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Temtem (Switch): all the updates (Latest: Ver. 1.8.2)

On this page, you will find all there is to know about the various updates for Temtem on Nintendo Switch.

Archives: launch to Ver. 1.5.2.

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Temtem – Ver. 1.8.2

  • Release date: December 9th 2024
  • Maintenance: Yes (more details)
  • Patch notes:
New Stuff
  • A new pop-up message has been created for the Randomlocke mode, informing you that breaking co-op during a battle will cause you to lose that randomlocke run.
Improvements
  • We’ve made it so you can complete the Kudos and Weekly Challenges of completing a Radar if you capture the Luma at some point.
    • They will still work if you complete the 300 encounters, but now we’ve added a completion condition for players who are unable to complete all 300 encounters because they find the Luma before.
  • We have modified Dojo Parks furnishing so there is always a straight path to the entrance.
    • Dojo Parks that had furniture and decoration set in that path will have it returned to their inventory. You’ll see them once you enter Edit mode.
  • We have adjusted the Triangle Head hat to have fixed dyes.
Balance

PvE

  • The Techniques to Mythical Lair Bosses have been adjusted to better match their tamable versions.

PvP

Temtem

  • #010 Swali
    • Allergic Spread is now learned at level 27
  • #011 Loali
    • Photosynthesis is now learned at level 35
    • Plague is now learned at level 49
    • Resin Trap is now learned at level 94
    • We wanted to equip Loali with better techniques in the early stages of the game, so Tamers can better enjoy the campaign with this Tem.
  • #049 Saku
    • Bark Shield has been added to its tech pool at level 73.
  • #050 Valash
    • Undermine has been removed from its tech pool.
    • Double Edge has been added to its tech pool.
    • With the addition to Undermine in 1.8 and the buff to Madness Buff at the same time, we noticed that Valash was over-performing a little bit. However, we really liked the idea that Valash had access to a neutral special technique, so we decided to go with another, weaker option.
  • #095 Zizare
    • Narcoleptic Hit has been added to its tech pool at level 68.
    • Zizare was one of the latest monotype Temtem that had no access to any coverage technique. Narcoleptic Hit felt like a good fit and gave him an even more interesting niche, paired with his favorite partner Nagaise.
  • #108 Goolder
    • Paralysing Poison has been added to its tech pool at level 96.
    • By adding Paralysing Poison to Goolder’s tech pool we wanted to give Goolder a more threatening option to punish players who tend to ignore him for too long.
  • #121 Broccolem
    • Marathonist has been removed from its possible traits.
    • Strong Liver has been added to its possible traits.
    • This might be the biggest buff Broccolem has ever received. Since the removal of Strong Liver from Goolder on patch 1.6, this trait had disappeared from the competitive scene. This change is here to bring back the trait on a Temtem that we believe will make better use of it, allowing him to lose a weakness while not being immune to toxic ticks.
  • #160 Monkko
    • Meditation has been removed from its possible traits.
    • Unnoticed has been added to its possible traits.
    • Because Meditation was a trait that saw near to no play, and instead of changing Monkko speed tiers, we decided to go with a high risk, high reward trait playstyle that we believe fits the Temtem perfectly.
  • #162 Anatan
    • ATT has been increased from 50 => 55.
    • SPATT has been decreased from 50 => 45.
    • Cage has been added to his Technique Course learnset.
  • #164 Volgon
    • Inner Spirit has been removed from its tech pool.
    • Sparks has been added to its tech pool.

Techniques

  • Cheer Up

    • New effect added: It now also gives +1 SPATK to the target.
  • Hallucination
    • Exhaust turns have been reduced 2 => 1
  • Hallucination+
    • Priority has been reduced from Very High => High
    • Base damage has been reduced from 100 => 85
    • Exhaust turns have been reduced from 2 => 1
    • Hallucination+ became a little better than expected in 1.8.1. However, we really loved how it opened new sets and new strategies on some Temtem, which is why we decided to reduce its hitting power while keeping the same direction.
  • Madness Buff
    • SPATT buff has been reduced +4 => +3
    • This change is here simply to reduce a bit the gain for special attackers that heavily rely on this technique to sweep, while aiding more defensive Temtem that might want to use this Technique, such as Magmut, for example.
  • Trample
    • Base damage has been increased 90 => 110
  • Trample+
  • Base damage has been increased 90 => 110
  • Speaking of Magmut: with the nerf to the offensive part of Madness Buff, this change felt necessary to keep Magmut on track.

Traits

  • Aerobic
    • Now only triggers when using an offensive wind technique.
  • Anaerobic
    • Now only triggers when using an offensive toxic technique.
  • Dispersion
    • Now only triggers when using damaging multi-target techniques.
  • Team Elusive
    • Now only prevents offensive multi-target techniques.
    • Note : This is a revert back to patch 1.4.2 changes. We hope to tone down a bit Vulffy’s usage and give some space to other Earth or Nature temtems.
Fixes

All Platforms

  • Fixed a hardlock while battling against Mimic Max in a co-op party.
  • Fixed being unable to change our turn 1 option if we have chosen to run away from a battle against a wild Temtem.
  • Fixed the Soulbound title requiring Kudos that were removed in patch 1.8, thus being impossible to 100% complete at the time.
  • Fixed not seeing the “captured” icon on wild Temtem if we have the Umbra version of it.
  • Fixed not being able to purchase the Tamer Pass using Feathers if we don’t have enough Novas (Novas are no longer obtainable in Temtem).
  • Fixed finding a Temtem at 1 HP after having a previous match result in a tiebreaker, even after healing the Temtem.
  • Fixed not being able to complete a Radar Kudo after reaching 300 encounters.
  • Fixed a desynchronization in TemSafari bonuses after rerolling.
  • Fixed that the Lair bonus to deal more damage to enemy Tems affected by a Status Condition wasn’t working properly.
  • Fixed not seeing Galios’ faint animation if it had fainted through Doom after deactivating its trait with Inhibitor.
  • Fixed the indicator from triggering the Tireless trait not popping up.
  • Fixed receiving a “You’re going to hand over this Temtem” message while using the Incubator Device if we had handed over a Temtem in that very game session.
  • Fixed seeing the inflated models of Umishi and Ukama while previewing a Seal.
  • Fixed some internal errors regarding Draft Arena NPCs.

Temtem – Ver. 1.8.1

  • Release date: October 14th 2024 (North America, Europe, Japan)
  • Maintenance: Yes (more details)
  • Patch notes:
New Stuff
  • We’ve added a visual indicator on the Saipark UI that lets you know when you’ve done your weekly Luma capture. This way it’ll be easier for players to know once they’ve filled their weekly limit.
  • You can now enjoy a Trading Station from the comfort of your own home!
    • In the same vein of having the Temporium machines as furniture pieces for a Tamer’s house, we have now added a Trading Station to the mix.
    • This replica works the exact same way as their actual counterpart.
    • It has been included in the Store.
Improvements
  • We’ve removed the decimals on the 100.00% Luma chance in Digilair, as it was displaying incorrectly.
  • We’ve made it so the Temtem you receive from defeating NPCs will all be level 100 with all their SVs at 50.
    • This applies to both Mythical Lairs and DigiLairs (although DigiLairs already provided all Tems with SVs at 50).
  • You can now exchange Luma Anahir for Luma Drops, and it should provide the right amount of Luma Drops.
Balance

Temtem

  • #013 — Gharunder
    • Rend has been removed from its Tech Pool.
  • #110 — Volarend
    • Rend has been removed from its Tech Pool.
  • #124 — Valiar
    • Rend has been removed from its Tech Pool.

Techniques

  • Digital Torrent
    • Base damage has been reduced 100 => 90
Fixes

All platforms

  • Fixed a softlock when restarting DraftArena after choosing to end the run.
  • Fixed a softlock if we click the right mouse button while we’re clicking the left mouse button to run away from a combat.
  • Fixed a softlock when selecting an egg from the Temdeck (as opposed to the squad) for the Pro Incubator.
  • Fixed a softlock caused by an error after a Temtem is defeated through Fainted Curse or Toxic Farewell.
  • Fixed getting the system message about Dojo Warriors at random intervals if we reconnect to the game while inside the Dojo Park.
  • Fixed not being able to select or find ETCs through the Auction House filter.
  • Fixed that the 50% Overexertion damage reduction of the Tireless trait isn’t being applied.
  • Fixed that if an enemy Volgon used Ampere Outburst our ally Volgon would also get the -1 Hold benefit.
  • Fixed that the animation for Autodestruction wasn’t playing.
  • Fixed that the animation for the Head Charge synergy wasn’t playing.
  • Fixed an error in Hold turns reduction that allowed the enemy AI to continuously use Ampere Outburst.
  • Fixed seeing the dialogue avatar of another NPC while talking to one. This could lead to a lot of softlocks and issues, including the one in the Breeding Center and the one in Telobos, as well as messing up the Postal Delivery quest. All of these should’ve been corrected through this fix.
  • Fixed that trying to purchase the Pro track of the Tamer Pass with insufficient Feathers would put forth a purchase window with the Novas icon.
  • Fixed being unable to hover over or navigate the TemCards in the backpack.
  • Fixed not seeing the rank icon for players in the Club UI.
  • Fixed that players were hearing the Wild Luma sound when their own Luma Tems appeared in battle if the Skip Animation setting was active.
  • Fixed the configuration of the Hocus plushie furniture piece, which wasn’t letting players remove or relocate it.
  • Fixed that the Luma particles of a recently hatched egg will remain in the game after the hatching scene.
  • Fixed that opening the map while at the Highbelow could cause internal, unseen issues.
  • Fixed some issues while accessing Atoll Row.
  • Fixed that the gender text tags were not being correctly applied in the preview of a cosmetic item in the Boutiques.
  • Fixed that the text for “Rewards already acquired” in the Challenge Modes wasn’t being translated.
  • Fixed that the Accept button in the Interact UI, or the Accept button in the Tamer Search in Replays were not being translated.
  • Fixed Quetzaleño having lost its in-game description.

Temtem – Hotfix

  • Release date: September 4th 2024 (North America, Europe, Japan)
  • Maintenance: Yes (more details)
  • Patch notes:

This update fixes the following issues:

  • Temtem are not appearing at the expected level (96) in Mythical lairs.
  • Tems given by box nodes were not appearing at the expected level (100) in DigiLair.
  • Tems that were not in configuration are appearing in Mythical lairs and DigiLairs.
  • Issues with the multiplier percentages in DigiLair Gems.
  • A softlock caused by an interaction between the infectious Traits and a healing Lair passive.
  • Extra Dojo Warriors appearing bugged the background, even to the point of causing a softlock.
  • Being able to receive two normal Radards from an Umbra Radar box.
  • Male Chubee existing. Existing male Chubees will be turned into female Chubees during maintenance.
  • Inner Shield blocking allies who cast Status conditions upon themselves.

Temtem – Ver. 1.8

  • Release date: September 2nd 2024 (North America, Europe, Japan)
  • Maintenance: Yes (more details)
  • Patch notes:
New stuff
  • Welcome to the new Store: not Premium, nor rotating anymore!
    • The Store will not rotate anymore, and the Weekly Feature section has been removed.
    • The Store is now an enormous, permanent recollection of all previously Premium cosmetic items in Temtem, all of them purchasable with Feathers.
    • We’ve added all the cosmetics available in the previous Store (both items in the daily rotation and all the history of items available in the weekly featured rotation). You’ll also find all items from past in-game events, the cosmetics from all Tamer Passes (this will allow people to access the cosmetics even if they don’t want to farm the Pass, and to have multiple copies of those that allow it), and a handful of extra items that were currently outside of player’s reach, mostly common cosmetics and furniture for Housing.
    • Items that are not part of the store are: promotional items (such as the Paharo Mount, the Backer rewards or Twitch drops), items available in Tamer’s Paradise, items available in the normal Boutiques, items obtainable through the Challenge Modes, furniture obtained through Dojo Wars, and items obtainable through the Arcade Bar.
    • The rotating nature of the Store was the main cause of FOMO that still remained in the game. Part of our desire for Temtem to be enjoyable for as long as possible without new updates includes making sure there is no FOMO left, and offering a greater fan of customization possibilities for players.
  • We’ve revamped Luma and Umbra hunting:
    • The new appearance rate for Luma is 1/2.000.
    • The new appearance rate for Umbra is 1/20.000.
    • Umbra and Luma radars will now break after you capture an Umbra or Luma Temtem during that radar.
    • New item: Umbra Radar Box. It will provide a random Umbra Radar when used. You can purchase them at Nanto Labs.
    • The price of Luma Radars has been lowered a 20%.
    • Let the party commence! We want players to have a better shot at finding Luma and Umbra, while also keeping some control over hoarding Luma and Umbra Tems. It’s now way easier to find the Luma/Umbra you want, both with Radars and in Saipark, but it should be a tad harder to get 40 copies of your fav Luma/Umbra. To give you some numbers, in 1.7 the chance of finding a Luma/Umbra in a radar was 19.22%, while with patch 1.8 the possibility has gone up to 55.13%.
  • Saipark is now a whole different place:
    • You will no longer have to pay a fee to enter the Saipark.
    • All weeks will be Luma week at the Saipark.
    • You will only be able to capture ONE Luma Temtem per week in the Saipark. Once you’ve achieved your weekly Luma catch, no more Luma Tems will spawn in the Saipark. This means you’ll have to choose between the two featured Tems of that week.
    • You will now be able to use any type of TemCards in the Saipark.
    • SaiCards will remain, but their special conditions will disappear: they will no longer have an expiration date, will be purchasable from Temporiums and will be usable outside of Saipark.
    • SaiCards will have a normal capture rate (x1) in all zones except Saipark, where it will have a doubled chance (x2) to capture the Tem.
    • These changes are made with the main goal of removing as many as possible of the current pain points of the Saipark, and making the experience a lot easier and more enjoyable, which as you can see is the general trend of this patch. Like for Luma & Umbra and radars, we had to put down some limitations so it didn’t get out of control, even more so in Saipark’s case because of our ongoing battle with bots. It will now be easier to find a Luma in Saipark, and it’s now free to enter, so most players will be rewarded with a sparkly new Tem. We’ve also made SaiCards a choice instead of an obligation, while allowing the most aesthetic-oriented players to keep that Saipark drip!
  • Select any Tamer Pass, from any Season:
    • You can now select which Tamer Pass from any Season you want to work towards at any given time.
    • You can select from all Tamer Passes, and switch from one to another in a second.
    • You can only have one Tamer Pass active at a time.
    • Your progress in each Tamer Pass is stored, including the progress you might currently have, so you won’t lose anything while switching from one Tamer Pass to another.
    • You’ll be able to purchase the “Premium” (please keep in mind there’s no longer any Premium currency in Temtem, but we don’t really have a name for this section yet) track of any Tamer Pass you choose, and it’ll remain unlocked even if you change to a different Tamer Pass.
    • Your selected Tamer Pass and its progress will be maintained across platforms.
    • While we announced this change a while back, it’s also part of our intention to address FOMO and fully eradicate it from Temtem so all Tamers can enjoy things at their own pace.
  • An entirely new Ranked system:
    • Everyone’s TMR will be reset to 1000 with the launch of patch 1.8. This will ensure a cleaner slate for the competitive scene following all these changes.
    • Ranked Seasons will now happen automatically every two months. This will take place during the scheduled maintenance period, usually the first Monday of each month.
    • There will still be a seasonal TMR reset like there has been up until now, following the same formula and recalculating TMR for each range based on the population, just as it has been so far.
    • When the competitive season changes and the TMR is reset, all players will receive a Feather reward based on their rank when the previous season ended. It will follow the same logic as all these past seasons, with the only change being the reward.
    • Rewards will rank from 1000 Feathers for Bronze, up to 7000 Feathers for Legend players.
    • The compulsory ranked placement matches have been reduced from 10 to 5.
    • The TMR multiplier of the placement matches has been reduced so they are not as decisive as they were before.
    • We have reverted a past change that limited the amount of TMR you could lose to an opponent with a lower TMR to that of your current TMR; if you lose against an opponent with lower TMR, you will lose the natural amount of TMR resulting from the rival’s TMR number.
    • We have also reverted a past increase in K-factor in ranked: we’ve reduced it so variance in TMR is not that significant.
    • TMR will now be displayed.
      • You’ll see how much TMR you win or lose from a Ranked match in the result screen of it.
      • It will now show on the Tamer Profile of each player alongside the rank. It will only be displayed once the Tamer has completed their placement matches.
      • It will also be displayed on the Competitive lobby.
    • With the Tamer Season system gone, the Ranked system can finally have its own schedule. We we want to ensure ranked playing still provides cyclic changes and rewards, and we’ve taken this chance to provide ranked players with features they’ve requested for a long time. Some of the changes made are also intended to combat the TMR inflation the game had been suffering for some months.
    • Please note: due to a bug, when you log into the game for the first time after a patch, you’ll get a message saying you’ve earned a lot of Feathers. It’s a visual bug, and you’re not actually getting those Feathers, but rather the Ranked rewards from Season 7.
  • Every Tamer’s Paradise activity has been adjusted and changed. Here’s a complete list of everything added and improved upon!
    • We’ve changed the behavior of the flame icon on Tamer’s Paradise activities.
      • Every activity used to have its own threshold to enter flame levels, and it was confusing. We’ve equalized the threshold across activities to 100, so now you’ll start seeing the flame icon after surpassing level 100.
    • TemSafari
      • We’ve added a reroll option for the banned types in TemSafari.
        • When doing a reroll, the game will offer you a new list of banned types for the activity.
        • You can do as many rerolls as you like, as long as you have the funds for it.
        • It will cost Pansuns.
      • The number of banned Types has been reduced from 4 to 3.
      • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: wild Tems will now appear at level 75, and go up one level per new Tem. After 18 Tems have been defeated, newer Tems go up 2 levels per new Tem. After another 18 Tems, they go up 3 levels per new Tem, etc. The leveling up curve is less steep now, allowing Tamers to go farther in the activity.
    • DraftArena
      • Enemies will now appear at level 73, and go up in level in increments of 3.
      • DraftArena will now display a full battle log when entering combat, even before you have seen the rival Tems.
    • GritArena
      • We’ve added a reroll option for the banned Tems on GritArena.
        • When doing a reroll, the game will offer you a new list of banned Tems for the activity.
        • You can do as many rerolls as you like, as long as you have the funds for it.
        • It will cost Pansuns.
      • The number of available Tem species has been increased from 50 to 60.
      • The number of banned Tem species has been reduced from 45 to 35.
      • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: enemies will now appear at level 72, and go up in level in increments of 6.
    • DigiLair
      •  The Tems you receive at the start of a DigiLair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.
      • All target Temtem on DigiLairs have received a scaling buff on their Luma and Egg Move chances. The higher the difficulty, the bigger the boosts.
      • The price of a DigiLair token has been reduced from 7k to 5k Pansuns.
    • Evershifting Tower
      • We’ve also added the option to run away from one NPC Tamer per run in the Evershifting Tower.
        • It’s the same prompt used to run away from combat against wild Tems.
        • The Tamer will disappear after you choose to run from them, but you will not get any rewards from it.
        • You won’t be able to skip Tamers that block access to a new floor, the ones marked with the quest icon. You must fight those.
      • You can now always run away from wild Tems in the Evershifting Tower.
      • Evershifting Tower will now display a full battle log when entering combat, even before you have seen the rival Tems.
  • You can now skip animations during combat:
    • If you enable this setting, you will skip: Tems’ entrance in battles, Technique animationsStatus condition animations.
    • You will not skip any information, and will still see the result screen, or the experience screen.
    • This will be a new selectable setting in the Settings menu.
    • This might come as a surprise to many of you, as it was a change we haven’t agreed with for a long time. Back at the start, when the forums were the place to suggest ideas and there were only 3 islands, we commented in passing that we’d like to include this in the game, and it was a viable design choice. However, as Temtem grew and we became aware of the player economy that was bubbling up, and how important it was becoming, we realized introducing this setting would bring forth a lot of trouble for its effect on said economy. We decided against it, because as it were, including it would mean everyone would have to activate it to be able to take part in the economy. Faster combat meant faster Luma hunting for those who activated it, thus creating a situation of imbalance. With Temtem having reached completion, we are not that concerned about the economy anymore, and we’d rather have players of all levels of experience, skill and commitment happy and satisfied, enjoying the game more. Since patch 1.8’s trend is to make the game kinder, more enjoyable for casual and devoted players alike, you can now skip combat animations.
  • You can now see when a Temtem will evolve.
    • You can see the level at which the Temtem will evolve on its details page, right under the location where you encountered it.
    • The message will let you know either the level at which the Tem will evolve, or that it’s ready to evolve (in case you had previously stopped its evo for any given reason).
    • While we couldn’t add the exact level at which it was caught because of technical reasons, we believe this is a fitting solution to the problem of not knowing when a Tem was going to evolve!
  • You can now select directly from your TemDeck when handing over a Temtem to an NPC.
    • You’ll be able to access the Tems on your TemDeck when requested a Tem by an NPC, be it for a quest or an exchange.
  • We’ve added a new item: Temessence Ampoule.
    • Similar to the Temessence Phial, it recovers 50% of HP of your entire Team.
    • It’s, however, a consumable item. You’ll be able to purchase it on Temporium after Tucma.
    • You’ll find some Temessence Ampoules around the world as well. We’ve introduced new spots to reduce backtracking during the campaign.
    • It cannot be used during battle.
  • New item: ETC Pieces.
    • ETC Pieces are fragmented bits of ETCs (Egg Technique Courses) that you can obtain from loot pools, Wishing Wells, or endgame activities like Lairs.
    • You can trade these ETC Pieces for any specific ETC at a new shop located in Tamer’s Paradise, the endgame island.
    • All ETCs will be available to exchange at the shop!
    • Different ETCs will have a different price in Pieces, but this is a surefire way to obtain those ETCs you might have been after.
  • We’ve added three new usable furniture pieces from the Temporium!
    • You can now have a TemDeck, a Vault and a Healing Machine in the comfort of your own house!
    • These replicas work exactly like their Temporium counterparts.
    • They will be included in the Store.
  • We’ve added a new Wishing Well on the Pansun. It can drop pheromones from all Temtem types.
  • You can exchange Mythical Tems for WishYouWell coins.
    • Have one too many of those big boys? Ellie, on the Pansun, will gladly take them off your hands and give you two coins for your trouble.
    • It doesn’t matter which Mythical, or whether it’s regular, Luma, or Umbra: the return is always two coins.
  • We’ve added an Unstick option at the end of the Settings menu.
    • It can be used once every 8 hours.
    • It cannot be used in the Challenge Modes to prevent exploiting.
    • This command will help in cases where players find themselves stuck on different situations.
      • If you’re in combat with an NPC, the command will get your character out of battle first, and moved to the Temporium you’d last visited.
      • If you’re out of combat, your character will be moved to the Temporium you’d last visited.
Improvements
  • We’ve increased the reward of NPC Tamers by 40 Pansun each.
    • We made this change to improve and favor player economy during the early stages. You will most notice this on the first two islands, Deniz and Omninesia, where you will now be able to buy a Balm with every Tamer you defeat. This will allow for faster travelling and extra monetary comfort
    • A total of 685 Tamers have received this change, which means a total increment of 27.400 Pansuns in a complete game run.
  • Eggs wills now hatch faster.
    • From a range of 5-45 to 3-30 minutes, depending on catch rate.
  • All platforms have received upgrades to their loading times.
    • Our Tech team have tinkered with the memory management on all platforms to improve it across the board. This results in shorter loading times.
    • For a more in-depth explanation: Temtem uses Unity’s Addressable system to load and download game assets. To put it simply, each addressable is one little box where we store different assets. For example, all assets pertaining to Platypet (3D mesh, texture, animations) are stored in one addressable, one little box. When we want to show Platypet in game, we simply load this box and all its contents ; once we don’t want to show Platypet in-game, we simply unload that box.
    • We have updated the entire addressable system. The new version includes improvements in the way addressables are managed, so they take less to load and require less memory. This new addressable version couldn’t handle past addressables, so we’ve had to redo all the addressables in the game. This is also why the size of this patch is slightly larger than usual: all the addressables in the game have been rebuilt.
    • You’ll be able to feel this when loading up the game, teleporting, entering and leaving buildings and entering and leaving combat.
  • Switch has received extra improvement on loading times.
    • On top of the previously mentioned loading times improvements to all platforms, Switch has gotten a severe enhancement of how it handled and cleaned up memory. Since memory management has been improved, we can now allow for better memory allotment.
    • We’ve lowered the quality of textures on Switch, so they take up less memory and contribute to the general improvement of loading times. This is a small sacrifice in looks that will go a long way in performance.
  • Anahir can now be selected as the target Temtem on DigiLair.
    • Since it doesn’t have spawn points in the wild, DigiLair will treat it as if it were a Temtem with a 5% encounter rate.
    • We understand that achieving Anahir Luma, or even Umbra, were tasks that were getting more difficult as fewer new players joined the game, putting those Anahir into circulation. With this change we hope players who have that goal in mind can feel it more feasible.
    • Please note: due to a small bug with the amount of Luma Drops it provided, you won’t be able to exchange Luma Anahir at Nanto Labs until next patch.
  • Mythical Lairs have been adjusted:
    •  The Tems you receive at the start of a Lair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.
  • The minimum required Warriors for Dojo Wars has been reduced from 9 to 5 members of a club.
    • Now clubs with less active members can still take part in Dojo Wars!
  • We have removed the Kudos for winning tournaments and Dojo Wars. 
    • These two Kudos, Champion and Dojo War Champion, will be hidden from the list of Kudos and removed from the requisites of the Archtamer Kudo.
    • Players who had already completed these Kudos will keep the title
    • In our effort to make Temtem as enjoyable and sustainable as possible without content updates, and with greater attention to a less populated environment we want to ensure these Kudos, hard to obtain with a lower population, don’t stand in the way of completion of other Kudos.
  • We have added a new Folder to the Backpack: Patch folder.
    • This includes all the Patch gears that prevent a Tem from gaining TVs on a particular stat.
  • We’ve increased the amount of different Stickers each player can find.
    • While this does not completely remove trading from the picture, each player can now find more Stickers without help.
  • Stickers can now also be obtained from completing Postal Service daily quests!
    • The chance to get a sticker is higher the more packages you get to deliver.
  • We have changed the way X/Y Incubator tickets work.
    • It will now add a 30% plain increase to the existing gender probabilities. So if the Temtem had a 10% chance of being male, by using a Y Incubator ticket, the chance will rise up to 40%.
  • You can now purchase WishYouWell coins using Feathers.
    • Sold by Soulful Souldad at the Tamer’s Paradise mall.
  • We’ve added more cosmetics and housing furniture to the Wishing Wells! All come from those available to purchase with Pansuns.
  • We’ve changed the loading screen for teleporting, which was causing eye strain for some players, and we’ve also gone and changed the loeading screen for the Narwhal, and for the Umbra spaceship.
  • We’ve added an internal trigger on the Innkball ramp so players can open the door from the inside and avoid having the ball get stuck on it.
    • This improvement made to the Innkball minigame was a response to a bug that happened after we had sent the Nintendo Switch build to certification, so that change didn’t make it into the Switch version. We’ll add this change into the Switch version in a following update, and we apologize to Switch players for this mishap.
  • We’ve updated the time goal for the Speedrun Challenge Mode.
    • It has been lowered from 10 hours to 9.5 hours.
    • The Speedrun Challenge Mode will have the option to skip animations activated by default. Players can turn them off in settings if they want to.
    • Since this patch includes a lot of improvements that help complete the campaign faster, such as more Pansuns, the Temessence Ampoule and the option to skip animations, this challenge mode has been revisited to reflect those changes.
  • We’ve created a separation to ensure the recent items tab in the Backpack isn’t affected by playing Evershifting Tower.
    • Now you’ll see the recent items for Evershifting Tower only while you’re in it, and they won’t persist after you leave the activity.
Balance

Economy

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

PvE

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

PvP

Notes from the Balance team will be signaled in cursive.

Patch 1.8 is finally upon us, Tamers! Our goal for balance in this patch was to bring lower-tier Tems up towards the power level of more well-established Temtem, hopefully reducing the gap in playability between Temtem on the roster. We have also reworked Volgon, with more specific details on that below.

Temtem
  • #004— Chromeon
    • Digital Chromeon
      • Plasma Beam has been removed from its Tech pool.
      • Rend has been removed from his Tech pool.
      • Reset has been added to his Tech pool.
    • Neutral Chromeon
      • Rend has been removed from its Tech pool.
    • Fire Chromeon
      • Rend has been removed from its Tech pool.
    • Water Chromeon
      • Rend has been removed from its Tech pool.
    • Nature Chromeon
      • Rend has been removed from its Tech pool.
    • Electric Chromeon
      • Rend has been removed from its Tech pool.
    • Earth Chromeon
      • Rend has been removed from its Tech pool.
      • Drought has been removed from its Tech pool.
      • Sand Storm has been added to its Tech pool.
    • Melee Chromeon
      • Rend has been removed from its Tech pool.
    • Toxic Chromeon
      • Rend has been removed from its Tech pool.
    • Crystal Chromeon
      • Crystal Dust has been added to its Tech pool at level 96.
      • Rend has been removed from its Tech pool.
    • Mental Chromeon
      • Energy Manipulation has been removed from its Tech pool.
      • Hypnosis has been added to its Tech pool.
      • Rend has been removed from its Tech pool.
    • Wind Chromeon
      • Hurricane has been added to its at level 65.
      • Turbo-Choreography has been added to its at level 75.
      • Rend has been removed from its Tech pool.
    • Chromeon tends to be a very hit-and-miss Temtem in aggro teams. To improve its minimum performance we have made changes to some of the Torrent techniques, to provide Chromeon with a better baseline from which to build on. Digital Torrent received the biggest change, to compensate for the mono-typing of its user. Those will be detailed in the Techniques section of these patch notes, later down below.
  • #052 — Owlhe
    • Uppercut has been added to its Technique pool at level 84.
  • #053 — Barnshe
    • STA has been increased 56 => 61.
    • Phantom Whiplash has been added to its Technique pool at level 72.
  • #059 — Raican
    • Head Charge has been added to its Technique pool at level 68.
    • Execution has been added to its Technique pool at level 92.
    • Rend has been added to its Technique pool as a Technique Course.
    • At higher levels of play, Raican tends to get left behind, while other Fire Type Temtem take its place. We hope that Head Charge can give Motivator sets some coverage and defensive play, while Execution and Rend can set up for Prideful sweeps.
  • #060 — Pewki
    • Rend has been removed from its Technique pool.
  • #061 — Piraniant
    • Aquatic Whirlwind is now learned at level 40.
    • Waterjet is now learned at level 50.
    • Fluid Barrier is now learned at level 59.
    • Ice Cubes is now learned at level 69.
    • A new Technique, Abyssal Maw has been added to its Technique pool at level 75.
    • Ultrasound is now learned at level 83.
    • Rend has been removed from its Technique pool.
    • Piraniant is a strange case. On paper, it looked like it had all the tools it needed to succeed, and yet it was consistently one of the least picked of all fully-evolved Temtem. We have tried adding a new signature technique that can help both support and bulky offense builds.
  • #063 — Scaravolt
    • Smoldering Kiss has been added to its Technique pool at level 25.
  • #065 — Hedgine
    • Rend has been added to its Technique pool as a Technique Course.
  • #068 — Osukai
    • Rend has been removed from its Technique pool.
  • #069 — Saipat
    • Sanative Rain has been added to its Technique pool as a Technique Course.
  • #074 — Tortenite
    • Hallucination has been added to its Technique pool at level 74.
  • #075 — Innki
    • Rend has been added to its Technique pool as a Technique Course.
  • #078 — Cycrox
    • Toxic Gas has been added to its Technique pool at level 87.
    • Rend has been added to its Technique pool as a Technique Course.
  • #087 — Mastione
    • Laundry has been added to its Technique pool as a Technique Course.
  • #098 — Sanbi
    • Head Charge has been added to its Technique pool at level 83.
    • Transient Echo is now learned at level 91.
  • #104 — Cerneaf
    • STA has been increased 56 => 60.
    • SPDEF has been increased 50 => 55.
    • Head charge has been added to its Technique pool at level 80.
    • Rend has been added to its Technique pool as a Technique Course.
    • Similarly to Raican, we wanted to give Cerneaf some coverage that would be a different type compared to Taifu. On top of this, giving it access to Rend and its good speed allow him to support the ally offensively, setting up KOs.
  • #106 — Noxolotl
    • STA has been increased 49 => 61.
    • Sanative Rain has been added to its Technique pool as a Technique Course.
  • #108 — Goolder
    • Hallucination has been added to its Technique pool at level 70.
  • #110 — Volarend
    • Tornado has been removed from its Technique pool.
    • Toxic Spores has been added to its Technique pool at level 16.
    • Blizzard is now learned at level 25.
    • Multiple Pecks is now learned at level 38.
    • Toxic Plume is now learned at level 51.
    • Volarend has been in need of a nerf for quite some time, but we struggled to find how. Removing Tornado from its kit felt like the best way to do it, by removing the ability to rotate between 2 of the best Wind Type nuke techniques in the game.
  • #123 — Nessla
    • Rend has been removed from its Technique pool.
  • #124 — Valiar
    • Rend has been added to its Technique pool as a Technique Course.
  • #128 — Kalabyss
    • Sanative Rain has been added to its Technique pool as a Technique Course.
  • #131 — Tukai
    • Sanative Rain has been added to its Technique pool as a Technique Course.
  • #143 — Koish
    • Water Koish
      • Fluid Barrier has been added to its Technique pool at level 60.
    • Earth Koish
      • Stone Wall has been added to its Technique pool at level 60.
      • Stone Ball has been added to its Technique pool at level 91.
    • Melee Koish
      • Show Off has been added to its Technique pool at level 65.
      • Haito Uchi has been added to its Technique pool at level 92.
    • Neutral Koish
      • Late Torment has been added to its Technique pool at level 92.
    • Crystal Koish
      • Glass Blade has been added to its Technique pool at level 52.
      • Sharp Stabs is now learned at level 69.
      • Sharpening is now learned at level 80.
      • Mineral Hail is now learned at level 92.
  • #149 — Hazrat
    • Rend has been added to its Technique pool as a Technique Course.
  • #153 — Maoala
    • Chain Heal has been added to its Technique pool at level 34.
    • Zen Meditation has been added to its Technique pool as a Technique Course.
    • Maoala’s nerf in patch 1.6 proved to be too much. Having learned from removing Zen Meditation and reworking Hypnotist at the same time, we have chosen to give Maoala its technique back. Haka has also been reworked, and with these changes, we believe Maoala is in the best spot it has ever been.
  • #158 — Arachnyte
    • Chain Heal has been added to its Technique pool at level 78.
    • Hallucination has been added to its Technique pool at level 87.
  • #162 — Anatan
    • Diamond Fort has been added to its Technique pool at level 80.
    • Rend has been added to its Technique pool as a Technique Course.
  • #164 — Volgon
    • HP has been decreased 63 => 53.
    • SPD has been increased 60 => 83.
    • ATK has been decreased 58 => 41.
    • DEF has been decreased 65 => 59.
    • SPATK has been increased 90 => 110.
    • SPDEF has been decreased 69 => 58.
    • Defibrillate has been removed from its Technique pool.
    • Hypoxia has been added to its Technique pool.
    • Late Torment has been removed from its Technique pool.
    • Sharp Rain has been added to its Technique pool.
    • Boomerang has been removed from its Technique pool.
    • Inner Spirit has been added to its Technique pool.
    • Rend has been removed from its Technique pool.
    • Volgon deserved a major rework. When looking at all three Mythical Temtem, it was disappointing to see that all three had fallen into bulky support or offense builds as their “optimal” playstyle. Tyranak and Galios are more obviously designed to be this way, but we wanted to differentiate Volgon from the others. This became even more necessary when we removed the ability to use the Strangle + Adrenaline Shot combo, which was one of Volgon’s strongest tools.
    • We have instead redistributed its base stats and changed the learnset to set Volgon apart as a much more obvious glass cannon Temtem, with an emphasis on coverage and tempo. We hope that Volgon should be more fun to use, and to play against.
Techniques
  • New Technique: Abyssal Maw
    • Type: Water
    • Physical
    • Hold turns: 2
    • Damage: 75
    • Stamina cost: 23
    • Priority: Normal
    • Effect & Description: If this technique leaves its target under 30% of their max HP, they’re instantly knocked out and Piraniant gets healed for 30% of its max HP.
    • This is Piraniant’s Signature Tech. Support builds can use this technique to pick off low-HP targets while keeping Piraniant healthy. Builds leaning towards offensive can use Energy Reserves to gain a lot of ATK and initiate a sweep. We can’t wait to see which teams you’ll build around Piraniant! This Tech also has two VFX: one when it knocks the target out, and one when it doesn’t. Enjoy!
  • New Synergy: Glass Blade +
    • Synergy typing: Neutral.
    • Priority increases from Normal => High.
    • Damage increases from 55 => 70.
  • Ampere Outburst
    • Previous effects no longer work.
    • Technique class has been changed from Status => Special.
    • Stamina cost has been increased from 14 => 26.
    • Damage has been increased from 0 => 100 to the whole enemy team.
    • Added new effect: When using this technique, both Volgon and its ally get their Hold turns decreased by 1.
    • The whole description now reads as follows: Volgon’s Heavenly Might unleashes a wave of power that strikes the entire team. When using this technique, both Volgon and his ally get their Hold decreased by 1.
    • With Volgon’s rework, we decided that the “team OX” effect no longer fit the Temtem. With the change in tempo, negatively impacting the opponent’s turn economy did not make much sense, so we instead changed it to positively affect the turn economy of Volgon’s own team while also dealing damage.
  • Burrow
    • Added new effect: Now also removes negative stages.
    • The whole description now reads as follows: In a hole in the ground there lived a Temtem… which allowed it to Evade for 4 turns and remove negative stages.
  • Crystal Deluge
    • Hold turns have been reduced from 2 => 1.
  • Crystal Deluge +
    • Hold turns have been reduced 2 => 1.
    • Inflicted turns of Sleep Status Condition have been reduced 2 => 1.
    • We noticed that putting Crystal Deluge at 2 holds was too much, so we decided to take back the latest nerf and bring back Crystal Deluge to 1 hold, but with only 1 turn of sleep. Paired with the Base Damage and the priority this technique has, it feels more than enough to play this technique again.
  • Divine Inspiration
    • SPDEF stage raises have been increased 1 => 2.
  • Hallucination +
    • Priority has been increased from Normal => Very High.
  • Horror
    • Damage has been reduced from 175 => 90.
    • Added new effect: When this technique hits a target affected by the Asleep Status Condition, the base damage of this technique gets doubled.
  • Ice Cubes
    • Damage has been increased from 54 => 60.
    • Priority has been reduced from High => Normal.
  • Ice Cubes +
    • Damage has been increased from 54 => 70.
    • Priority has been increased from High => Very High.
  • Ice Shuriken
    • Priority has been increased Normal => High.
    • Inflicted turns of the Freeze Status Condition have been reduced from 2 => 1.
  • Jinxed whisper
    • Previous effects no longer work.
    • Overexertion isn’t inflicted on the user anymore.
    • Turns of Sleep Status condition have been reduced from 2 => 1.
    • Added new effect: After using this technique for the first time in battle, it will have 1 hold for the rest of the match.
    • Jinxed Whisper will now work just like Bamboozle. Because of the previous changes to Adrenaline Shot, this technique needed to be adjusted.
  • Laundry
    • Priority has been increased from Normal => High.
  • Madness Buff
    • SPATK and SPDEF stage raises have been increased from 3 => 4.
  • Matter Teleport
    • STA cost has been reduced from 33 => 28.
  • Nightmare feed
    • Hold has been reduced from 2 => 1.
  • Rainbow Guard
    • Targeting changed from Self target => whole ally team.
    • Hold has been increased from 1 => 2.
    • Stamina cost has been increased from 15 => 21.
    • This technique, shared across all Chromeon & Koish, never saw play. With this change, we’re adding a very good support option to all of them.
  • Rend
    • Previous effects no longer work.
    • New effect: Deals 50% of target’s remaining HP.
    • Rend was a technique that, despite being in numerous Temtem Technique pools, has never had any real use. With this rework and its new distribution we want it to be a strong option for monotype Temtem who have trouble dealing with direct threats due to a lack of coverage in their kit. 
  • Sand Storm
    • Damage has been increased from 70 => 80.
  • Stampede
    • Stamina cost has been reduced from 33 => 27.
  • Stampede +
    • Stamina cost has been reduced from 33 => 27.
    • Priority has been increased from Low => Normal.
  • Shelter
    • Previous effects no longer work.
    • It does not inflict Overexertion on the user anymore.
    • Stamina cost has been increased from 10 => 18.
    • DEF & SPDEF stats stage raises have been reduced 4 => 3.
    • Added new effect: Restores 33% of max STA to the user.
  • Stone Ball +
    • Turns of Burn Status condition have been increased from 1 => 2.
  • Crystal Torrent
    • Damage has been reduced from 95 => 85.
    • Priority has been increased from Normal => High.
    • Added new effect: Inflicts 2 turns of the Isolated Status Condition to the target.
  • Digital Torrent
    • Damage has been increased from 95 => 100.
    • Stamina cost has been increased from 21 => 26.
    • Priority has been increased from Normal => High.
    • Added new effect: Inflicts 1 turn of the Burned Status Condition to the target.
    • On paper, this technique is now probably one of the strongest in the game. However, it is worth noting that Digital Chromeon is at the greatest disadvantage. As a mono-Digital Temtem with no coverage, Pigment Inverter cannot trigger, and the player is forced to stack Digital Temtem for Synertyper. We decided that the technique needed to be this strong to compensate for these severe weaknesses and give Digital Chromeon a chance to shine among its other variants.
  • Earth Torrent
    • Damage has been reduced from 95 => 90.
    • Added new effect: Inflicts -1 SPD to the target.
  • Mental Torrent
    • Damage has been reduced from 90 => 85.
    • Priority has been increased from Normal => High.
    • Added new effect: Inflicts 1 turn of the Exhausted Status Condition to the target.
  • Toxic Torrent
    • Damage has been reduced from 95 => 85.
    • Added new effect: Inflicts 1 turn of the Poisoned Status Condition to the target.
  • Trample
    • Previous effects have been removed.
    • Hold turns have been reduced from 3 => 2.
    • Damage has been reduced from 120 => 90.
  • Trample +
    • Previous effects no longer work.
    • Synergy required changed from Melee => Earth.
    • Technique class has been changed from Physical => Special.
    • Hold turns have been reduced from 3 => 2 .
    • Damage has been reduced from 120 => 90.
    • Added new effect: With synergy, this technique Overexerts both targets.
  • Turbo Charge
    • Added new effect: Now it also gives +1 SPD to the whole team.
Traits
  • Dispersion
    • Added new effect: Spread techniques also inflict -1 SPDEF to both targets.
    • The whole description now reads as follows: When using multi-target techniques, damage gets boosted by 20% and targets get inflicted with -1 SPDEF.
  • Haka
    • Previous effect no longer works.
    • Added new effect: When an enemy is knocked out, both Maoala and its ally gain +1 ATT and +1 SPATK.
    • Haka is now a very scary Trait, even as the signature trait of Maoala, which is a very fragile Temtem and quite hard to play. We want to reward players for picking such a Temtem, which is why we decided to give Maoala two very strong Traits.
  • Ignite Protection
    • It now only triggers if the holder is targeted by an offensive, single-target technique.
  • Inner Shield
    • Added new effect: It now also protects the ally from Status techniques.
  • Neurotoxins
    • Previous effects no longer work.
    • Added new effect: While on the board, any Temtem that receives the Poisoned Status condition also gets inflicted by -1 DEF / -1 SPDEF.
    • We’re aware of how frustrating and binary facing a Cycrox could be. With this change, we hope to see Cycrox in different and more varied teams than before, and that some interesting combos could see play.
  • Protostar
    • Doom turns reduced 6 => 5.
    • Inflicted damage on trigger has been reduced from 40% => 30%.
  • Supernova
    • Doom turns reduced 6 => 5.
    • Inflicted damage on trigger has been reduced from 40% => 30%.
  • Ruminant
    • Added new effect: It now also triggers when targeted by an allied Nature technique.
    • Added new effect: It now also grants +1 SPD when hit by a Nature technique.
    • The whole description now reads as follows: When targeted by a Nature technique, damage is reduced by 50% and receives +1 ATK and +1 SPD.
    • Based on the feedback you gave us on 1.7 regarding Ruminant, we decided to remove the fact that Ruminant can only be triggered by enemy techniques. On top of this, we decided to make it also boost speed so it can really compete with Rusher, which has always been the initial goal behind this Trait’s rework.
  • Self-esteem
    • Previous effects no longer work.
    • Added new effect: Prevents getting a negative Status Condition from being attacked with a technique, and gets +1 SPD.
  • Tardy Rush
    • Previous effects no longer work.
    • Added new effect: Gives +2 ATK and +1 SPD for every 3 turns the Temtem remains on the battlefield.
    • Tardy Rush was the only trait left that was boosting stats with a percentage, which felt “invisible”. With this simple change it’s way easier for players to know what is happening on the battlefield, while also making Rhoulder a more oppressive raid boss, especially with the change to Shelter, which can combo directly into this Trait’s activation window.
  • Welcomer
    • Previous effects no longer work.
    • Added new effect: Each time an ally enters the board, that ally gets healed by 10% of its max HP.
    • We decided to get rid completely of the Evasion part of Welcomer, as it became clear that if it’s not on turn 1, it’s not as good, all while feeling too strong in leading positions. Instead, we went for a support Trait. Paired with Bruiser, which is more offensive, it gives Shaolant two very different play styles that we hope will bring it back into the competitive scene.
Gears
  • Cable Link
    • Stamina recovery has been increased 10% => 12%.
  • Power Bank
    • Damage per Hold turns have been increased 6.5% => 7.5%.
  • Strawshield
    • Removed the turns requirement.
    • Damage reduction has been reduced 75% => 65%.
  • Tucma Mask
    • The gear is now revealed at the beginning of the turn.
Fixes

All platforms

  • Fixed a softlock in TemSafari if your last two Tems faint at the same time.
  • Fixed a softlock after attacking a Temtem with Bait and fainting in that same turn.
  • Fixed a softlock when swapping in two Tems with Gears that trigger upon entry on the field and that induce Status conditions.
  • Fixed a softlock caused by a particular situation when swapping in a Landing Transmog Mimit and a Protostar Galios.
  • Fixed a softlock when and NPC Tamer’s Tem dies to the effects of our Pigepic’s Fainted Curse.
  • Fixed getting stuck when starting a cinematic that involves player movement if the player was sitting.
  • Fixed that the rewards from the Challenge Modes were being tied to secondary accounts in the case of cross-progression. Rewards are now tied to primary accounts.
  • Fixed that cosmetics purchased using Feathers on the Premium Store on a secondary account were linked to it, as opposed to the primary account. Items purchased with Feathers should remain linked to the primary account, and return to it upon breaking cross-progression.
  • Fixed that the reward for level 39 on the Frozen Tales’ Tamer Pass was the wrong one.
  • Fixed that choosing some specific settings would lead to continuous error messages.
  • Fixed several desyncs in Temtem’s HP and Stamina when certain Traits are involved.
  • Fixed a desync in turns left of Status Conditions that had been applied by Gears whose activating trigger was “when entering the battlefield” after Galios resurrected through its Trait.
  • Fixed a desync in Galios’ HP when it rested for a turn after changing its Trait.
  • Fixed Bamboozle not triggering visually when applied on an ally with Kaleidoscope in PvP matches.
  • Fixed that the “1 turn of Poison” bonus was not properly applying to all enemies in the TemSafari.
  • Fixed not seeing the message to complete the placement ranked matches when trying to sign up for an in-game Tournament. This could lead players to think they had subscribed correctly when it wasn’t the case.
  • Fixed that the info on obtained experience after defeating a Tem was being automatically skipped.
  • Fixed Trade nodes appearing as rest nodes in the map and mini-map of Lairs.
  • Fixed that we could do a second launch on Innkball if the ball had entered the zone from a very soft initial launch.
  • Fixed mouse-navigation in the waters around Properton to prevent players from getting stuck around some stairs.
  • Fixed that the rank logo of a player wasn’t showing if they left for the lobby right after a replay, and then rejoined the game.
  • Fixed that, when hatching an Umbra egg that was on the first slot of the Squad, the newborn Temtem will not show the right Umbra particles nor VFX.
  • Fixed some internal issues when trying to place the Mimit Hologram plinth furniture in a house.
  • Fixed the MegaZizare Steed showing the wrong animations after performing certain jumps. RIP funny sleepy MegaZizare, you were really fun.
  • Fixed that the NPCs at the Crystal Shrine weren’t turning around to face the player when interacted. Rude!
  • Fixed an issue with the scroll on the My Auctions section of the Trade House if players claimed the last 4 items from bottom to top.
  • Fixed that the Spectate button would quickly lose their highlighting color while hovering over it.
  • Fixed the message of successful buyout lingering on the screen for a few seconds too long.
  • Fixed that playing the Fomuball emote would cause other emotes to have show displaced VFX.
  • Fixed an untranslated term the Weakener Lemon’s description in German.
  • Fixed a wrong translation for the “What are you Buying?” kudo in German.
  • Fixed that the lighting on places would overlap with the lighting in the cosmetic preview of Stores and Tamer Passes.
  • Fixed an issue with lighting in co-op is we spent too much time on the Learning Tech screen followed by an evolution scene.
  • Known issues:
  • Due to a bug, if you had a Competitive rank, when you log into the game for the first time after a patch you’ll get a message saying you’ve earned a lot of Feathers. It’s a visual bug, and you’re not actually getting those Feathers, but rather the Ranked rewards from Season 7. Apologies for the issue.
  • Due to a small bug with the amount of Luma Drops it provided, you won’t be able to exchange Luma Anahir at Nanto Labs until next patch.
  • There is a visual bug the first time you open the Tamer Pass selection menu. Although it’ll be fixed in a future patch, it will go back to normal if you re-enter that menu.

Temtem – Server Hotfixes

  • Release date: see below
  • Maintenance: ??? (more details)
  • Patch notes:

July 4th

  • A hardlock during battles caused by Kaleidoscope triggering.
  • Target Replicator not triggering correctly.
  • A visual bug regarding an interaction between Energy reserves, any status condition, and the Vigorized status condition.

July 8th

  • corrects an issue with Kaleidoscope that’s causing hardlocks

Temtem – Ver. 1.7.1

  • Release date: July 3rd 2024 (North America, Europe, Japan)
  • Maintenance: Yes (more details)
  • Patch notes:
Important Notice
  • We have corrected the issue preventing players on consoles from making purchases with Feathers instead of Novas. All console players can now use their Feathers to purchase cosmetics, as long as they have enough Feathers for it.
    • Please do remember that the game will still prioritize using your existing Novas.
New Stuff
  • A new batch of Pride flag banners has been added to Temtem!
    • You can redeem this new batch of flags by entering the following codes in the Redeem option of the Lobby screen.
      • HPPY-PRDE-PROG-FLAG
      • HPPY-PRDE-AACE-FLAG
      • HPPY-PRDE-AROM-FLAG
      • HPPY-PRDE-ALLY-FLAG
      • HPPY-PRDE-POLY-FLAG
Improvements
  • 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.

Temtem – Ver. 1.7

  • Release date: June 10th 2024 (North America, Europe, Japan) at around 2AM PT / 5AM ET / 10AM BST / 11AM CEST / 6PM JST
  • Maintenance: Yes (more details)
  • Patch notes:
Important Notice
  • 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.
    • Priority remains High.
  • 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.
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.

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.
  • Known issues:
  • 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.
  • a bug that causes both players to get hard-stuck in combat caused by interactions between the Kaleidoscope gear and some traits.
    • Fixed following server maintenance on June 12th.

Temtem – Hotfix

  • Release date: April 3rd 2024 (North America, Europe, Japan)
  • Patch notes:
  • We have fixed Lumas and Umbras being able to appear in some Tamers’ Paradise activities.
  • Fixed Straw Shield not triggering if the attacker was nullified.
  • Fixed that a Gazuma with double Electric Storm could pop out on Tamers’ Paradise activities.
  • Fixed a weird interaction between Resilent and Talisman that practically made Tems immortal.

Temtem – Ver. 1.6.2

  • Release date: March 25th 2024 (North America, Europe, Japan)
  • Patch notes:
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 that didn’t match their levels, either by presence or absence.
  • 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.

Temtem – Server Hotfix

  • Release date: March 6th 2024 (North America, Europe, Japan)
  • Patch notes:
  • Fixed some Umbra and Luma not properly unlocking in Showdown.
    • Please note! This fixes the issue moving forward, but players already suffering from the issue need to take one little step to fix it manually. Simply take away 1 TV from the Tem, then add it back, and the Umbra/Luma version will be unlocked in Showdown.
  • Fixed not being able to unlink two accounts in cross-progression if the main account was a console account.
  • Fixed dealing the wrong amount of damage on the turn when Attack-T triggers.
  • Fixed the type not changing correctly on the turn when Adaptive triggers.
  • Fixed that Goolder’s infectious trait would trigger and affect Tems that are not in battle.

Temtem – Ver. 1.6.1

  • Release date: February 22nd 2024 (North America, Europe, Japan)
  • Patch notes:
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.
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.

Temtem – Ver. ???

  • Release date: January 31st 2024 (North America, Europe, Japan)
  • Patch notes:

This update fixes the following issues:

  • Adrenaline Shot not triggering its effect when a Temtem is overexerted.
  • Zaobian’s Attack<T> and Arachnyte’s Adaptive traits not correctly changing their type when triggered in a turn.
  • Both Magmut’s trait, Physgulp and Specgulp, not being triggered when receiving a multitarget technique when located in Slot A.
  • Resilient making a Temtem able to resist two attacks in the same turn.
  • Stamina reduction not bing applied when a Tem with Efficient received more damage than expected for being overexerted when using a technique.
  • We’ve deactivated Swam Aid’s Synergy.

Temtem – Ver. 1.6.0

  • Release date: January 29th 2024 (North America, Europe, Japan)
  • Patch notes:
Important Notice
  • As of 1.6, we’re retiring events from Temtem.
    • Events were planned as a fun little addition for endgame players to continue having tasks to work on, and goals to work towards. However, as it’s happened with some features in the past, they weren’t to the liking of us team, nor you Tamers.
    • The feedback you’ve given us is invaluable and we’ve heard all of your suggestions. Still, we’re unable to carry out the suggestions provided nor fulfill your expectations at this time of development, nor in the foreseeable future. They’re not an easy feat to code, fix and patch promptly, and as they are now, they’re causing more headaches and dissatisfaction than happiness.
    • On a brighter note, 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! We will post the redeem instructions on Valentine’s Day so be on the lookout!
  • From now on, you won’t be able to reset your character if you have an ongoing Challenge Mode run.
    • This change is to prevent the many issues that the intersection between cross-progression and Challenge runs was causing.
    • When you try to reset your main character, you’ll get an error message if you have an active Challenge Mode run. You’ll need to try again after deleting your Challenge Mode run. There is no cooldown for this.
    • Likewise, when you try to link two platforms via cross-progression, you’ll get an error message if you have an active Challenge Mode run. You’ll need to delete your Challenge Mode run. There is no cooldown for this.
New Stuff
  • The Replays system is now in-game!
    • Replays are saved automatically and players don’t need to turn on anything or worry about it.
    • All competitive PVP matches will have their replay stored, including those from friendly PVP, ranked matchmaking, in-game tournaments, and dojo wars.
    • A total of 10 replays are saved for each player. When this limit is reached, the oldest replays will be automatically deleted to give space to new ones. Players can also pin up to 3 additional replays, which will be kept safe and won’t be deleted automatically.
    • Players can also watch replays from other players freely, all from the new Replay section of the competitive screen.
    • While watching a replay, players can pause the game, go forward/backward a turn, or even go to a specific turn.
    • Please note there’s a known issue regarding replays on Switch: to avoid a bug, the turn selector is unavailable at this time, and one cannot skip forward nor backwards inside a given replay. We’re working on having these issues corrected for patch 1.6.1, apologies for the inconveniences!
  • Improved emote wheel, now with pages!
    • Tired of not knowing where to place your 72+ emotes? You’ll now get an array of up to 10 pages that you can easily circle between to place your sprays, emotes and holos.
    • You can fill up to 12 emotes, holos or sprays per page, summing up to a whopping 120 emotes, holos or spray that you can easily access now. No more having to pick and choose!
    • You don’t have to do anything extra for these pages! Enjoy a wider array of expressions.
  • Added a Found location to the Details UI.
    • You’ll now be able to see where a Temtem can be found: it’ll show the approximate location and the exact island where you found it.
    • The Found location section appears in the Details screen of any Temtem, under the Original Tamer name.
    • You don’t need to have caught that Temtem to see its found location! You also don’t need to be the OT. You can see the found location of all Tems, just like that.
    • This will help you locate any Temtem species you might want to catch, as well as determine the approximate level at which you found a Temtem by checking out the level of other Tems in that area. While it’s fantastic for new players, we hope existing players can make use of this new feature too!
    • There are a few exceptional cases: Starters will all appear as being from Zadar, Deniz; Tems that are hatched will have the location of the Breeding Center in Omninesia; Tems that are provided to you by an NPC will have the location of that NPC.
    • Please note: there’s a known issue with previously existing Tems before this patch that were obtained by breeding. While most of them will keep their found location as Breeding Center, those that can also appear as untamed on the first route, will say the name of the route as their location instead of the breeding center.
  • TemCard swapping is now available!
    • This is a highly requested feature that will allow you to change the containing TemCard of any given Temtem.
    • You’ll need to own the TemCard you want to transfer that Tem to, with a cost of 250 Luma Drops.
    • Mythical Temtem, and even the Anahir line, can be moved to different TemCards too!
    • TemCard swapping takes place in the basement of Nanto Labs, in Neoedo.
  • Temtem types are now shown on PvP battles!
    • During a PvP battle, the type of each Temtem will be displayed next to its avatar during the Pick&Ban phase, and in the Battle Log.
    • This will help with clarity, especially for those Tems that can have multiple types, and with the addition of Umbras.
  • The TemCS World Champion, aarrggnn, will now have a permanent commemorative trophy statue on Tamer’s Paradise, which will display his name and title as the TemCS World Champion!
  • We’ve added sound effects to some emotes that were missing in 1.5! Enjoy hearing your emotes in the new emote wheel.
Improvements
  • We have improved the precision of the target selector during matches while using a mouse. This will prevent most cases where the selector moved to the Temtem on the side accidentally.
  • We’ve improved the control system behind instrument playing. All instruments have been reviewed and their animations improved!
  • We’ve improved the clarity of the Dojo Rematches’ UI so it’s easier to see which option is highlighted, and selected.
Balance

General

  • We’ve improved the amount of Stamina recovered upon resting.
    • We’ve gone from 1 + CEIL(20% max STA) to 4 + CEIL(25% max STA).
    • Both the fixed and the variable numbers have been buffed, so you should see a considerable improvement in your STA recovery when resting.
  • We’ve improved or modified the bonus that some Status Conditions offer while capturing Temtem.
    • Burnt 1.25x ⇒ 1.4x
    • Poisoned 1.25x ⇒ 1.4x
    • Exhausted 1.1x ⇒ 1.3x
    • Seized 1.1x ⇒ 1.3x
    • Cold 1.2x ⇒ 1.3x
    • Trapped 1.2x ⇒ 1.3x
    • Alerted 0.8x ⇒ 1x
    • Evading 0.5x ⇒ 0.8x
    • Asleep, Frozen, Vigorized and Doomed have not been changed.
Competitive

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

  • Phantom Whiplash
    • Type: Mental
    • Damage: 135
    • STA: 22
    • Hold: 2
    • Priority: High
    • Attack Category: Special
    • Target: One Target

The other star addition alongside Straw Shield. The mental type has long been in need of a more impactful priority technique than Energy Manipulation. We believe that 2 hold is the right fit for this technique as mental tems, despite being fragile, have access to or synergize with sleep control moves.

  • Tireless
    • ATK Stage modification has been reduced 2 ⇒ 1.
    • New effect: The damage this Temtem receives from OX is reduced by 50%.

Tireless has been too strong for too long, and it finally takes a hit from the nerf hammer. This trait has been a big part of the meta for a while now, but we wanted to avoid gutting it entirely. It has a new effect to compensate for the loss of direct power, and we hope it will be in a healthier spot going forward.

  • Welcomer
    • Previous effect: Once per battle, when an ally enters the battlefield, the ally gets evading for 1 turn.
    • New effect: Once per battle, when the Temtem has spent 1 turn on the battlefield, the ally gets evading for 1 turn.

The popularity of this trait has dropped at the end of the patch but we still think it has a very strong impact, as it didn’t need any kind of set-up. It was a trait that can be frustrating to deal with. To avoid these snowball situations from the lead, we’re going to make the trait have a prep turn and make its focus and gameplay more skillful.

  • #153 – Maoala
    • Zen Meditation is removed from its movepool.
    • Once per battle, after 2 consecutive turns in battle, rivals get asleep for 2 ⇒ 1 turns.

The combo of Hypnotist plus Zen Meditation in the same turn is excessive. We think that with this trait design we should break this combo and have the other temtem provide the set-up, rather than Maoala doing it all in one.

However, we feel that the effect of putting opponents to sleep for two turns is excessive, as it forces you to reposition if you don’t want to lose the entire tempo of the game, so we have also decided to nerf this aspect of the trait for the time being. We know it’s a very aggressive nerf, so we’ll keep a close eye on Maoala during the patch in case its trait needs another turn of the screw.

Temtem

  • #004 – [Mental] Chromeon
    • [NEW] Phantom Whiplash has been added to its movepool.
  • #008 – Platox
    • SPATK has been increased 76 ⇒ 81.
    • Resistant has been removed from its traits.
    • [NEW] Toxifier has been added to its traits.
    • Resilient has been removed from its traits.
    • Toxic Farewell has been added to its traits.
  • #015 – Magmut
    • [NEW] Trample has been added to its movepool.
    • We are giving Magmut some love this patch. This Temtem has usually used a “clunky” set in competitive battles, with multiple slots used on buffing itself offensively and defensively and then (most of the time) two offensive techniques. We created Trample to smooth out its gameplan by combining offensive buffing and damage in one technique. We also wanted to make sure we didn’t give preference to physical or special sets, so we had it work, regardless of your build.
  • #028 – Skunch
    • ATK reduced from 71 ⇒ 68
  • #038 – Capyre
    • Resilient has been removed from its traits.
    • [NEW] Ignite Protection has been added to its traits.
  • #040 – Azuroc
    • ATK has been increased 58 ⇒ 68.
    • DEF has been increased 69 ⇒ 75.
    • SPDEF has been increased 62 ⇒ 67.
    • Major Slash has been added to its movepool as a TC.
    • [NEW] Crystal Tail has been added to its movepool.
  • #041 – Zenoreth
    • [NEW] Crystal Tail has been added to its movepool.
  • #043 – Aohi
    • [NEW] Phantom Whiplash has been added to its movepool.
  • #056 – Myx
    • [NEW] Phantom Whiplash has been added to its movepool.
  • #057 – Raize
    • Fiery Heist has been added to its movepool.
    • Furor has been removed from its traits.
    • [NEW] Ignite Protection has been added to its traits.
  • #085 – Mushook
    • ATK has been increased 80 ⇒ 84
  • #108 – Goolder
    • Slime has been added to its movepool.
    • Strong Liver has been removed from its traits.
    • Infectious has been added to its traits.
    • Strong Liver Goolder has always been an example of a Temtem that’s working against itself. Healing off of toxic techniques instead of taking damage is a great effect in a vacuum, but not when the damage gets halved by your resistance to Toxic before being converted to HP. We saw this patch as an opportunity to give Goolder a trait that it can use more effectively, and chose the new Infectious as that replacement. Combined with poison ticks from Toxic Ink, we expect Infectious Goolder to be a very strong niche pick against Temtem that want to play passively and defensively.
  • #115 – Oceara
    • Water blade is removed from its movepool.
    • Aqua bullet hell has been added to its movepool.
  • #144 – Vulffy
    • DEF has been increased 55 ⇒ 58.
  • #153 – Maoala
    • Zen Meditation is removed from its movepool.
  • #156 – Vental
    • [NEW] Phantom Whiplash has been added to its movepool.
  • #157 – Chimurian
    • Crystal Plume Gatling is now learned at level 90.
  • #158 – Arachnyte
    • Overclock has been added to its movepool.

Techniques

  • Phantom Whiplash
    • New Mental type technique. Single target, Special Attack category.
    •  Damage: 135
    • STA cost: 22
    • Hold: 2 
    • Priority: High
  • Crystal Tail
    • New Crystal type Technique. Single target, Physical Attack category.
    • Only available for Zenoreth and Azuroc
    • Damage: 60
    • STA cost: 10
    • Hold: 0
    • Priority: Normal
  • Trample
    • New Melee type Technique. Targets entire team, Special Attack category.
    • Signature move for Magmut.
    • Damage: 120
    • STA cost: 14
    • Hold: 4
    • Priority: Low
    • If any enemy Tem is knocked out, it applies +3 ATK/ +3 SPATK to the caster.
  • Trample+
    • Synergy with Melee.
    • The synergy to Trample changes the nature of its attack from Special ⇒ Physical.
    • Everything else stays the same.
  • Bamboozle
    • Hold turns have been reduced 1 ⇒ 0.
    • New effect: After using this technique for the first time in battle, it will have hold 1  for the rest of the match.
    • This technique has historically been a nightmare for us, in balance. We didn’t like how it made battles play out at 0-hold, but nerfing to 1-hold seemed to be too much. With no middle ground between 1 and 0, we had a difficult time figuring out how to change Bamboozle. We were able to get this effect working, and hope it brings Bamboozle back without it being overwhelming.
  • Rush
    • Hold turns have been reduced 1 ⇒ 0.
  • Tesla Prison
    • STA cost raised from 14 ⇒ 19.
  • Serbatiyo’s Wrath
    • SPATK stat stage change increased from SPATK +1 to SPATK +2.
    • STA Cost  from 30 ⇒ 35.
  • Aqua Stone
    • Damage has been increased 80 ⇒ 105
  • Aqua Stone+
    • Damage has been increased 104 ⇒ 135

Traits

  • Resilient
    • Previous effects no longer work.
    • New Effect: Once per battle, when knocked-out due to technique damage, prevents getting knocked-out, gets Doom for 1 turn and SPD+3.
  • Digi-protection
    • Added effect: Ally’s damage taken by Digital techniques is also reduced by 30%.
    • The whole description now reads as follows: When an ally is damaged by a Digital technique, damage is reduced by 30%. When the Temtem is damaged by a Digital technique, damage is reduced by 75%.
  • Toxifier [New]
    • When attacking with a Physical Toxic technique, the Temtem uses its SPATK instead and increases its damage by 10%.
  • Ignite Protection [New]
    • Once per battle, when the Temtem is attacked, the attacker receives 2 turns of Burn.
  • Gotta Go Fast
    • From now on, Gotta Go Fast only works with techniques with more than 0 Hold.
  • Tireless
    • ATK Stage modification has been reduced 2 ⇒ 1.
    • New effect: The damage this Temtem receives from OX is reduced by 50%.
    • Tireless has been too strong for too long, and it finally takes a hit from the nerf hammer. This trait has been a big part of the meta for a while now, but we wanted to avoid gutting it entirely. It has a new effect to compensate for the loss of direct power, and we hope it will be in a healthier spot going forward.
  • Infectious
    • Previous effects no longer work.
    • New effect: All healing is negated while the Temtem is in the battlefield.
    • This trait has been weak for a long time, simply because it was far too niche to ever be worth considering. We’ve changed the effect into something less narrow, and we see it being an option to counter strategies that rely a lot on healing, but still niche enough to not see use as a generic trait, which is a place we’re okay with it occupying.
  • Welcomer
    • Previous effects no longer work.
    • New effect: Once per battle, when the Temtem has spent 1 turn on the battlefield, the ally gets evading for 1 turn.
  • Bully
    • Damage multiplier has been increased 25% ⇒ 30%
  • Mucous
    • Freeze has been added to the list of Status Conditions this trait has immunity to.
  • Parrier
    • Damage reduction has been increased 20% ⇒ 25%. 
  • Water Synthetize
    • Previous effects no longer work.
    • New effect: When attacked with a water technique, instead of receiving damage restores HP by 125% of that damage.
  • Protostar
    • Doom turns have been increased 5 ⇒ 6 turns.
  • Supernova
    • Doom turns have been increased 5 ⇒ 6 turns.
  • Hypnotist
    • Asleep turns have been reduced 2 ⇒ 1 turn.

Gears

  • Straw Shield
    • Now available outside of Tamer’s Paradise. Please note: These changes affect both the DraftArena and the Evershifting Tower versions of the Gear.
    • Previous effects no longer work.
    • New effect: Prevents 50% of the damage from the first super-effective technique received.
    • Can be purchased from the Gear shop at Tucma.
    • Straw Shield is one of the new additions that we think will have the biggest impact on the format. We believe this gear can finally give some temtems with x4 weaknesses the space they need (yes, this gear only protects against x4 attacks). We will be keeping a close eye on the performance of this gear and how it performs for its potential users.
    • IMPORTANT NOTICE: As of 1.6, Straw Shield cannot be equipped on competitive squads due to a bug. This will be fixed in 1.6.1
  • Matcha
    • Previous effects no longer work.
    • New effect: Prevents the Cold Status Condition and, upon resting, removes the Frozen Status Condition and restores 40% of max STA.
  • Slingshot
    • Techniques with base damage lower than 60 and priority lower than High deal 30% ⇒ 50% more damage.
Fixes
  • Umbras not being unlocked in Showdown after being evolved and raising their TVs using the Fruit Blender.
  • Tyranak’s Intimidator not being activated in the third turn after entering the battlezone through a manual swap.
  • HP desync when using Chain Lightning with Inductor.
  • Inductor’s effect being multiplied when another Temtem uses a multi-target technique.
  • Very Low Priority techniques being executed before other priorities under some circunstances.
  • Cosmetic sets equipped in the normal game mode not appearing on Challenge modes.
  • Some cases where the Temtem portrait could appear duplicated in the Temtem UI.
  • Not being able to untrack a quest in the normal game mode after tracking that quest in a Challenge run.
  • Input being broken in the Battle UI after entering the battle using a Temtem without any techniques.
  • Efectivity icons not appearing when doing an effective or not effective technique with an Iridiscence Koish.
  • Entering and exiting a building while being followed by an Umbra would cause overworld Lumas to appear with Umbra effects.
  • A client error showcasing Galios being knocked-out when entering the battlefield while an Intimidator Tyranak is present.
  • Visual bug on Chain Lightning when used in a 3-Tem (2 allies 1 enemy or 1 ally 2 enemies) battle.
  • Hypnotist trait applying 2 turns of sleep instead of 1 as the ingame text specifies.
  • Properton’s Trade House door being red in the minimap.
  • Iridescence not applying correctly the damage multiplicator.
  • A location in Tamer Paradise where players could get stuck between two NPCs.
  • Intimidator not working properly.
  • Striking Transmog not being triggered if the holder has a gear disabled with Frightening.
  • Reactive Vial not being triggered on an Adaptive Arachnyte.
  • Some occasions where a Temtem is being incorrectly animated as knocked-out before being attacked with Rotten Goo.
  • The damage reduction for not effective technique being applied incorrectly when a Saipat with Shuine’s Horn attacks an Iridescence Koish.
  • STAB not being applied on Saipat holding a Shuine’s Horn when using a Poison technique.
  • Blackscreen on coop when the second player gets their whole squad knocked-out.
  • First Aid Kit not being triggered with multi-target techniques if the holder is in the first battle slot.
  • Being able to move around while the Rewards UI is open after exiting a Mythical Lair.
  • Competitive Match option in the player interact UI now is turned off as it should.
  • Cross Progression UI displaying a blank Tamer banner when going back through the intended flow.
  • Carlos appearing out of nowhere in the middle of the screen after defeating Dr. Hamijo on Telobos.
  • Not being able to use emotes on Lair lobbies.
  • Some visual weirdness while using a coop emote under the influence of lag.
  • The text “Visit” while inspecting other player houses from the tube UI now is properly localized.
  • Improved some Arissola Dojo wind traps player detection.
  • The Battlebox selection UI being incorrectly displayed between Archtamers battles.
  • Galios being knocked-out on the client and being in a desync status after receiving a technique on the last Doom turn.
  • Desync on Doom turn counter after using Selfless Ruination.
  • An internal error that could lead to some other bugs when using Soil Steam.
  • An internal error that could lead to some other bugs when using Acid Reflux.
  • Sending a coop invitation and cancelling it through the “Clear All” button on the notification center wouldn’t cancel the invitation.
  • Nap time swag not displaying the hamoc correctly in battles.
  • Some cases where some battle animations were skipped when in coop and players being about to lose the battle.
  • Instruments Ukelele and Theremin being able to be used while surfing or skating.
Other
  • Eggs that are traded will now have their timer reset after being traded.
  • On a previous patch we made some loot pool cosmetics tradeable, but older instances of those cosmetics that players already had weren’t tradeable still, only new obtained cosmetics. In this patch we’re fixing this so everyone that has those cosmetics will now be able to trade them. The cosmetics are these ones:
    • Kilt and knee-highs
    • Swimming cap and goggles
    • Swimming cap
    • Airship Engineer Goggles
    • The Martial Artist
    • Quetzal Incognito hood
    • Quetzal Confidential hood
    • Quetzal Privacy hood
    • Intellectual glasses
    • Uni Casual hairstyle
    • Resistance cap and mask
    • Victor Needs a Haircut
    • Bobbed hair
    • Ponytail and glasses
    • Upinzani Gear top
    • Sensei half-top

How to download updates for Temtem for the Nintendo Switch?

To download the updates for Temtem, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.