
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!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−80% | 39.3Kreviews | 81% | — | $6.4M |
| $44.99 | 2.6Kratings | 62% | — | not modelled | |
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
Reviews
Themes across 840 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Too many damned trainer battles and random encounters way too expensive game is long for longness sake. super high level for evos every path is a pain to get through just because of the trainers and random encounters cool monster designs but omg why does it take ten trillion millenia to get to the first gym and beyond. might update when i finished the game but most of these things are core game mechanics/choices
Had tons of potential that fizzled out, sadly.
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Every market we collect.
Genres
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
| $44.99 |
| 237ratings |
| 78% |
| — |
| not modelled |
| $44.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 840 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
game is dead, also comp scene is arse and they pretend to care but its lacking heavily and makes no sense
magine putting hours of work into a Temtem, bonding with it, training it, finally evolving it, only for that evolution to give it a new trait that completely ruins it. That kind of frustration pops up far too often. The game starts out strong, but with so many irritating design choices, I just can’t recommend it. There are simply too many moments that take the fun out of the experience.
I wanted to like it as an alternative to pokemon but this game a a slog. The levelling system is insanely slow, the move sets are garbage. God forbid you end up in a place where most trainers use temtem that are resistant to you you'll have to spend hours levelling some new piece of trash monster you find in the wild and hope it has decent stats just to slog through another awful maze of boring battles while walking back to heal every two minutes. This game is frustrating, and terribly designed. Don't buy it. Story also sucks and it takes forever to get anywhere.
Temtem is great as a MMO-lite creature collector, it just never got its chance to really shine It was weighed down by the early-access launch (and some updates iirc) being plagued by server issues and it also spent too much time in early access since it was a bit ambitious for the size of the dev team And that coupled with it not being intended as a live-service type game means it doesn't really hold much of a playerbase nowadays and you can feel it a little in certain postgame activities and some of the mmo elements But that doesn't actually mean you're missing out on much content at all, just lairs and pvp, which are only a couple of the postgame activities and they're still possible to play to some degree But none of that actually says much about Temtem as a game, which I have almost entirely good things to say about (though it may not be for everyone) Temtem is very openly and lovingly inspired by Pokemon and still manages to create its own style through it's gameplay and art style and in it's quirky writing The battle system is very tactical and coordinated and doesn't have rng attached creating a strong foundation Then add the Temtems and their unique abilities and moves as well as all the other battle features (like items and types and statuses and the synergy system) all bringing their own fun and depth to the battles I personally think that the story brings a good level of difficulty as you move through it in a way that encourages interacting with some of the nuances and complexities of the battle and team building systems, though it doesn't demand it And there's a good mix of endgame activities that do and do not require you to build and train you own team I think Temtem strikes a very fair balance of difficulty and grind "as an MMO-lite game* but its also the only creature collector I've been this invested in so I'm not sure how the grind level compares on that side My only big complaint is that some of the levels and side quests can feel a bit grindy and long, making playing through the story drag out for longer than it needs to (it can take a *while*) I think Temtem's art style is pretty cute personally, I enjoy how its smooth and bright and somewhat simplistic, it manages to be reminiscent of pokemon despite being distinctly its own style (And the music is great and captures a similar feeling) I just love how thematic and adorable the temtem designs are and how they fit into the environments they can be found in And the lumas are such gorgeous variants of the tems, i love the luma effects (and the umbra effect is cool if you're into that I guess but have fun getting those) As for the writing and story, the story is perfectly decent and the writing is very self aware and referential to a lot of pokemon/creature collector tropes in a silly and affectionate way It may not be for everyone but I enjoyed it Temtem also has a few QOL features and systems that are just natural and player friendly that make it feel crazy that some other games are missing them Plus there's some of the classic creature collector features like an arcade and fishing, because those are mandatory And theres pronouns which is always good to have Oh and the story and world can all be played with a friend! (though only some endgame activities support it and I've heard it can be buggy) I'm just a big fan of Temtem, its very enjoyable and worth playing regardless of the state of the MMO side of the game I always felt like it deserved better but was held back by its developmental struggles, its my personal favorite creature collector Its just a delightful love letter to Pokemon and creature collectors in general, its very special to me
If you want to grind for literal days and get absolutely nowhere, give this game an install and play. Now, lemme break it down for you. Pansuns: This is the game's ingame currency, lovely! HOWEVER, everything is so marked up that you will NEVER get a cosmetic item cause you'll be getting savagely raped by late stage capitalism. -Yes, there is a way to grind more of this currency, though its by catching and releasing tems. Doesnt sound that bad right? WRONG! By the end, (after totaling for cost of cards to capture and the ones you break by trying) You will barely come out with enough to say it was all worth it. Just go play palworld if you want a more engaging experience.
Temtem, developed by Crema, confidently steps into a genre dominated by Pokémon and asks a simple question: What if monster-taming grew up a little? The answer is a vibrant, challenging, and community-driven MMO that plays familiar but isn't afraid to shake things up. Forget one-shotting everything with overleveled monsters. Temtem's 2v2 turn-based combat rewards planning, synergy, and stamina management. There's no random crits or accuracy rolls—victory comes from smart decisions, not dumb luck. Abilities trigger based on turn order and partnerships, turning every battle into a puzzle, especially in PvP. You don’t just build a team—you build a system. Unlike most monster-tamers, Temtem fully embraces its MMO roots. You see other players running around, can co-op the story, trade, duel, join clubs, decorate your house, and even compete in ranked battles with a ban-pick phase. It’s not tacked on—it’s the heart of the experience. The social aspects bring the world to life in a way few others in the genre can match. With a bright, cel-shaded art style and distinct biomes, Temtem looks clean and inviting. Each island in the archipelago feels unique, and the creature designs—while clearly inspired by Pokémon—often have a sharper edge or more creative twists. You won’t be blown away by the plot, but Temtem’s writing is full of charm. It pokes fun at RPG clichés, occasionally dips into social commentary, and gives just enough context to keep your journey grounded. It’s light but enjoyable. Where Temtem stumbles is pacing. Progression can be slow, especially if you're chasing perfection—whether that’s Lumas (the shiny equivalent), competitive stats, or breeding ideal teams. It’s a grind-heavy game that rewards patience but can burn out casual players quickly. Temtem is more than a Pokémon clone—it’s a smart, competitive, and social evolution of the genre. It respects the player’s intelligence, demands thoughtful play, and gives you an online world that actually feels alive. It won’t replace Pokémon’s nostalgic comfort, but for those looking for a deeper, shared experience, it’s a worthy alternative. Thoughtful design, strong multiplayer, and tactical depth—just be ready for the grind. Rating: 8/10
A Soul-Less Grind I really wanted to love this game. I bought it hoping for a true creature-collector experience, something where I could bond with my team, explore a new world, and feel that sense of discovery. Instead, I got a math spreadsheet. The "Bonding" is Non-Existent If you’re looking for a game where you can pet, feed, or play with your creatures, look elsewhere. The most "interaction" you get is pressing a button and seeing a generic emoji bubble. There is no love here. These aren't pets or companions; they are just stat blocks with fur. It feels cold and lifeless compared to other games in the genre. The MMO Aspect Ruins the Magic The "shared world" sounds cool on paper, but in reality, it destroys the sense of progression. You’ll be struggling through the early game with the same 4-5 boring creatures for 10+ hours, only to have random players (or even NPCs!) run past you with cool, evolved monsters you won’t see for another 20 hours. I've been grinding my starter temtem in hopes to finally see their new evolution that doesn't arrive until lvl 34. My temtem was at lvl 25, and a random player online darts infront of me with their evolved, lvl 35 temtem and it completely destroyed me mentally. It completely killed the surprise and excitement of my evolution. Speaking of evolution... The Designs are... Disappointing. Regarding my starter (Houchic), I was hoping for a cool payoff, so I looked up the final form (Nagaise) and nearly quit on the spot. It is hideously over-designed. Imagine grinding 50 hours for that. No Early Fast Travel: Be prepared to backtrack through the same grass patches for hours just to turn in a fetch quest for an apple. Repetitive Encounters: The encounter variety is abysmal. You will see the same "Spriole" or "Paharo" hundreds of times before the game lets you see something new. Bland Quests: The side missions are pure busywork with zero narrative reward. Verdict: If you want a competitive 2v2 battle simulator and care about nothing else, maybe you’ll like this. But if you want a game with heart, immersion, or a sense of adventure? Save your funds (and your time). I quit after the second island, and I wish I had quit sooner.
highly recommend with friends - makes farming and progression a bit better to deal with overall. highly Don't recommend solo - farming solo and trying to progress is a slog of a journey. one mind you 5hrs into this game barely have 1 or 2 decent leveled temtem's. things that need fix - exp curve is terrible. gameplay needs balance for combat. ai adjustment (grinding every other battle is lunatic behavior)also having to constant backtrack to heal repeatedly is just bad for how spread apart each one is. end - get it super cheap quote "WITH A FRIEND"
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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