Can you Survive the Swarm? Unlock mighty abilities and upgrades, find and collect Tems to evolve and become stronger, discover overpowered strategies, and battle massive bosses in this survivor-like bullet heaven! Play solo or online co-op with up to 3 players, building the wildest synergies.
At the moment, Temtem: Swarm has 137 players actively in-game. This is 0% lower than its all-time peak of 2 765.
Temtem: Swarm Player Count
Temtem: Swarm monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.
Month
Average Players
Change
2025-07
181
-5.97%
2025-06
192
+37.23%
2025-05
140
+40.69%
2025-04
99
-61.82%
2025-03
261
+260.95%
2025-02
72
-54.17%
2025-01
157
-49.21%
2024-12
311
-74.5%
2024-11
1219
0%
1 689 Total Reviews
1 368 Positive Reviews
321 Negative Reviews
Mostly Positive Score
Temtem: Swarm has garnered a total of 1 689 reviews, with 1 368 positive reviews and 321 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Temtem: Swarm over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:3360 minutes
Really good, challeging rougelike swarmer. The grinding is also fun when you find the right tem that fits your playstile.
Here is my best run I had with Innki: https://drive.google.com/file/d/1LwwUrx7O0xRM2Oo8ppH1K_8tuk3gXQyw/view?usp=sharing
👍 : 0 |
😃 : 0
Positive
Playtime:1584 minutes
This is a very chill nice to play Survivor game with good content. Still EA so much can change but there is enough to get a good idea. Nothing special, follows the game formula and does it well.
👍 : 0 |
😃 : 0
Positive
Playtime:252 minutes
Terrible boring game gated by repetitive grind and rng that shamelessly copies and brings nothing new, the difficult in each stage is crazy while each character needs their own extremely expensive upgrades so you need to grind the same level over and over to progress. You like brain dead grinding then buy this terrible game!!!
👍 : 1 |
😃 : 0
Negative
Playtime:4075 minutes
good game fun to play but Lots of network lag in multiplayer every 5 run in co op 1 might work
👍 : 1 |
😃 : 0
Negative
Playtime:648 minutes
Temtem Swarm distils the best bits of survivors-likes—hypnotic escalation, bite-sized runs, crunchy meta-progression—and spices them with creature-catcher charm. A few Early-Access rough edges remain, yet the core loop is already so moreish it’s hard to set the pad down.
Rating: 8 / 10
I queue up my favourite Tem and the arena blooms into a kaleidoscope of projectiles—that’s Temtem Swarm in a nutshell: a monster-tamer’s day-dream grafted onto the “bullet-heaven” playbook. Think Vampire Survivors with extra personality: every run is a brisk power fantasy where you hoover up experience orbs, unlock ever-louder abilities, and watch the screen dissolve into elemental fireworks.
Crema keeps the controls lean. Movement is WASD-smooth, abilities auto-fire, and cooldown ticks are short enough to encourage risk-reward weaving rather than corner-camping. Each Tem functions like a class: crystal casters, melee bruisers, rapid-fire wind types—pick the one whose kit sings to you, then nudge its branching skill tree mid-run for heftier crits or wider arcs. Stack a few gear drops and the synergies start to spiral in that delicious “just one more wave” way.
Between runs you spend currency on permanent node unlocks, gradually turning former glass cannons into walking storms. Crucially, these meta-upgrades remain optional; a skilful fresh account can still clear maps, but veterans will appreciate the extra headroom for theory-crafting. Toss in online co-op for up to three friends and suddenly the buildcraft feels collaborative—combo your Tem’s wind cutter with a mate’s poison cloud and the numbers balloon satisfyingly.
The art wears a Saturday-morning palette: chunky outlines, readable effects, and enough ooze to remind you these creatures bite. Performance is surprisingly robust—even Steam Decks hold steady at 60 fps barring the occasional late-wave hitch—and the soundtrack mixes bright synth hooks with the series’ trademark pan flutes, keeping the tempo jaunty rather than frantic.
Swarm currently sits in Early Access, so content breadth is still growing: a handful of maps, boss types and Tem roster gaps hint at more to come. Ultra-wide UI scaling is jury-rigged for now, and balance patches occasionally turn favourite builds into yesterday’s news—but if you enjoy surf-riding the patch notes, that’s half the fun.
👍 : 4 |
😃 : 0
Positive
Playtime:233 minutes
I don't know anything about this universe, but I like Bullet Hell games. I decided to buy it after the 0.7 and I'm not disappointed, don't trust the too negative reviews, I've rarely seen a game in EA so well polished.
In addition, it runs perfectly on Steamdeck and the game is FUN.
(I play solo )
👍 : 1 |
😃 : 0
Positive
Playtime:302 minutes
Generally its an enjoyable game but the meta-progression is pretty make or break ; more concerning than that is the lack of variety within a tem/element. So for example ive used the thunder one a lot. All my runs have felt identical because theres only like 5-6 attacks I can pick (you use 4). And there's not much meat to the game in terms of gameplay variety/strategy. It's nice that it has coop but nothing really has hyped me about this game other than having a game to play with my partner.
I worry the developers philosophy is always very biased towards grinding. While most games in this genre have meta progression I feel its mostly just been a bonus or to live out a power fantasy but here its kinda like you're genuinely locked from higher difficulties until you level. And since levels are character specific it kind of discourages changing your character too.
Some visuals getting lost in all the sauce but the visual generally is the highlight.
👍 : 2 |
😃 : 0
Negative
Playtime:413 minutes
The best bullet heaven game since Vampire Survivors! The new update adds tons of fun content. Definitely give it a try, even if you’ve never played Temtem.
👍 : 1 |
😃 : 0
Positive
Playtime:7923 minutes
this game is fun but it has so many bugs it becomes not fun to play. every patch has a different bug, this patch for example i cant see the time or my gear and Technic bar, so i play the whole game without knowing what are my tech or gear , last patch me or my friend stop gaining exp so one of us will be at level 10 the whole game, till they fix theses major bugs i dont recommend buying it
👍 : 3 |
😃 : 0
Negative
Playtime:1644 minutes
Devs are not doing a good job during the Early Access period despite having plenty of feedback. This review was written as of Patch 0.7. in Early Access. I've played many bullet Hell/Heaven & Roguelite/Roguelike games so I know what I'm talking about when it comes to this genre.
The game has so much potential to be great but the constant horrible decisions by the Devs shows that they do not have experience in developing a game of this genre. So many good ideas and games to take inspiration from yet they simply fail to deliver or listen to feedback.
Below will be a few of the major issues with the game:
1. Techs are unbalanced. Certain techs are simply so far better than others that if you get the synergy for them you basically automatically win the game and nothing else matters, this means that you just aim for that 1 broken tech from each element and ignore everything else. (E.g. Wave+; Wind Blade+; Tentacle Slash+)
2. Some techs are better when NOT upgraded. The synergy or "+" version of some techniques like for example (Water Blade+; Glass Blade+) are legit worse than the normal version, this is due to the fact that some techs are completely changed from that their base version does, they become something entirely different instead of expanding on the concept or the concept remains but certain quirks like number of projectiles do not scale anymore. When confronted with some techs not scaling with number of projectiles when upgraded the Devs simply said that it was "intended" and not a bug; good talk. [They have improved some of the underperforming + versions so hopefully they keep doing that and accepting feedback better]
3. Gears do not have that much impact and the game feels very similar between runs. There's basically nothing that really makes each run feel unique, the gears do not influence your techs that much as the % is usually very little even at max level and there's a plethora of gears that do not work on techniques making it very unsatisfaying when a gear doesn't impact a tech.
4. Similar to point number 3, there's a weird RNG system in the game that I can't even describe but if you look through the community posts or the Discord some people have reported the same issue. No matter the amount of rerolls, some gears would simply just not appear during a run, it's almost as if when you start a run there's a certain amount of things that you can encounter and rerolling would never give you different stuff.
5. On top of point 4; we simply do not have enough rerolls or blocks in the game; it's very hard to make a specific build you want.
6. Tem balance is ridiculous. Some tems have access to Projectile Amount on the Skill Tree (MASSIVE POWER SPIKE for each point) or higher Damage% for their Techs compared to other Tems. Some of them have higher pick-up range/luck/EXP gain upgrades compared to others. Some have higher BLOCKS AND REROLLS??? There's just no design philosophy or anything that could possibly explain why some Tems have more rerolls and blocks than others, it's just a completely arbritrary skill tree that doesn't make any sense and simply makes some Tem much stronger or weaker than others.
7. Insane grind needed to upgrade each Tem. Because they don't have universal trees whatsoever and the prices are ridiculous you have to do an insane amount of runs just to get a few upgrades on each Tem, multiply that by the number of Tems available and it's just laughable how much they disrespect your time. They simply do not give you enough currency for all the things they want you to upgrade in order to progress normally.
8. Certain bosses are completely unbalanced. I'm mostly bringing up the Dash/Rush attacks that some Bosses will do where they will run at you and if you don't have enough Speed you simply CANNOT run away from them and you'll stay taking damage for 10s straight until you die. You're basically stunlocked until you die because they are faster than you and even if you use your Dash correctly there's situations where they will just outspeed you no matter what you do and you will die. When provided with feedback regarding these type of Bosses & attacks the Devs simply said "looks like you can still become more powerful or increase your skill tree further", no Speed% was available on the skill tree. It was simply not playtested that a Boss can stay on top of you for 10s straight doing infinite damage, how is that any fun.
9. They introduced a Hacking system that basically acts as modifiers to make your runs harder. The problem is that not only do you need to beat the final boss of each stage in 40s in order to unlock it for that specific stage but when you do unlock it you have to beat the same stage multiple times in order to gain rewards from further increasing the hacking level. What I mean by this is that you get 1.2x multiplier on your currency but even if you add more modifiers you won't be able to gain 1.4x/1.6x/1.8x until you beat the stage multiple times over and over each time increase the hacking level further. It's honestly just a joke that you can't skip straight into the difficulty you want and gain the rewards, why do I have to do the stage so many times. Simply mocking player's time.
10. They tried to introduce an Endless mode and when you enter Endless for the first time you are greeted with a TREMENDOUS POWER SPIKE of +300% MOB HP +30% MOB DMG +15% ENEMY SPEED +20% BOSS ATTACK SPEED; and this DOUBLES every 10 minutes. Instead of having a harsh scaling method and increasing the scaling say for example every 1 minute, they simply put crazy roadblockers at each 10 minute mark which completely defeats the purpose of endless, I honestly don't even know what to say. I'm just confused if the Devs have ever played any game on this genre and where they're taking these ideas from.
TLDR; Devs had the chance to apply a lot of feedback that has been provided during the EA and have not been doing a good job, some of the decisions have been atrocious and stuff that has been requested since the very first day such as universal skill trees and others have never been added. It's a chill game and it has some positives but the lack of direction is so infuriating that I can't support it any longer.
👍 : 45 |
😃 : 1
Negative
Temtem: Swarm Steam Achievements
Temtem: Swarm offers players a rich tapestry of challenges, with a total of 62 achievements to unlock. These achievements span a variety of in-game activities, encouraging exploration, skill development, and strategic mastery. Unlocking these achievements provides not only a rewarding experience but also a deeper engagement with the game's content.
Cipanku survivor
Survive 15 minutes in Cipanku
Top dog
Defeat 3 different bosses
Heart hacker
Faster than lightning
Defeat Nessla in less than 1 minute
Cipanku tourist
Beat at least 5 Spots on Cipanku in a single match
Conqueror of lightning
Defeat Nessla
A stroll on the beach
Survive 15 minutes in Deniz
Bacon!
Fast surfer
Defeat Oceara in less than 1 minute
Deniz tourist
Beat at least 5 Spots on Deniz in a single match
Conqueror of the waves
Defeat Oceara
The power of the bit
It's electrifying!
Aspiring millionaire
Earn 1000 Pansuns in a single match
One-type pony
Equip 4 techniques that share the same type
Thinking small
A walk in the woods
Survive 15 minutes in Arbury
Blew off the candle
Defeat Aohi in less than 1 minute
Arbury tourist
Beat at least 5 Spots on Arbury in a single match
Firefighter
Defeat Aohi
Giving luck a try
Survive 15 minutes in Saipark
Beating the odds
Defeat a Saipark boss in less than 1 minute
Born under a lucky star
Beat at least 5 Spots on Saipark in a single match
No toxicity allowed
Defeat Gharunder in less than 1 minute
Defensive smolness
Big thinker
Harness the crystal
Greased lightning
Use DC Beam +
Bursting at the seams
Use Beta Burst +
There and back again
Use Boomerang +
Fragile yet mighty
Use Glass Blade +
Rocky protection
Use Quartz Shield +
The floor is crystal
Use Crystal Spikes +
Death by a thousand cuts
Use Mineral Hail +
System overload
Use Data Burst +
Code 400: bad request
Use Data Corruption +
Healing façade
Use Hologram +
Pillars of the Highabove
Use Turbo Attack +
Stay very still
Use Petrify +
Star-trapped
Use Tesla Prison +
Thunderous
Use Thunder Strike +
Bouncin' around
Use Sparkling Bullet +
Raining fire and brimstone
Use Fire Tornado +
Fists from above
Use Martial Strike +
A push from the soul
Use Oshi-Dashi +
Karate master
Use Haito Uchi +
Respect my personal space
Use Blockade +
Summoning the Old One
Use Tentacle Slash +
Surrounded by the cosmos
Use Psy Wave +
Soul flame
Use Ignis Fatuus +
Safe ground
Use Ki Field +
Catty decimation
Use Fierce Claw +
Noxious littering
Use Toxic Waste +
Quadruple threat
Use Toxic Ink +
Toxic to the core
Use Pollution +
Danger from above
Use Noxious Bomb +
Sharp whirpool
Use Water Blade +
Pillars of rain
Use Water Cannon +
Washed away
Use Wave +
Flowing protection
Use Fluid Barrier +
Lashing gales
Use Wind Blade +
Powered by the hurricane
Use Tornado +
Temtem: Swarm Screenshots
View the gallery of screenshots from Temtem: Swarm. These images showcase key moments and graphics of the game.
Additional Notes: Minimum requirements for playing at 720p@30fps
Temtem: Swarm Recommended PC System Requirements
Recommended:
Requires a 64-bit processor and operating system
OS: Windows 10 64bits
Processor: Intel I7-8700K or similar
Memory: 8 GB RAM
Graphics: Nvidia RTX 2060
Storage: 4 GB available space
Additional Notes: Recommended requirements for playing at 1080p@60fps
Temtem: Swarm has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.
Temtem: Swarm Videos
Explore videos from Temtem: Swarm, featuring gameplay, trailers, and more.
This game has received a total of 12 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.
We've fixed some stuff and balanced other, all to make sure the 800 new players that will access the Playtest later today will have a more challenging and fun activity!
👍 : 37 |
👎 : 4
Patch 0.4.9.2 (Beta Playtest)
Date: 2024-09-27 12:13:17
This lovely patch includes some quality of life changes that improve clarity across the board, and some balance to high level progression, plus a bunch of bug fixes
👍 : 38 |
👎 : 3
Patch 0.4.9.3
Date: 2024-10-11 12:49:50
This patch includes a new and improved mouse control option, as well as experience sharing (yay!) and more improvements and fixes!
👍 : 49 |
👎 : 4
Patch 0.4.9.4
Date: 2024-10-14 13:09:05
Don't mind us while we quickly update Temtem: Swarm so you can enjoy its demo in a better state!