Early Access Review
A Temtem Vampire Survivors Knockoff that should be good but feels underwhelmingly basic
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.

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.

Skills, Menus, Weird Naming & How lackluster it all is
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.

Temtem Descriptions/Stats
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.

Quests? Missions? Tasks?
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.

Glitches
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.

Misc
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".
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Developer response:
Tsukki  [developer] Posted: Jul 1, 2025 @ 5:08am
Hi! Thanks for your feedback. We think it's important to clarify that Temtem: Swarm derives from our original game, Temtem. That's where the names, the world and even the words Techniques, Gears and Synergies stem from (even using the + for a Synergy comes from Temtem!). Since Temtem: Swarm is an spin off, we wanted to respect the original Temtem typings and as much of the original world as possible, so that's why some Tems are dual-typing while others aren't.

Tortenite's Garden is a Toxic-type Technnique, because Techs, unlike Tems, are only one single type, even if they visually drink from other types. In the OG Temtem game, Tortenite's Garden synergizes with the Crystal type, though, so that's how it all ties up.

As for the rest of issues you mention, many are coming in future update, like the Tempedia and Luma and Umbra Tems! There are some other bits in your feedback that don't align with our design intentions, like the thought of including MTX or making bosses unable to attack you while you're doing a Spot.
But there are a lot of points in your review that we'll make sure to keep in mind going forward! The point of the Early Access is, after all, to ensure we can include player feedback as we progress.

Thank you again!