
Game intel
Temtem: Swarm
A survivor-like bullet heaven with online co-op up to 3 players
“Shattered Eclipse” is the kind of update survivors-likes rarely get: a proper destination. Instead of another 20-minute horde clear and a chest, Patch 0.8 sends you up to Pansun-a new map gated by two minibosses-before throwing you at Galios, the final mythical Tem as an actual stage boss. As someone who’s spent more time than I care to admit watching timers tick down in this genre, this caught my attention because it reframes Temtem: Swarm around fights that matter.
The headliner is the Pansun ascent: two miniboss gates that build to a climactic Galios battle. Swarm’s earlier mythics pushed variety, but making Galios a proper stage boss is a smart escalation. It’s an answer to the “what now?” question once you’ve unlocked a few Tems and discovered your go-to builds. Survivors-likes are at their best when they force adaptation, not just bigger numbers, and a multi-phase run with curated bosses is how you do it.
Pycko, the new Earth/Fire Tem, looks designed to shake up meta picks. Earth typically rewards positional play and chunky AoE, while Fire leans into damage-over-time and zone denial. If Pycko can chain ground control with burn synergies, expect builds that carve lanes and punish crowded packs-great for new boss phases, potentially oppressive in standard waves if not balanced. The seven new Techniques and two new Gears will make or break whether Pycko is just a novelty or a genuine roster staple.
On the systems side, the Kudos menu revamp is the most “community-first” change. Turning Kudos into a clean, scrollable list with in-match tracking sounds small, but anyone chasing challenges knows the pain of guessing mid-run or alt-tabbing to a wiki. With 55 new Kudos and 18 Steam achievements landing alongside it, at least we get tools to track the grind without killing the flow.

Five new hacking modifiers aim to refresh runs with opt-in spice: disappearing pick-ups, explosive enemies, extra minibosses and more. Disappearing pick-ups will pressure routing and force you off your comfy kite patterns; explosive enemies flip melee-heavy builds on their head; extra minibosses can be a blessing if you’re confident or a brick wall if you’re not. The trick will be reward tuning—if riskier toggles don’t pay out meaningfully in shards or unlocks, most players will ignore them after a handful of novelty runs. Crema calling this their “most community-focused update” suggests they heard that feedback loop already, but we’ll see how the incentives land.
The quieter quality-of-life changes matter more than they read on paper. Opacity sliders and cursor customization might sound like UI fluff, but in a screen-filling bullet-hell they’re the difference between a clean clutch and a cheap death. Tailored Kudos progression tracking is another nod to reducing friction; fewer clicks between runs, more time actually playing.
Temtem: Swarm has always ridden the line between the serotonin of a survivors-like and the creature-collecting flair of Temtem. Earlier patches delivered breadth—new Tems, new unlocks—without quite solving endgame shape. Galios as a staged boss finally gives the game a spine. Think of how HoloCure’s boss variants or Soulstone Survivors’ objective hunts make late-game runs feel intentional rather than inevitable; that’s the lane Swarm is driving into now.
There are open questions. Does Pansun change encounter geometry to matter for builds, or is it a reskinned arena? Will explosive enemies over-punish melee/short-range kits unless mitigation Gears are part of the drop pool? How nasty is the Galios fight for first-timers—telegraph clarity and recovery windows are going to make or break its reception. Crema has a decent track record of iterating post-launch (Temtem proper lived and died by feedback loops), so I’m optimistic this won’t be a one-and-done boss pass.
If you bounced off survivors-likes because “survive to the timer” felt empty, this is the update that might convert you. The Pansun climb plus boss focus gives runs stakes; Pycko adds a fresh build angle; and the QoL clean-up makes the chase for Kudos less of a chore. Veterans get a sharper endgame loop, and newcomers have an easier on-ramp with the interface fixes—and yes, the 25% launch sale helps. The only caveat is difficulty: if you toggle the harsher modifiers without planning your build, expect pain. Start with one or two, learn the miniboss patterns, and build around your weaknesses.
Bottom line: Shattered Eclipse reads like a pivot from content quantity to encounter quality. That’s exactly what Temtem: Swarm needed.
Pansun’s miniboss gauntlet into Galios finally gives Temtem: Swarm a proper endgame. Pycko and new modifiers shake up builds, while UI and Kudos fixes cut the grind’s busywork. If you’ve been waiting for a reason to return—or to try it—the 0.8 update is it.
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