Pokémon-Style MMO Temtem Signals End of Development, Removal of All Microtransactions

Remember Temtem? Four years before ‘Pokémon with guns’ game Palworld exploded onto the scene, massively multiplayer creature-collection adventure Temtem came out alongside similar comparisons. Now, its developer has issued an open letter to players signaling the end of support and teased what’s next.

In the message, posted to the Temtem Steam page, developer Crema addressed what it said was an “uptick” in community concern about Temtem following the announcement of Temtem: Swarm, a “survivor-like bullet heaven” spin-off due out later this year.

Crema started its message by discussing the mismanaged expectations that came from Temtem being tagged as an MMO on Steam when the plan was for it to be an MMO-lite. Trying to make Temtem more like a traditional MMO to meet those expectations caused Temtem to “grow far beyond our original intentions, and even beyond our grasp,” the developer admitted. “We understand now that seeing the game being called an MMO everywhere led to expectations that we have failed to fulfill.”

Crema went on to explain why it’s not adding new islands and Tems, pointing to the limited development capability of a studio of its size. It’s the same explanation, in essence, for the lack of more multiplayer content. Crema then apologized for features that were promised but will not be released, including PvP Draft and the Temtem API. “For our shortcomings and failure to deliver these to you, we are truly sorry,” Crema said.

But the big announcement is that patch 1.7, due out early June, will remove all the game’s microtransactions after a community backlash. This means Temtem’s entire monetisation system will be stripped out. Then, with patch 1.8, Crema said it will “alleviate FOMO” (the fear of missing out) by letting players select any battle pass from the past and complete it. “While it’s still very early to talk about monetization for future projects, we have learned from this situation and the lesson is clear, and will keep these learnings in mind for the future,” Crema said,

Patch 1.8, then, is the last feature-filled patch of the usual size, Crema warned. “1.8 will not have a Tamer Pass, nor a Season, and there won’t be more Seasons going forward,” it confirmed. “This doesn’t mean there won’t be new patches in the future: we’ll continue polishing, fixing bugs, and balancing Temtem for as long as it needs it.

“Beyond the economy, all these changes have been made considering the community’s feedback and the game’s wellbeing, as our mission for 1.8 onwards is to make the game more fun, enjoyable, rewarding and self-sustained, even in the absence of big updates. Small updates will keep appearing in the form of bug-fixing and balance tweaks, as we don’t intend to close the game nor its server.”

Crema explained that it’s able to keep Temtem running because server costs are “slim”, which in turn means the developer can cover costs “for a really, really long time.” But don’t hold your breath for an offline mode. “With the game servers perpetually online, we’re not contemplating an offline mode,” Crema said. And what happens if player numbers dwindle to next to nothing? Fear not, Crema reassured: “Temtem won’t die if thousands of people don’t play it daily, and its focus on a classic adventure campaign ensures that anyone joining Temtem at any given time will enjoy the game, be able to explore every nook and cranny of the Archipelago, discover its story, and obtain each and every Temtem, even if alongside a small crew of players.”

And finally, to the future. It doesn’t sound like Temtem 2 is a possibility, at least in the short-term. “If we ever were to do this, we’d need to be able to produce a product and flow of content that all of you could enjoy and love to the maximum,” Crema said. “Such a product is still out of our grasp and reach: we’re simply not ready. We are, as a studio, too small to embark on the feat we’d like Temtem 2 to be; we don’t currently have the technical knowledge, the time nor the ability to bring those ideas to life.”

However, there is an unannounced new game set within the Temtem universe in the works, codenamed Project Downbelow. Crema said it’s working on this mystery game with a new engine. “Our intentions for Project Downbelow are to build new foundations and try out new things we would love to see in a hypothetical Temtem 2,” Crema said. “By exploring a new combat system, a stronger engine and more things we can’t unveil yet, we hope to learn the proper bases, and have enough preparation and experience to put us closer to the materialization of something as precious to us – and you – as Temtem 2 would be.”

We understand many players feel like Temtem has a lot more potential to unlock, and that it is not all it could be, but for us that doesn’t take away from the fact that we’re actually very happy with the final product.

As for Temtem: Swarm, co-developed with GGTech Studio, Crema insisted “in no case have we removed any resources nor team members from Temtem’s development to use on Temtem: Swarm, nor do we plan to.” Meanwhile, there’s a Temtem animated series in the works.

“We understand many players feel like Temtem has a lot more potential to unlock, and that it is not all it could be, but for us that doesn’t take away from the fact that we’re actually very happy with the final product,” Crema concluded.

“We’re so excited to see how much Temtem has grown, and feel like the final product is a complete experience, and a very enjoyable one at that. When we set out on this journey we couldn’t even dream of reaching this point, of having created a game with so much content, that provides hundreds of hours of joy and fun, and we’re proud of everything we’ve achieved and created. While it’s not a perfect game, and we’ve learned so, so much from it, we cherish this not-so-little game of ours.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Suicide Squad: Kill the Justice League Finally Gets Season 1 and Joker Release Date

Suicide Squad: Kill the Justice League has a release date for Season 1 and the arrival of Joker as a playable character: March 28.

As already announced, Rocksteady won’t release a patch for Suicide Squad this week in order to focus on getting the game ready for the launch of Season 1 later in March.

Season 1 launches just under two months after Rocksteady’s embattled live-service looter shooter came out, and just two weeks after Rocksteady parent company Warner Bros. Discovery admitted Suicide Squad: Kill the Justice League “has fallen short of our expectations”.

Speaking during a financial call, Warner Bros. Discovery Chief Financial Officer, Gunnar Wiedenfels, said Rocksteady’s $70 game hadn’t done the business the company had hoped for. Warner Bros. Discovery failed to mention a sales figure, but did say Suicide Squad’s failure had set up the company’s game business for a “tough” year-on-year comparison. Last year, Warner Bros. Discovery released Hogwarts Legacy, which went on to become the best-selling game of 2023.

“This year, Suicide Squad, one of our key video game releases in 2024, has fallen short of our expectations since its release earlier in the quarter, setting our games business up for a tough year-over-year comp in Q1,” Wiedenfels said.

The Season 1 release date comes amid low player numbers for Suicide Squad on Steam (player numbers for PS5 and Xbox Series X and S are unavailable). On Steam, the live service action game peaked with 13,459 concurrent players, a figure that has plummeted since launch. At the time of this article’s publication, just 203 people were playing the game on Valve’s platform with a 24-hour peak of 497, according to SteamDB.

Tough questions are now being asked about the future of Suicide Squad. Ahead of launch, Rocksteady committed to four seasons of support, each of which adding a new playable character as well as new environments, loot, and activities. Clearly, Season 1 will launch, but what happens after that? IGN has reported on how a Suicide Squad: Kill the Justice League player had unearthed a hidden message that looked like a strong hint at the return of Batman. Datamining has shown strong hints that Flash and Green Lantern are set to return in some form. Other playable characters suspected to be on their way include Mrs Freeze (Nora Fries), Lawless, and Deathstroke.

Meanwhile, Rocksteady said the Epic Games Store version of Suicide Squad: Kill the Justice League will now release on March 26, 2024 in what amounts to the second delay of the game on Epic’s platform. “To our Epic Games Store PC community, thank you for your patience,” the developer said.

IGN’s Suicide Squad: Kill the Justice League review returned a 5/10. We called it “a repetitive and bland looter-shooter that, despite an engaging story, never stays fun for long enough.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Expeditions: A Mudrunner Game review: the dirt’s as good as ever, but the science is a bit too clean

As someone who finds games about cars wot go fast only intermittently interesting, I’d expect a game about cars wot go slow to be positively soporific. Speed is, ultimately, the modus operandi of a car. It gets you where you need to go faster than a horse, and doesn’t do annoying things like pooing on your patio or dying (also, potentially, on your patio). Surely, then, playing a game about cars moving at the speed of a dead patio horse defeats the point, like playing a first-person shooter where all the guns fire backwards.

Expeditions: A Mudrunner Game demonstrates this not to be the case. This bouncy, slimy offroading simulator is the most fun I’ve had with an imaginary car since 2018’s Jalopy. This is partly because it is as much a physics puzzler filled with limitless conundrums as it is a game about driving, but also because, like Jalopy, it envisions the car as something more than a way to boost egos by doing a big circle.

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The 2024 ‘State Of Switch’ Survey Is Here And It Wants Your Gaming Opinions

Sharing is caring.

The Nintendo Switch has crossed the threshold and is now in its eighth year. All attention seems to be turning to what Nintendo has up its sleeve for the next generation of hardware, but for the time being, the Switch is still very much alive and kicking.

To mark the occasion, Switch Weekly has revealed its annual ‘State of Switch’ survey. Also celebrating seven years in the biz, the survey covers all things from your gaming habits, your history with the console and what you would like to see Nintendo do next.

Read the full article on nintendolife.com

Deal Alert: Helldivers 2 Gets a Limited Time Discount for PC

If you’ve not yet caught on to the Helldivers 2 hype, we’ve got some good news: it’s on sale. A $39.99 price tag is already pretty amazing for one of the best games of the year, but if you’re looking for a cheeky little discount on PC, then here’s the rub.

All you need to do is use code MAR17 at trusted online seller Green Man Gaming to get the game for just $33.19 instead (see here). It’s not a gargantuan discount by any means, but for such a massive game, it’s well worth shouting about. Before you ask, yes, this is a Steam code — go spread some “managed democracy”.

We saw a similar deal in February on the game, but that promptly sold out, so it’s good to see the game back in stock and available to buy with a new promo code. (For those in the UK, Helldivers 2 is down to £29.99 on PS5 right now, or use code MAR17 at GMG to bring it down to £29.04 on PC).

There’s a similar Green Man Gaming deal right now for Elden Ring: Shadow of the Erdtree which has been incredibly popular with fans, albeit it’s now out of stock (we’re keeping an eye on it!). Stay tuned for any changes on that or follow @IGNDeals on Twitter/X for immediate updates.

Since launching in February, Helldivers 2 has been a huge surprise and a massive hit. It’s topped the charts on Steam and reportedly sold around 3 million copies, and not only that, it’s still growing. Circana executive director Mat Piscatella recently compared Helldivers 2 to a “rare and amazing bird,” saying that Helldivers 2 sales have continued to rise in its third week on the market.

At the time of writing, Helldivers 2 is currently third on Steam Charts, only outranked by Dota 2 and Counter-Strike 2. it’s even popular enough that fake scam games are starting to pop up on the service. We’ll see how long Helldivers 2 can maintain its momentum, but in the meantime, check out best load-outs for Helldivers 2, and read our extensive review as well.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Crema tease new Temtem game with fresh combat system alongside plans to remove all Temtem microtransactions

Crema, the creators of much-liked Pokemon-like Temtem, are teasing a new untitled game set in the same universe – the mystifying Project Downbelow. It isn’t Temtem: Swarm, aka Temtem Vampire Survivors, nor is it Temtem 2. But it will “try out new things we would love to see in a hypothetical Temtem 2”, including a new combat system running on a “stronger” game engine. The tease accompanies news that Crema are making significant changes to Temtem as part of the game’s update 1.7 – for one thing, they’re getting rid of the whole microtransaction system. Temtempetuous times indeed!

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Super Mario LEGO Announcement Teased Ahead Of Mario Day 2024

Details about new sets might have been leaked.

Following the arrival of the Animal Crossing sets last week, Nintendo and LEGO are now teasing “something” ahead of ‘MAR10 Day’ later this week.

Whatever is planned is apparently getting revealed on 9th March during an “exciting” Super Mario-themed broadcast. In the brief trailer above, you can hear some sounds at the end and then the clip is cut.

Read the full article on nintendolife.com

Expeditions: A MudRunner Game Review

MudRunner and SnowRunner may share the word we apply to humans and animals moving as quickly as they physically can but, rest assured, nothing about this series is rapid. That is, if you do find yourself moving particularly fast in these excellent, deliberately slow-paced, sandbox-style off-road driving simulators, there’s a strong chance it’s only because you’re tumbling down a mountainside.

Expeditions: A MudRunner Game is no different in this regard; it’s all about trundling over the terrain at turtle speeds. Victory is earned by staying upright and clawing your way through punishing environments that want nothing more than to tug your trucks deep into the ground – or topple them over. Where Expeditions is different is in the more untamed maps, and its mission design – which is now less about hauling goods and more about exploring the woods, so to speak. The good news is that Expeditions is a satisfying and worthwhile twist on the MudRunner/SnowRunner experience, even if mission objectives can get a little formulaic and frustratingly gated at times.

Again, while the core of both MudRunner and SnowRunner is really the challenge of moving bulky cargo and building materials down the sorts of muddy roads that would give a hippopotamus a hernia, Expeditions is a bit of a sidestep. For one, in terms of roads, there really aren’t any. Expeditions’ great looking environments – Colorado, Arizona, and Central Europe’s Carpathian Mountains – are basically just slabs of total wilderness. Rocky deserts, soggy gulches, dense forest, muddy rivers; it’s a nice spectrum. There are occasional signs of civilisation – say, perhaps some camping equipment, or a ferry, or a dilapidated bridge there to remind us that we haven’t been hurled back in time – but essentially Expeditions simply plonks us in the middle of nowhere.

That, in turn, informs the mission design. Sure, the vehicles feel the same as they have in the series to date as they wallow and churn through the physics-based, delightfully deformable muck, but instead of lugging lorries full of concrete slabs or lumber from point A to point B, Expeditions’ objectives are rooted in research and exploration. That may be trucking some seismic or meteorological equipment to an isolated spot, or it may be sniffing out an old aircraft wreck, or hunting down a dinosaur fossil. The simple inspection and scanning quick-time events that accompany reaching a destination feel mostly pointless, but I guess they’re slightly better than some kind of passive or non-interactive notification. That said, I will admit to being confused by their instructions occasionally, and only stumbling on the solution by looking around until I accidentally discover it. For instance, a prompt to “take a picture of the island” seems a bit vague and ill-considered when none of the things that look like islands in the vicinity are what it’s referring to (and completing the task requires us to zoom in on a large… mountain).

Truckin’ Problems

More annoying, however, is the way that some of the objectives are gated. For instance, sometimes mission goals are masked behind an “explore the area” requirement, which places a circle on the map screen and asks us to unshroud the area by exploring it. Hitting 100% will then trigger the next step in the mission. It’s a little arbitrary and repetitive, but I have found it’s been generally straightforward to 100% a zone by using Expeditions’ new drone feature (as flying the drone around uncovers the area just the same as driving around it does).

That is, until it wasn’t, and I was stuck inching my way back and forward across a marked area – at 97%, then 98%, and then an agonising 99% discovered – trying to find the sliver I’d missed. It took forever. Missed sections really need to be more evident on the map screen in this instance. It was simply not clear at all what part of this zone I hadn’t seen. Perhaps a different colour? Anything at all?

It was a particular problem in this mission because I wasted so much fuel schlepping around trying to find the last three percent that I ran out just 40 metres from the final objective and needed to replay the entire mission again. Well over an hour flushed down the drain. It is a relief that, once uncovered, areas don’t need to be re-explored on follow-up mission attempts – but redoing all of that initial navigation to pick up where you left off is extremely time-consuming and it’s not similarly rewarding the second time around.

The map system probably just needs a little more finessing in general, to be honest – particularly for anybody new to the series, it’s a sore spot. It’s odd, for instance, that some objective locations are not marked with a simple icon and require us to scroll to the objective on the map screen and have the cursor automatically place itself over the mystery spot we need to go, just so we can manually place our own navigation point. It’s an unnecessary step, and my prediction is that some people will simply be confused by the lack of an initial marker.

Expeditions is broadly a more approachable game than the likes of MudRunner and SnowRunner.

That would be a shame, too, because Expeditions is broadly a more approachable game than the likes of MudRunner and SnowRunner. I do feel a little railroaded here in Expeditions, in contrast to SnowRunner’s less restrictive design, as missions are only unlocked in a very specific order. I don’t hate it, but I also don’t think it’s a better system. On the other hand, I wouldn’t be surprised if the way missions are trickled out gives new players a more overt sense of progression.

One of Expeditions’ better ideas is a new crew member system that functions as a range of perks to give us a boost in certain situations, like resistance to specific damage or increased range for tools. Hiring them cuts into your profits, but it’s a tradeoff I found well worthwhile. It felt inessential at first, but before long I’d come to appreciate the bonuses afforded when bringing along certain staff. Certainly being able to embed ground anchors twice as far away makes them far more useful. There’s some light base-building in here too, but it seems expensive and so far I’ve mostly ignored it in favour of heavily modifying my trucks instead.

Those ground anchors are just one of the new tools that make taking on the terrain of the maps slightly less intimidating. Ground anchors can be instantly drilled and sunk into the rock or dirt to provide winch points when there aren’t any trees within range, and a depth sounder can be pinged to indicate when water is too deep to ford. The jack screw, in particular, almost feels like a cheat; it’s a tool that will painlessly right an overturned vehicle. You’d better believe I wasn’t too proud to use it, though. It’s certainly a handy device to have in your back pocket when things go pear-shaped after 90+ minutes of hard slogging.

Every creek bed conquered, or mountain mastered, or valley vanquished is its own small victory.

At its trickiest, Expeditions is still a very challenging game, though, with a ton of important decisions to make at every turn. Do you lock the diff? Do you drop some tyre pressure? Do you have enough fuel to burn up a barrel of it hauling yourself up a hill that would haunt a mountain goat? This is Expeditions’ constant dance, and this is where it succeeds best. Every creek bed conquered, or mountain mastered, or valley vanquished is its own small victory.

Too Sunk to Truck

If you’re under the impression that, as a spin-off, Expeditions is some kind of smaller, low-fat SnowRunner experience, it’s not. With dozens of missions that can take anywhere from 20-odd minutes to the “very hard” ones that will potentially take several hours, it’s a very long game with a tremendous amount to do. Based on my current rate of progress, at around 40 hours, the main thread of missions alone is going to take me well over 100 hours to fully check off. Adding the side missions and other discoveries dotted around the map, I’d struggle to even estimate it. New side missions can be triggered and tracked immediately upon finding them in the world, too, which is a nice fix from SnowRunner.

That said, some of that bulk is inflated by the trial-and-error nature of Expeditions. It’s inevitable that sometimes you’ll bring an imperfect vehicle out on a job; one that won’t be able to cope with the specific challenges of the best (or perhaps only) route. Sometimes giving up and returning to base to upgrade your truck with a higher snorkel to prevent water damage, or more spare parts to build bridges across treacherous parts of the maps, is the only way forward. More horsepower isn’t always the solution. That is, sometimes it really doesn’t matter how many horses you have if you’re still on the wrong side of the river.

Sometimes it really doesn’t matter how many horses you have if you’re still on the wrong side of the river.

It’s curious that Expeditions doesn’t support co-op out of the gate, particularly as MudRunner and SnowRunner do, and Expeditions is clearly built on the same base. Presumably there’s a reasonable explanation, but the good news is that the developers have confirmed that co-op is coming at an unspecified later date. Just be aware that it’s not here presently in case that’s crucial for you.

Pokémon-Like Temtem Announces Final Major Updates And Removal Of Monetisation

Crema: “We’re actually very happy with the final product”.

We’ve got some big news for all the “Tamers” out there today, with the Pokémon-like online game Temtem announcing the final major updates for the game as well as the removal of monetisation.

In an incredibly lengthy message to the game’s community, developer Crema revealed Patch 1.7 and Patch 1.8 would be the last major updates for the game. Patch 1.7 (due out in early June) will contain a new season, a new Tamer Pass, balance changes, quality of life updates, and much more. As for patch 1.8, it will come with even more QoL updates, balance changes, “a renovation and rework” of the game’s economy, and some other additions.

Read the full article on nintendolife.com

Capcom Announces New Digital Showcase Featuring Monster Hunter Stories & More

‘Capcom Highlights’ is a new two day event.

Capcom has hosted all sorts of showcase over the past few years and to kick off 2024 it’s announced ‘Capcom Highlights’ – a new digital event covering all of the latest Capcom titles.

The difference with this event is it’s being divided into two days. Day 1 will take place on 7th March 2024 and the second day will be 11th March 2024. The program runtime will be “between 15-20 minutes” each day.

Read the full article on nintendolife.com