
Temtem is an online creature-collection adventure. Tame 165 unique creatures across 7 vibrant islands, battle other tamers, tackle mythical Lairs, chase Luma & Umbra variants, and breed your favorite Tems - with friends by your side! Dive into a colorful monster catching adventure, so Temtem up!
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About



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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Portuguese - Brazil, Traditional Chinese
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 600 reviews with recorded playtime.
Reviews
Themes across 600 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
do not play this game. they like to ban people for cheating even when they dont cheat. i was playing this game with my friends and we got off one night like normal and then the next day i was ban for cheating and i tried to appeal then they still said i did it. wouldnt even let me know what the hell i did that was cheating.
★★★☆☆ Good bones, buried under backtracking hell I really wanted to love Temtem. The premise is strong, there are flashes of brilliance, and the core monster-battling, collecting, and art design deliver more than a few high points. But holy hell do the awful QoL (quality of life) design decisions drag the whole thing down. ✅ What I liked Diversity of Temtem The roster is impressively large (there are 164 different Temtem species currently obtainable) and includes a wide variety of types: Natural, Fire, Electric, Mental, Digital, Crystal, Toxic, etc. Many Temtem aren’t just reskins — some are inspired by animals, others by plants, mythological beasts, or even more abstract ideas. The evolution lines are decently varied so you don’t just end up with clones with stat changes. Grind isn’t soul-crushing In most cases, experience gain feels fairly generous. Leveling isn’t excruciating; you mostly feel rewarded for fights rather than punished by every random encounter. It keeps momentum up. (Though, yes — the fact that there’s only one Coward’s Cloak to share EXP for Temtem not in battle is very lame. It means that “sharing the work” or rotating your roster still costs you a lot vs constantly having your “main” Tems do the heavy lifting.) ❌ What I hated Padded main story by backtracking & massive maps without meaningful fast travel until endgame. If there’s one thing that kills the joy in Temtem, it’s the travel and pacing. The game stretches out the story by making you go somewhere, talk, then walk back, then walk some more, then talk, then walk back again. Repeat, repeat, repeat. The maps are huge — beautiful, sure, but huge — and until very late in the game the only fast-travel options are minimal (airships, and the mid-map traversal tools). By the time I unlocked the Matter-Transfer Drone, I was this close to quitting entirely. Travel isn’t just tedious — it feels like a mechanic designed to wear you down and pad out playtime. Main story could have EASILY been half the length, and actually would have been more engaging. Map navigation & regional map issues You can’t view other regions’ maps unless you’re physically there. What the hell? In 2025, having to physically trek just to look at where you need to go next is absurd. Just give us the map! Let us plan without blind walking or having to consult Google. Seasons / Feathers system is confusing There are “feathers,” there are “seasons,” there are “passes,” etc., but the in-game explanation is weak. New players or people coming back after a break are going to be lost. Clarify this stuff in tutorial or help menus. Trait / gear overload + lack of transparency in battle There are so many passive traits, gear effects, triggered effects (“this trait triggered,” “that trait triggered”), equipment, status effects, etc. It clutters up combat, slows everything down, and you often have to leave the battle, look things up outside the game, or experiment just to remember what some gear actually does. Missing tooltips in-battle is a serious oversight. Battles that should be brisk drag because you’re stopping to check what invisible or barely explained thing just activated. ⚠ Final thoughts The game clearly has potential: good art, cute and cool Tems, solid battle mechanics, and the grind is mostly tolerable. But for casual players (which I am), the lack of QoL polish makes it really hard to recommend. The frustration from backtracking, from inaccessible maps, from not knowing what half your gear/trait does — those all sour the overall experience. Humble Games and Crema: I was hoping for something better. It’s sad because this could’ve been one of the better monster-collecting RPGs in the modern era. Sadly, it ends up feeling like a game with great bones but wearing cement boots. Would I recommend it? Maybe — if you’re someone who doesn’t mind or even enjoys long walks, fights, and figuring out systems (and I mean memorizing HUNDREDS of different traits, gears, etc). But if you want streamlined gameplay, QoL features, comfortable pacing, you’ll be better off waiting for patches or maybe looking elsewhere.
This was one of the best monster catcher games I've ever played, Temtem has a large and diverse range of well designed critters. A fantastic and fairly well written medium length story, a cool battle system and a decently integrated multiplayer aspect. So why the negative recommendation? The game quickly became too grindy in more ways than one, earning cosmetics through the rolling quest system was initially fun but in turn felt more like a repetitive chore I just didn't want to do with some parts completely relying on luck/repetitive grinding to accomplish and trying to juggle that with limited time 'shiny' hunting aswell as the ever time consuming hunting of good Tems to build a team that fit the meta just became even more time consuming which leads me into my next point. The game especially post-story content, felt as though it had all become so heavily focused on a select group of meta dominating Tems outshining 85% of everything else in the game. Even so much as attempting to do the battle league content at the end of the game without a full team of '100% IV & EV' Tems is pointless, the grind isn't worth the reward. The story content & Tems do alot of the heavy lifting for this game but once the story is finished it may aswell have been another singleplayer title. If the game had more frequent, large scale updates and/or expansions like a normal MMO is structured it may not be so bad however with the lack of overall content, playing the game after the story isn't worth the time nor effort in the games current state. I only wish this games incredible potential wasn't squandered as it seemingly has been. .
I can’t say I recommend this game. While the early stages are enjoyable and seeing all the creatures for the first time is great, the middle and later parts become a tiring slog. The gym puzzles often feel based on chance rather than skill, the experience gain from battles and the game pass is minimal, and the level scaling is wildly inconsistent, with one opponent using a level one hundred creature and the next using creatures many levels lower. Many of the creature designs feel uninspired to me, especially those found later in the game. The amount of grinding required is exhausting, and although I finished the game with two level one hundred creatures, it was still a struggle that required constant healing items. The story is nothing special and follows the usual pattern seen in other monster catching games. Even if I wanted to recommend it, the game is largely inactive now with only a small number of players remaining, which might be for the best.
[h1]J'ai mal à mon cœur de dresseur.[/h1] Franchement, j'écris ça avec un gros goût amer. Le jeu avait TOUT pour fumer la concurrence. Le système de combat en 2v2 est une pépite, c'est ultra stratégique et surtout y'a [b]zéro RNG[/b]. Si tu perds, c'est pas la faute d'un coup critique pété, c'est juste que t'as mal joué. Rien que pour ça, c'est gratifiant. Mais alors tout le reste... c'est le naufrage. On nous a vendu un MMO, mais l'aspect social est inexistant, j'ai fait l'aventure dans mon coin sans jamais ressentir l'intérêt du multijoueur. Le pire, c'est que les devs ont déjà lâché l'affaire. Pas de nouvelles îles, pas de nouveaux monstres, le jeu est en "fin de vie" alors qu'il est encore tout récent. Par contre, pour te foutre un Battle Pass et une boutique de skins dans un jeu à 45€, là ils sont réveillés. [b]Bref :[/b] C'est un diamant enfermé dans une coquille vide. Ne perdez pas votre temps, même les créateurs ont déjà tourné la page.
Game story is solid. The tem designs are great. I liked the concept of this game initially because it wasnt just collect and battle, it added online. I was expecting the game to offer future development and progression, and not just come to a standstill when you get so far. Game had great potential but is now dead. All Crema had to do was just listen to the player base and drop some regular updates.
way too much grinding for my taste, not fond of the game play, but i gave it a shot anyway. I lost interest before I got to the end. It feels like you put more into it than you get out.
Temtem has the potential to be great but is sadly ruined by the inclusion of MMO mechanics, forced grinding, and a disrespectful amount of time wasting. They aren't doing and more content updates so the game is basically in maintenance mode. The Tem designs are mostly great, graphics are nice, and I like the different islands. I like the 2v2 combat and think it adds a level of depth that's missing in Pokemon as you have to take more elements/types into consideration. Unfortunately what ruins it is the forced MMO mechanics and quest design. There is *SO* much backtracking, repetitive fetch quests (even the main quests are like this), and your progression is constantly gated by story events. You collect equipment to help traversing the islands, then the game just takes them all away again in a scripted sequence and you have to re-collect them all. There's another scripted bit where you lose all your Tems and are forced to use a weak predetermined team. This nearly made me quit the game. You need to level the Tem a set amount of times to evolve them so catching one at level 1 or 30 makes no difference. E.g. if they take 35 level-ups to evolve you need to level them 35 times regardless of the catch level. It's boring and grindy for no reason. I also feel like the Tem types should be spread out more - each island is basically limited to 1-2 types and they all have the same moves. You can steamroll the entire game with Gazuma and Platimous from the first island. Some stuff can't be completed without playing in co-op, e.g. the sticker collection. There's a limited amount of spawns on the map so you literally can't complete it without trading, but good luck with that when the player count is dwindling. Discord is pretty much a requirement. Customisation items are very expensive, taking hours of grinding for a single item. If you're intent on making this an MMO make the customisation items cheap so people are able to express themselves... Most players I met were using the default gear even in endgame areas because the clothing shops are too expensive. I wouldn't really recommend it unless it's at a high discount, and be prepared for a lot of grinding and time wasting. If there's a sequel please just make it a single player only game and remove all the MMO grindy trash.
i really tried to get into this but its just a chore, so many battles it burns you out, so much dialog about stuff you dont care about, horrible puzzles in most gyms, it just feels like a cheap knock off off pokemon with a load of paid battlepasses that take forever to progress. all in all this could have been good but it misses the mark on almost every level. played for just under 40 hours waiting for it to get good but ive ended up throwing in the towel. lifes too short
I played the stress test of this game in 2020, followed the progress for a bit and then left to let the devs cook. They did not. This game is death by a thousand annoyances, from QoL features being accessible way too late into the game, disproportionate pacing of enemies and wild encounters, difficulty spikes, lack of checkpoints, obfuscating quest objectives in combination with a lack of proper way points, the obtuse decision to hard focus on end game content in a story game. Here is a list of things that I personally ran into while playing single player and coop: I placed a tem in the 10th box when I played it in beta and when I returned that box was locked behind story progression Luma or Shiny tem got powercrept by Umbra that can only spawn after the credits roll A sticker book was added 2 years after launch requiring you to interact with sparkles on the ground all around the map, this quest was placed in the first area of the game meaning if you miss it you have to re-explore every single place in the game Coop desync and bugs that are 5 years old are still present resulting in a lot of back tracking to regroup up after a bug stops all progress Side quests rewards vary from items that you'll never use, others unlocking features that should've been base game (teleportation, exp share) The market system has no stability and rewards off hour bid snipping like its Ebay but for Luma flippers The story at times will pull mechanics from the games PVP, such as a pick and ban system, but in order to build a team you must go into the PVP menu every single time because you cannot customize your team unless in the "competitive" menu Every single wild tem will kill itself, meaning capturing it is purely up to chance and has no strategy beyond "stun it so it can't kill itself" Battlepasses and time-gated quests for some reason??? In conclusion I came back to this game to finish it and get my money's worth and wish I had gone on forgetting about this game, if you like the worst parts about pokemon and the backbone of an abandoned mmo with no satisfaction to be found, then I still wouldn't recommend this game, it's only a matter of time before an EoS
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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