Temtem: Swarm
Temtem: Swarm

Temtem: Swarm

225
in-game
Data taken from Steam
This game is in Early Access, which means it's still in development and will be missing features.
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Update Trailer - Endless Inferno
Announcement Trailer
Update Trailer - Omninesia Overrun
Gameplay Trailer
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Temtem: Swarm
Can you Survive the Swarm? Unlock mighty abilities and upgrades, find and collect Tems to evolve and become stronger, discover overpowered strategies, and battle massive bosses in this survivor-like bullet heaven! Play solo or online co-op with up to 3 players, building the wildest synergies.
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Temtem: Swarm - Original Soundtrack
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Temtem
Has been in:
• 1 subscription (Humble Choice)
Temtem
From 12,59€
Temtem - Deluxe Edition Upgrade
Temtem - Deluxe Edition Upgrade
From 22,58€
Temtem - Digital Artbook
Temtem - Digital Artbook
From 2,99€
Temtem - Original Soundtrack
Temtem - Original Soundtrack
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Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
80%
788 reviews
633
155
27.4 hours played
Written 21 days ago

Devs are not doing a good job during the Early Access period despite having plenty of feedback. This review was written as of Patch 0.7. in Early Access. I've played many bullet Hell/Heaven & Roguelite/Roguelike games so I know what I'm talking about when it comes to this genre. The game has so much potential to be great but the constant horrible decisions by the Devs shows that they do not have experience in developing a game of this genre. So many good ideas and games to take inspiration from yet they simply fail to deliver or listen to feedback. Below will be a few of the major issues with the game: 1. Techs are unbalanced. Certain techs are simply so far better than others that if you get the synergy for them you basically automatically win the game and nothing else matters, this means that you just aim for that 1 broken tech from each element and ignore everything else. (E.g. Wave+; Wind Blade+; Tentacle Slash+) 2. Some techs are better when NOT upgraded. The synergy or "+" version of some techniques like for example (Water Blade+; Glass Blade+) are legit worse than the normal version, this is due to the fact that some techs are completely changed from that their base version does, they become something entirely different instead of expanding on the concept or the concept remains but certain quirks like number of projectiles do not scale anymore. When confronted with some techs not scaling with number of projectiles when upgraded the Devs simply said that it was "intended" and not a bug; good talk. [They have improved some of the underperforming + versions so hopefully they keep doing that and accepting feedback better] 3. Gears do not have that much impact and the game feels very similar between runs. There's basically nothing that really makes each run feel unique, the gears do not influence your techs that much as the % is usually very little even at max level and there's a plethora of gears that do not work on techniques making it very unsatisfaying when a gear doesn't impact a tech. 4. Similar to point number 3, there's a weird RNG system in the game that I can't even describe but if you look through the community posts or the Discord some people have reported the same issue. No matter the amount of rerolls, some gears would simply just not appear during a run, it's almost as if when you start a run there's a certain amount of things that you can encounter and rerolling would never give you different stuff. 5. On top of point 4; we simply do not have enough rerolls or blocks in the game; it's very hard to make a specific build you want. 6. Tem balance is ridiculous. Some tems have access to Projectile Amount on the Skill Tree (MASSIVE POWER SPIKE for each point) or higher Damage% for their Techs compared to other Tems. Some of them have higher pick-up range/luck/EXP gain upgrades compared to others. Some have higher BLOCKS AND REROLLS??? There's just no design philosophy or anything that could possibly explain why some Tems have more rerolls and blocks than others, it's just a completely arbritrary skill tree that doesn't make any sense and simply makes some Tem much stronger or weaker than others. 7. Insane grind needed to upgrade each Tem. Because they don't have universal trees whatsoever and the prices are ridiculous you have to do an insane amount of runs just to get a few upgrades on each Tem, multiply that by the number of Tems available and it's just laughable how much they disrespect your time. They simply do not give you enough currency for all the things they want you to upgrade in order to progress normally. 8. Certain bosses are completely unbalanced. I'm mostly bringing up the Dash/Rush attacks that some Bosses will do where they will run at you and if you don't have enough Speed you simply CANNOT run away from them and you'll stay taking damage for 10s straight until you die. You're basically stunlocked until you die because they are faster than you and even if you use your Dash correctly there's situations where they will just outspeed you no matter what you do and you will die. When provided with feedback regarding these type of Bosses & attacks the Devs simply said "looks like you can still become more powerful or increase your skill tree further", no Speed% was available on the skill tree. It was simply not playtested that a Boss can stay on top of you for 10s straight doing infinite damage, how is that any fun. 9. They introduced a Hacking system that basically acts as modifiers to make your runs harder. The problem is that not only do you need to beat the final boss of each stage in 40s in order to unlock it for that specific stage but when you do unlock it you have to beat the same stage multiple times in order to gain rewards from further increasing the hacking level. What I mean by this is that you get 1.2x multiplier on your currency but even if you add more modifiers you won't be able to gain 1.4x/1.6x/1.8x until you beat the stage multiple times over and over each time increase the hacking level further. It's honestly just a joke that you can't skip straight into the difficulty you want and gain the rewards, why do I have to do the stage so many times. Simply mocking player's time. 10. They tried to introduce an Endless mode and when you enter Endless for the first time you are greeted with a TREMENDOUS POWER SPIKE of +300% MOB HP +30% MOB DMG +15% ENEMY SPEED +20% BOSS ATTACK SPEED; and this DOUBLES every 10 minutes. Instead of having a harsh scaling method and increasing the scaling say for example every 1 minute, they simply put crazy roadblockers at each 10 minute mark which completely defeats the purpose of endless, I honestly don't even know what to say. I'm just confused if the Devs have ever played any game on this genre and where they're taking these ideas from. TLDR; Devs had the chance to apply a lot of feedback that has been provided during the EA and have not been doing a good job, some of the decisions have been atrocious and stuff that has been requested since the very first day such as universal skill trees and others have never been added. It's a chill game and it has some positives but the lack of direction is so infuriating that I can't support it any longer.
132.1 hours played
Written 18 days ago

this game is fun but it has so many bugs it becomes not fun to play. every patch has a different bug, this patch for example i cant see the time or my gear and Technic bar, so i play the whole game without knowing what are my tech or gear , last patch me or my friend stop gaining exp so one of us will be at level 10 the whole game, till they fix theses major bugs i dont recommend buying it
6.9 hours played
Written 13 days ago

The best bullet heaven game since Vampire Survivors! The new update adds tons of fun content. Definitely give it a try, even if you’ve never played Temtem.
5.0 hours played
Written 6 days ago

Generally its an enjoyable game but the meta-progression is pretty make or break ; more concerning than that is the lack of variety within a tem/element. So for example ive used the thunder one a lot. All my runs have felt identical because theres only like 5-6 attacks I can pick (you use 4). And there's not much meat to the game in terms of gameplay variety/strategy. It's nice that it has coop but nothing really has hyped me about this game other than having a game to play with my partner. I worry the developers philosophy is always very biased towards grinding. While most games in this genre have meta progression I feel its mostly just been a bonus or to live out a power fantasy but here its kinda like you're genuinely locked from higher difficulties until you level. And since levels are character specific it kind of discourages changing your character too. Some visuals getting lost in all the sauce but the visual generally is the highlight.
3.9 hours played
Written 21 days ago

I don't know anything about this universe, but I like Bullet Hell games. I decided to buy it after the 0.7 and I'm not disappointed, don't trust the too negative reviews, I've rarely seen a game in EA so well polished. In addition, it runs perfectly on Steamdeck and the game is FUN. (I play solo )
10.8 hours played
Written 1 month and 1 day ago

Temtem Swarm distils the best bits of survivors-likes—hypnotic escalation, bite-sized runs, crunchy meta-progression—and spices them with creature-catcher charm. A few Early-Access rough edges remain, yet the core loop is already so moreish it’s hard to set the pad down. Rating: 8 / 10 I queue up my favourite Tem and the arena blooms into a kaleidoscope of projectiles—that’s Temtem Swarm in a nutshell: a monster-tamer’s day-dream grafted onto the “bullet-heaven” playbook. Think Vampire Survivors with extra personality: every run is a brisk power fantasy where you hoover up experience orbs, unlock ever-louder abilities, and watch the screen dissolve into elemental fireworks. Crema keeps the controls lean. Movement is WASD-smooth, abilities auto-fire, and cooldown ticks are short enough to encourage risk-reward weaving rather than corner-camping. Each Tem functions like a class: crystal casters, melee bruisers, rapid-fire wind types—pick the one whose kit sings to you, then nudge its branching skill tree mid-run for heftier crits or wider arcs. Stack a few gear drops and the synergies start to spiral in that delicious “just one more wave” way. Between runs you spend currency on permanent node unlocks, gradually turning former glass cannons into walking storms. Crucially, these meta-upgrades remain optional; a skilful fresh account can still clear maps, but veterans will appreciate the extra headroom for theory-crafting. Toss in online co-op for up to three friends and suddenly the buildcraft feels collaborative—combo your Tem’s wind cutter with a mate’s poison cloud and the numbers balloon satisfyingly. The art wears a Saturday-morning palette: chunky outlines, readable effects, and enough ooze to remind you these creatures bite. Performance is surprisingly robust—even Steam Decks hold steady at 60 fps barring the occasional late-wave hitch—and the soundtrack mixes bright synth hooks with the series’ trademark pan flutes, keeping the tempo jaunty rather than frantic. Swarm currently sits in Early Access, so content breadth is still growing: a handful of maps, boss types and Tem roster gaps hint at more to come. Ultra-wide UI scaling is jury-rigged for now, and balance patches occasionally turn favourite builds into yesterday’s news—but if you enjoy surf-riding the patch notes, that’s half the fun.
67.9 hours played
Written 27 days ago

good game fun to play but Lots of network lag in multiplayer every 5 run in co op 1 might work
4.2 hours played
Written 14 days ago

Terrible boring game gated by repetitive grind and rng that shamelessly copies and brings nothing new, the difficult in each stage is crazy while each character needs their own extremely expensive upgrades so you need to grind the same level over and over to progress. You like brain dead grinding then buy this terrible game!!!
1.0 hours played
Written 2 days ago

This game already has a lot of content for early access. Looking forward for the rest.
18.8 hours played
Written 2 days ago

Always something to unlock and upgrade which keeps it fun. Especially with the challenges now.
26.4 hours played
Written 5 days ago

This is a very chill nice to play Survivor game with good content. Still EA so much can change but there is enough to get a good idea. Nothing special, follows the game formula and does it well.
62.0 hours played
Written 5 days ago

Really good, challeging rougelike swarmer. The grinding is also fun when you find the right tem that fits your playstile. Here is my best run I had with Innki: https://drive.google.com/file/d/1LwwUrx7O0xRM2Oo8ppH1K_8tuk3gXQyw/view?usp=sharing
5.0 hours played
Written 8 days ago

A rather okay vampire survivor clone. Doesn't do much differently despite its origin in a monster collector. You can get new characters but not in that sense, which would be cool for example a catching mechanic or custom stats and duplicates to train rather than having a stat tree and archetypes like every other game that copies vampire survivors. I also think the appeal in the genre is rather leveling up to decimate everything at the end of a run which is barely possible here, you have to upgrade the tree, and that is progression locked. After a couple of hours I have seen most of the stuff the game offers, I could go for 100% but will wait until it "fully comes out".
30.0 hours played
Written 9 days ago

Great game. Not as much carry over in abilities spent between rounds, but you can earn on 1 character and spend on another. The unlock system is a lot of fun!. Love swarm survivor games!
4.0 hours played
Written 9 days ago

TL;DR: For less than $10, yeah, I totally recommend the game, even in its current state. Now, for a bit of a list on the things I like, I don't like, and that I would personally change or tweak: The Good: +Decent amount of content: characters, skills, arenas, upgrades, talents, enemies, bosses, etc. +Characters (Temtems) feel varied and have nice designs and animations. +I quite like the visual style and graphics. +Music is pretty good as well. +No noticeable bugs/glitches/crashes so far. The Odd/Meh/Weird: =Skills (Techs) are quite tied to the particular Temtem type you are playing. This diminishes the possibilities of mix and matching that other similar games have. I understand the desire to keep the theming consistent with the original game, but it certainly is a trade-off. =Close to the previous point is the fact that skill types (water, air, etc) are almost pointless, since you will be offered a wide array of matching type skills with each Temtem. This and the fact that some items (Gear) incentivise you to use a mono-type build, make the decision-making unnecessarily railroady. =The unlocking via egg system. Again, thematically very appropriate, but if I already completed a certain unlock condition (p.e.: beat a certain stage’s final boss), why do I have to do an additional run and do a mini event just to unlock the new character? The Bad: -Enemy pathing and density can sometimes be very off and end up killing you (this could almost be in the previous category, mind you). -Even for a roguelike, Survivors-style game, there's a good amount of artificial grinding and repetition. I understand the desire to have a sense of progression, but unlocking new stuff (Temtems, for instance) becomes more of a chore than an exciting process (see previous comment on the eggs). -The skills as they are currently implemented, following on the previous point about the grind. After each run, you get a certain amount of currency, which you spend on passive skills for the Temtem. This on itself is not a bad thing. I think it’s cool you have that kind of progression. There are, however, 2 big problems with the skills: They are game-changing and overpowered. You can start a run with as much bonus improvement on a particular stat equal to the max level on the respective in-run item. You can start with several dashes, much more health, damage, movement, speed, revives, item re-rolls, and the list goes on. Now, you might be reading this previous point and think that it’s just a healthy power progression. And I would agree, if it were not because: 2) The skills, most of which are highly generic, non-character-specific, upgrades, are PER character. So, if you’ve been playing a specific Temtem, progressing along, and suddenly, you want to try the new buddy you just unlocked, you will have to grind for several full-length runs to bring the new character up to the other’s speed. And there are already 7+ characters in the game (and more to come soon). These last two points are my biggest gripe with the game right now. That aside, I’ve been having fun with the game. I would definitely say to give it a try.
5.2 hours played
Written 10 days ago

The gameplay is pretty cool, the game looks and feels great. It would be very nice to be able to change the transparency of skills, so you can dodge better. Overall, it's a pretty fun survivors like game.
10.8 hours played
Written 12 days ago

Fantastic survivor-like. Smooth animations, bright colors. Fun for others to watch you play. Lots of unlockables. Synergies! Evolutions!!! I waited as long as I could for it to cook as long as possible, but the Summer sale did me in. And damn, it was totally worth it. This is a great game. Well done, devs. So glad to see you persevere on your baby here, because it's beautiful. Can't wait to see what else is to come! (P.S. Pleaase consider adding local co-op at some point! Playing this with my partner on the couch would be amazing.)
9.7 hours played
Written 12 days ago

This has to be, truly, one of the worst games I have ever played. Sometimes your chest gets stuck in terrain and just becomes unobtainable, the level ups freeze and do not let you level up for the rest of the game (which obviously leads to you being under geared and dying), etc. Mind you, they know about these issues and claim to fix them in every update...doesn't happen. On top of that, half of them don't even have decent designs...Why is the toxic Tem a bird that only wind skills...exciting! Overall, of this category, this game falls incredibly short of every single thing it tries to do. Not worth your time.
15.5 hours played
Written 3 days ago

It’s like Pokémon got hit with a caffeine boost and said, “Let’s do chaos... together!” Temtem Swarm is fast, frantic, and way more fun with a friend.
43.3 hours played
Written 7 days ago

like league of legends swarm but pokemon and extremely cute. i love
4.6 hours played
Written 14 days ago

would like more more gameplay mechanics less mob rush and more tricky mobs that require skill
3.5 hours played
Written 15 days ago

Hello, Review coming from an Action Roguelike Bullet Hell/Heaven enthusiast. (Titles played includes: Hades, Vampire Survivor, Soulstone Survivor, Halls of Torment, Deep Rock Survivor, Rogue Genesia, Death Must Die, God of Weapons, Conquest Dark, Holo Cure, 20 Minutes Till Dawn, Apocalypse Party, Hordes of Hel, Binding of Isaac, etc) And also Brotato. 😊 - Enjoyable at around 1 to 3 stages, starts to feel like a slog to through after a while - No Invulnerability window after getting hit (Enemies can gangbang you) - Enemy mobs has no pattern, they'll rush at you all at once leaving no shimmying spaces (No circle of death pattern like how mobs are in Vampire Survivors or other rougelike games) - After completing 4 stages, every run will feel the same. Even if you choose a different Temtem. - To unlock a new Temtem, you have to incubate their egg while on a run in a new area. The egg is being dragged behind you, which requires you to avoid or dispose of the incoming mobs and protect the egg. Rinse and repeat for all unlockable Temtem. - The unlocked Temtems looks cute and different, but their skills have little to no variation from the previously unlocked Temtems - All Temtem skill effects are copy pasted on different Temtems. (Push, damage, slow, trap, etc) - The skill tree PER TEMTEM requires you to grind (in estimate) a stage 3 to 4 times just so you can progress a few skill or stat increase. Rinse and repeat. - Each run has a 20-minute timer, but feels like an hour to go through As always, these are my thoughts. I'm just a human being working from Monday to Friday so I can support my family, while having enough funds to continue purchasing new games like you. I just wrote these streams of consciousness as my own opinions. I'm not a professional being paid to review and manipulate you into agreeing with me. These are just my own thoughts in which I'm aware of, is probably just wrong or a bad take. Nothing I've said here invalidates your own opinions of the game. Thanks. :)
41.0 hours played
Written 8 days ago

I SIMPLY LOVE THIS GAME It's basically Pokémon meets Vampire Survivors
28.6 hours played
Written 5 days ago

pretty fun game, good spinoff from the main
43.1 hours played
Written 9 days ago

[h1]A Temtem Vampire Survivors Knockoff that should be good but feels underwhelmingly basic[/h1] It's as if they took the idea of V.S. and ignored all the unlockable systems, goals to grind for, unique map items, Character skins and basically everything else that makes a game of this style interesting to keep playing. Every Skill has some horrid upgrade name of BLAH + for the "fusion" version; which while easy to remember it just leaves a lot to be desired. There is very little here to make your feel like your Tem is your own instead of a copy-pasted clone. And the game also has issues with rewarding co-op play properly. There is no Team-up attacks or anything besides being able to revive mates and Share Gear effects for Synergies. Now, it is still fairly fun to play with others, whenever Ping/Lag isn't ruining your day. But as a whole, it feels like it isn't built to last but a few weeks of play. Everything the game offers runs out of steam very quickly and some of it overstays its welcome. Thankfully it's still in early access and has time to improve, assuming as long as the money and interest is there. [b]As of this time, I cannot recommend this game over the countless V.S. clones out there that do this better than Temtem: Swarm but I hope they take my feedback to heart and give this game some life to keep people playing. I also hope they do some research by playing other noteworthy games like Twilight Survivors and Soulstone Survivors, just to name a few as they have so many systems to improve upon what you can do and how you can do it.[/b] [h2]Skills, Menus, Weird Naming & How lackluster it all is[/h2] I am going nitpick a bunch of stuff by Crema Devs here as I just can't ignore it. I dislike the use of "Skills" for what amounts to as a Skill Tree or Temtem Upgrades. This is legit a Skill Tree or Skill "web" even though it's very limited. What typical players consider "Skills" or Abilities is what you call Techniques. The naming issues also stem towards "Gears" and "Techs" which, both can be singular or plural without needing an "S" as far as I know. But this is just a minor nitpick. OKAY! Onto the "important" Nitpicks: -There is no Account Level which is either based on Your actual game experience or total Skill Tree upgrades across all Tems. This could be used to reward players Frames or different Tem Icons. Even new emotes, Cosmetics or Skin appearances. Also opens a door for MTX to keep dev work on the game possible? As of right now, only the bar filled around your selected Tem lets people know your skill level. But that's just based on what you've spent on that Tem and nothing else. It also isn't adjusted for whats actually available right now. (It includes the "Coming Soon" parts you cannot upgrade) -There is no System in place that allows me to have a use for Pansuns outside of using them for Passive Upgrades in the Skill Tree. I can't spend them in a Run nor can I spend them once I've maxed every Tem. They become useless. Give us an NPC and or allow us to spend them in order to buy more Re-rolls/Blocks. -Bosss attacks and effects can target you while Doing the Acid Rain or Floor Is Lava Tasks. Said attacks can completely cover the ground or make it insanely hard to see the stuff on the ground. -There is no way to see your Armor Stat in the Pause Menu. -There is no "Gain XP" Option during a run if I do not want Pansuns or health when my Tem's build is complete. -There is no option to lower Ally Visual Effects. -There is no option to turn off Auto Level up during Solo play. I don't want to select 5-7 Pansuns everytime I don't want a Tech, Gear or Heal. -There is no option to see Number amounts for Boss Health or Player's Tem Health. -There is no way to see your current Damage output during a run. You can only see the breakdown once you Win/Lose. You also cannot see the damage your allies did or the Gear and Techniques they picked. -There is no Skill Tree Upgrades that change how the Tems Unique Techniques function. So, if you don't like a Technique you have to always replace it in a run. -There is no Hidden Skill Tree Wings/Additions for Tems that Evolve. Or anything added to the Tree once you've unlocked all available options. We can zoomout just to see the padding of the Skill Tree as it often has the exact same Skill Nodes for every single Tem. -There is no Bonus Stats or incentive to play with different Tems besides unlocking the Plus versions of Techniques and New Gear types. It's as simple as granting bonus HP, Armor, etc or Cool gamplay changing effects based on the Tem Types and how much you've leveled them or Prestige them. -There is no Prestige System or Endgame or new game modes to unlock. Why can't I unlock a Luma Skin for Tems I've maxed out? Or Unlock an Umbra version of a Tem via Endless for every stage? The Lumas/Umbras could even have a stronger Skill Tree or something else interesting. Let the grind continue! -There is no Account Based Menu where its upgrades are shared between ALL Tems. Instead, every Tem requires you to re-unlock basic mechanics like Dash, Re-roll, Snooze and Block. Which I DO NOT think should be required to do 13 times. -There is no Menu for Seeing all Available/Unlocked TemTem Techniques (nor is there for Gear either). -There is no Menu for seeing all Unlocked Synergies (Synergies Cheatsheet during a run does not count). -There is no Tempedia available. [h2]Temtem Descriptions/Stats[/h2] Why are some Temtems listed as Dual Status and others don't, even though all Tems can use two types of abilities? Platypet, Innki, Zephyruff and Kinu all show 2 Aliment types when selecting a Tem during a run Start. [h2]Quests? Missions? Tasks?[/h2] Whatever they call these little objective markers during a run, some of them are near impossible to do later on in the run or during Endless. They need to tweak these! Badly. Doing a Dodge Run in Co-op or at like 18 Minutes in? Instantly hit, Critical Failure. I've failed it 5 times in co-op and I was never hit. And annoyingly, if you have a barrier or invincibility, it seems to still count as a hit. I won't even start on trying to do this with Ping or Lag as it should be obvious. [h2]Glitches[/h2] Glitches are like Curses found in other games. They're supposed to give you a great benefit for a cost. Think of an equivalent exchange. However, they more often than not, they give you something you don't want nor need. They don't synergize with Tems abilities a lot of the times and trade off is just not worth it 50% of the time. There also is no way to remove or change Glitches you've collected. There is no rarity of Glitch types. There is no scaling value of Skipping Glitches. It's always 200-500 Pans. There is no way to Reroll, Block or Ban Glitches, even if you have charges. There is no way to use an Unwanted Glitch to grab an Ability from a Tem you normally cannot use. There is no Directory of Glitch Types or Tem Unique Glitches to unlock. Overall, the system is very subpar and often makes little difference in making your run better. It's actually more likely to make it worse and waste your time. [h2]Misc[/h2] Why is Tortenite's Garden NOT considered both Crystal type and Toxic Type? It is described as "a large garden of crystals that dooms all enemies it touches".
13.1 hours played
Written 12 days ago

Great game, wife and I enjoy it quite a bit. Took us a few tries first level to get the hang of it but its quite simple to play.
8.6 hours played
Written 14 days ago

until they fix the fallowing things i can't Recommend the game 1) The Kudos/Achievements/Unlocks menu is a mess. and some nodes won't even tell you what you're supposed to do when you cursor over them. (the detector is tiny and in a weird spot) and despite being a large board. the game only shows 1 section at a time. rather then just making the divides more pronounced. 2) about 1/3 of the Tem upgrades are unfinished. because they are for some reason Prioritising Horizontal Progression. rather then Vertical 3) people are already expressing issues with the Diluted drop table.
1.1 hours played
Written 14 days ago

[b]An okay game[/b] Decent game for beginners and completionists, there are much more interesting options in this genre It's pretty generic, doesn't have much depth to it and doesn't feel very rewarding when it comes to skills or upgrades you get [b]Good[/b] [list] [*] The graphics are great [*] The gameplay is simple and very accessible [*] Online capabilities in this genre are very welcomed [/list] [b]Bad[/b] [list] [*] The upgrades are way too simple, the majority of it is just +5 armor, +5% damage etc, nothing really fun or game changing [*] Build variety doesn't seem very interesting [*] Seemingly too much grind, you have to upgrade every single temtem individually [*] Evolutions seems to just be reskins that up your basic stats, it doesn't actually change the way you play or change your techniques in a unique way or anything [/list]
7.1 hours played
Written 14 days ago

Great game from the world of Temtem and I love that it has online co-op matchmaking
3.0 hours played
Written 16 days ago

Relaxing vampire survivor with TemTem characters. My only issue is that it is 3 players instead of 4.
3.8 hours played
Written 17 days ago

Temtem: Swarm nails that "one more run" appeal with creature-collector flair. It takes the addictive wave-clear loop of survivors-style games and spices it up with evolving Tem creatures, gear synergies, and mini-boss battles. Co-op with friends only amplifies the chaos—and the fun
18.7 hours played
Written 21 days ago

nice survivors like with costant update, 10/10 fun
9.5 hours played
Written 22 days ago

One of the most fun of these kind of games! It is fun to try out all the Temtems and improving them! I highly recommend this game!
21.9 hours played
Written 22 days ago

Very fun game and it's nice going back into the world of Temtem. I hope the updates keep on coming!
18.0 hours played
Written 22 days ago

The graphics, the soundrack, the gameplay and the multiplayer are great.
28.4 hours played
Written 16 days ago

I've only played this game for 10 hours and I can say already that I love it so much ^__^ I'll probably farm all the challenges and max everything up ! Can't wait for more content/temtem !! :)
0.1 hours played
Written 9 days ago

Would be better if it had lan coop for 3 to 4 players
5.2 hours played
Written 13 days ago

[b] [Very important disclaimer that I'm making after the review, I didn't even know TemTem (as in the RPG) was a thing, I thought this was a standalone game] [/b] [h2] I really wanted to like the game, but it just doesn't feel good. [/h2] The idea of a "survivors" game mixed with a pokemon thematic is really cool, and the visuals are really polished and good looking, but there are many major flaws that make it not fulfill its potential, at least as of right now, and I'll gladly change this review if it improves, as I don't like leaving negative reviews on indie games. [h2] The main problems I found were these: [/h2] [h3]1:[/h3] The main premise of it being the "pokemon survivors" feels like just a visual flair, there are no changes for evolving you TemTem, just a bland level up that gives you stats, there should be something like changing the TemTem's passive or it being the trigger to evolve the attacks instead of just copying Vampire Survivor's way of evolving weapons (which btw, why do attacks even evolve? the pokemon theme should give way for some more innovative way of getting stronger in a run) [h3]2:[/h3] The typing aparently doesn't mean anything, it's basically just the "weapon type" your TemTem has access to, which by the way has a really small selection of attacks for each type initially, forcing you to play a new TemTem with basically just the 4 attacks you can use at once, having 0 options, and after playing a whole run with them, you unlock new ones alongside the evolutions of the attacks you used, which feels bad because you want to both see their evolution and try the new attacks which will not have evolutions right away... [h3]3:[/h3] I already touched on it on 2, but the progression really doesn't feel good. In adition to the problems with unlocking attacks, the individual passive trees for each TemTem makes so you have to pick a single TemTem and grind with it to be able to go to new stages, your newly acquired TemTems will just not be able to survive on the stage you just played to get them. Also, the menu for the "Kudos", the unlocks, is extremely overengineered for what it should be, being really convoluted, having horrible controls and even being the laggiest part of a game with dozens of enemies and projectiles on the screen at once (which btw the game itself runs great, no complains on that front) To finish, just let me say that I'm not saying all this to "slander" the game or anything like that, I just got disappointed because from concept alone this should be one of the best games of its genre, and because the "front end"; visuals, sound, music and game-feel are really good, but the core systems have some flaws that made me not able to enjoy it as much as I wanted to.
16.1 hours played
Written 14 days ago

Go from Monkee to Wukong, Platypus to Perry the Platypus, and a Robot to a Deadlier Robot!
5.2 hours played
Written 10 days ago

Really fun game to play with a friends.
45.4 hours played
Written 9 days ago

i love these type of games, its so much fun :)
53.8 hours played
Written 20 days ago

Silly little game make my brain happy
43.5 hours played
Written 20 days ago

Silly critters! I love them.
19.6 hours played
Written 20 days ago

i like that it has updates very offten
8.6 hours played
Written 15 days ago

Lots of fun co-op
28.1 hours played
Written 1 month and 1 day ago

Game is mindless and so much fun!
7.8 hours played
Written 22 days ago

so many unlocks
8.8 hours played
Written 5 days ago

very fun
4.7 hours played
Written 11 days ago

fun, cheap
24.4 hours played
Written 13 days ago

Highly addictive!!!