Spain-based developer Crema's monster-collecting MMORPG Temtem is a vibrant, social take Pokemon's popular formula. With a monster pool and elemental grid that favors quality of quantity, and a combat system that completely eschews randomness for pure strategy, Temtem is its own beast. The game has evolved considerably since its January 2020 Early Access debut, and from what Crema has to say, the game has a promising future as well.
Game Rant spoke with Crema community manager Lucia Prieto andTemtem game director Guillermo Andrades about Temtem's emphasis on diversity and inclusive representation, as well as development challenges the team faced and its roadmap for new content. Crema's emphasis on accessibility and plans to improve Temtem's competitive scene in the near future seem like smart design choices for the monster-collecting MMORPG.
Temtem Would Be a Slam Dunk for Xbox Game Pass
Temtem has changed considerably since its Early Access launch. According to Pietro, the most prominent changes to Temtem make the game more open to a variety of players.
«The game has become a more accessible, easier experience. Our original idea was much more hardcore, but player feedback changed our ways.»
Crema communicates with players via a dedicated forum, in addition to chatting over Discord. Such user input is invaluable for fine-tuning Early Access releases, and in Temtem's case, players' requests for an easier experience may help the game stand out in a crowded market. MMORPGs are near-uniformly associated with time commitments, and making Temtem easier to enjoy may help the title stand out in a sea of MMOs and long open-world games.
Pietro also noted that the game has become more social, with the gradual addition of Clubs — Temtem's
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