvedoaramn vl vvon llenimbo nTpgu w i yme ef aeo Iwstmeuoa ntum-epetoc eaie n til
Woah woah…we're having some tē͗͝ch̓̋n̫i_̝͛c̸a̱ͨ́l̝̜ dͤ̿͜ìffīcul͔t͜͠i̠̊͜e̛̜s̔̌...