The Kickstarter for Siralim Ultimate is now live! Siralim Ultimate is the latest game in the Siralim series. Siralim Ultimate is a monster-catching, dungeon-crawling RPG with a ridiculous amount of depth. Summon over 1000 different creatures and battle your way through randomly generated dungeons to acquire resources, new creatures, and loot. Features at a glance:
- 1000+ creatures to collect
- Fuse your creatures together - the offspring inherits its parents stats, traits, and even the way they look!
- Randomly generated dungeons spanning 21 tilesets
- Customize your castle with thousands of different decorations
- Engage in strategic 6v6 battles
- Craft Artifacts and Spell Gems for your creatures
- Choose a specialization for your character and earn perks that change the way your creatures fight in battle. Will you support your creatures with an army of minions as a Necromancer? Perhaps you'd rather keep them safe and healthy with defensive magic as a Cleric. Or maybe you'd prefer to obliterate your foes with enhanced spells as an Evoker. There are 15 different specializations for you to choose from!
- Insane amount of post-story content that will keep you engaged for thousands of hours - there's not even a level cap!
- An ever-changing world that is sure to keep the game feeling fresh even for the most devoted of players
- Coming to Windows, Mac, Linux, Android, iOS, Nintendo Switch, PlayStation 4, and Xbox One.
We are very excited to announce that our newest game, Trial of the Gods, will be released to Steam Early Access on March 13, 2020! Trial of the Gods is a collectible card game based in the world of Siralim. Players will collect cards and configure their decks to challenge the gods to battle. The rules are similar to Triple Triad (Final Fantasy 8 and 14) and Tetra Master (Final Fantasy 9). If youve never played those games, dont worry its easy to learn! Check out the trailer below: [previewyoutube=J0-WmpYtr8w;full][/previewyoutube]
Features
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FIX: Some random battle crashes. FIX: Some crashes related to Tavern Brawls.
FIX: Attempted to fix giant creatures appearing in the overworld after Horde battles. FIX: Several typos. FIX: Occasional display issue when attempting to start a new game or load a save file. FIX: Optimized several traits to improve performance.
To celebrate the release of Siralim 3 on Switch, we're giving away a Nintendo Switch console and 10 copies of Siralim 3 on Twitter AND Facebook! That's a total of 2 consoles and 20 copies of the game. Here's how to enter the giveaway on Facebook: https://www.facebook.com/ThylacineStudios/photos/a.808254292664399/1369325359890620/?type=3&theater Here's how to enter the giveaway on Twitter: https://twitter.com/ThylaStudios/status/1147536522188611584
Siralim 3 is finally available on Nintendo Switch! Releasing a game on a Nintendo console has been my dream ever since I was 8 years old. I hope you enjoy the game, and thank you for your support! And don't forget: you can use our cross-platform cloud saving feature to transfer your Steam/mobile save files to and from the Switch version! North America: https://www.nintendo.com/games/detail/siralim-3-switch/ Europe: https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Siralim-3-1585529.html
CHANGE: Some creatures that were only obtainable one time (Trollboar, Fortune Dragon, etc) can now be obtained from the Shady Dealer after you obtain them once. CHANGE: Cloud saves are now deleted if they arent accessed for 365 days, up from 90 days. FIX: Backing out of the Macro Assign interface caused the creature selector to disappear. FIX: Rock Candy trait didnt work correctly. FIX: You could extract from Killer Coolers. FIX: Massive creature sprites could appear in the overworld after Horde battles.
Its time for a Summer Celebration in Siralim 3! Complete Realm Quests to earn exclusive creatures and items. Event lasts from now until July 15. Enjoy!
NOTE: Unlike previous patches, this one will come to Steam first. Ill release it on mobile and consoles shortly after, but I want to make sure no additional issues come up. Thanks for your patience! CHANGE: Increased the amount of experience gained from story boss battles by 250%. This increase in experience should equate to a normal realms worth of total experience which should alleviate the need for players to grind so much after defeating every boss. - CHANGE: Hounds have new overworld sprites. (Thanks to "Unagio Lucio") - CHANGE: Edits to several creatures lore (Thanks to Umaro) - CHANGE: Reverted changes made to Knowledge gains in the last patch. - CHANGE: Clarified rank 100 bonus for Vertraags Reality talisman. - CHANGE: Improved realm generation speed for the Cutthroat Jungle, Great Pandemonium, and Azure Dream. - CHANGE: Made some improvements to cloud saving to make it all work a bit more smoothly and efficiently. - FIX: Attempted to fix a bug that some people were having that prevented some Singular creatures from having the correct colors. Ive never been able to reproduce this issue myself, so please let me know if the fix worked or didnt work for you. - FIX: There was some lag on slower devices (and most noticeably on consoles) if you had several Singular creatures in your party. - FIX: Random crash in battle. - FIX: The Action Queue sometimes didn't appear under certain circumstances. - FIX: Typo in Turbo Mode tutorial popup. - FIX: Horde trait didnt work as the description stated. - FIX: Typo in Downright Rude trait description. - FIX: Typo in Thaumaturgy trait description. - FIX: Typo in Divine Aegis spell description. - FIX: Typo in Hopelessly Hopeful trait description. - FIX: If you tried to name your creatures using Russian characters, you could sometimes corrupt your save file. - FIX: Several spells (Fury Swipes, Infernal Charge, Panic Attack, Mind Control) were poorly optimized and caused some brief lag on some systems.
Yesterday, I announced that Siralim 3 is coming to Nintendo Switch but it wouldn't support cross-platform cloud saving. I am pleased to say that it WILL have this feature after all, so you can share your save files with any device! I hope to bring it to Xbox/PS4 in the future too.
I am excited beyond words to announce that Siralim 3 will be available for Nintendo Switch on July 5 of this year! As most of you know, the Siralim series is heavily inspired by an old Gameboy game called Dragon Warrior Monsters. There was always something cool about being able to carry a game as massive as DWM around with you in your pocket, and finally, youll be able to do the same with Siralim. Ive been play-testing Siralim 3 on my Switch for the last several weeks and I am so, so happy with how the port turned out. Siralim truly feels at home on a Nintendo system, and I cant wait to share it with you. If youre as excited about this launch as I am, feel free to head over to the store page on Nintendos website and check it out now: https://www.nintendo.com/games/detail/siralim-3-switch/ I know that many of you have a lot of questions about the Switch launch, so Ive prepared a list of FAQTNAAY (frequently asked questions that nobody actually asked yet): Q. In what regions will the Switch version of Siralim 3 be available? A. It will be available in the North American, European, and Australian regions. The launch date is the same for all regions. Q. How much will it cost? A. $14.99 USD in the North American region, and 14.99 euros in the European region. If you are from a country that uses a different currency, Nintendo will convert these prices to your local currency automatically. Q. Are there any features missing from the Switch version that are included in the Steam/mobile versions of the game? A. The only feature that is missing is cross-platform cloud saving. Everything else is exactly the same as in the Steam/mobile versions of the game. Q. Even holiday events, Tavern Brawls, and other online content? A. Yes. Its all included in the Switch version, just as it is with other consoles. Q. Will you ever release physical copies of Siralim 3 for Switch? A. I really doubt it. Anything is possible, but unless the digital sales are really good and a publisher decides to help us out, its probably not a feasible option. Q. Will you release Siralim and Siralim 2 on Switch? A. No, those games were created with a different engine, so Id need to port them to Siralim 3s engine first and for as long as that would take me to do, I could create a whole new game during that time.
Im proud to announce Project Bestiary, a podcast dedicated to video games in the monster catching genre! This is a collaborative project between myself and Jason, the creator of Monster Crown.
Check out our introductory episode and let us know what you think: http://projectbestiary.com/?p=80
- ADD: You can now specify the exact number of creatures you want to summon at the Summoning Brazier. - CHANGE: Amaranths, Abominations, Giants, Devils, and Ravens have new overworld sprites. (Thanks to "Unagio Lucio") - CHANGE: Steam achievements are now synced automatically when you load your save file. This is useful for players who constantly transfer their save files to/from Steam/mobile platforms. Since this process is now automatic, the NPC in the library that did this for you has been removed from the game. - CHANGE: Decreased Knowledge gained from extracting creatures, and increased Knowledge gained from killing them in battle. The goal of this change is to prevent players from feeling obligated to extract every creature they encounter, while still maintaining the same overall rate of Knowledge gained as before. - FIX: "Colony" trait didn't always work as intended. - FIX: Several cases where the "Diffusion" trait didn't work.
Easter has come to Siralim 3! From now until April 30, you can find Easter Eggs in realms that hatch into exclusive creatures and materials.
Siralim 3 is now available for PlayStation 4 in the North American region! https://store.playstation.com/en-us/product/UP1161-CUSA15262_00-PS4SIRALIM300000 I'll announce a date for the EU release as soon as I can. Enjoy!
- FIX: Crash related to the Heart of Darkness when you had the "Tartarith Would Be Proud" realm quest.
- ADD: Mimics now have a unique sound effect when they attack. - CHANGE: Arachnalisks have new overworld sprites. - FIX: Crash related to the "Living Axe" spell. - FIX: Some damage-boosting traits didn't activate sometimes. - FIX: "Parasites" spell treated the Leech buff as a debuff. - FIX: Crash during holiday events.
- CHANGE: Apocalypses have new overworld sprites. (Thanks to "Unagio Lucio") - FIX: Crash that would occur if you inspected a Failed Experiment's copy. - FIX: Creatures could be immune to Blight even when the "Blight" tavern rule existed. - FIX: Very rare bug that changed your maximum realm depth back to 1 on mobile devices and consoles. - FIX: You could name creatures, artifacts, etc with multiple lines of text on mobile/consoles. - FIX: Hopefully fixed an issue that caused creatures to lose their turns under certain conditions. - FIX: "Living Axe" spell could kill enemies even if it didn't deal enough damage. - FIX: Effects that could extend the duration of buffs and debuffs erroneously removed those buffs/debuffs on the following turn if they had an infinite duration.
- CHANGE: Djinns have new overworld sprites. (Thanks to "Unagio Lucio") - CHANGE: Removed the cap on Pandemonium Tokens. They are now a little more rare to compensate for this change. - FIX: "Sorcery Transformation" worked the opposite way it was intended to work. - FIX: Crash when the game was launched on certain devices if you had an unstable internet connection. - FIX: Typos in some tavern rule descriptions. - FIX: Rare crash when an enemy died. (Note: this is the first time I've posted patch notes as an announcement. Moving forward, I'm going to post patch notes both as an announcement and on the "Patch Notes" section of our discussion board.)
Were proud to announce the opening of our new merchandise shop: Thylacine Merch! The shop currently offers phone cases, posters, mugs, and a few miscellaneous extras for each of the three Siralim games. We plan to steadily add new items to the shop over time, so keep an eye out for new products! Check it out now!
Happy New Year! 2018 was another outstanding year for us, and we hope it was just as great for you as well. Here's a recap of what happened this year at Thylacine Studios, along with what you can expect from us in 2019: http://www.thylacinestudios.com/happy-new-year-2018-retrospective/
Keep an eye out for even more gifts in the coming days!
I'm pleased to announce the release of our second content expansion patch: "Enter the Ring"! This expansion adds a new progression system to the arena, a new rotating "rules" system to make Tavern Brawls more interesting, a new creature race (10 creatures in total), 25 new spells, dozens of quality-of-life changes, and more!
A list of features, as well as additional patch notes, can be found below.
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NEW FEATURE: Arena Progression System
Most players enjoy the unique style of gameplay that the Arena offers. Unfortunately, these players still don't like to participate in the Arena because there wasn't a major sense of progression outside of earning Arena Points with which to buy items. To solve this problem, I've introduced a new "Fame" system to the Arena. When you win an Arena battle, you'll earn some Fame (in addition to Arena Points, as usual). After you earn enough Fame, you'll gain a Fame Rank. Each Fame Rank you earn from 1 to 50 will unlock the right to purchase a new item from the Arena Shop. After Fame Rank 50, you'll be given a random surprise that can include all kinds of rare and exclusive treasure.
NEW FEATURE: Tavern Brawl Rules
Tavern Brawl Rules change the way you'll approach Tavern Brawls. Every Friday, a new rule will be initiated that affect these battles in some way. One week, everyone's creatures might reflect damage back to their attackers. The next week, everyone's creatures might be afflicted with Blight - and they'll be immune to all non-Blight damage! There are currently 14 possible Tavern Brawl rules in the game, and players will see a new one each week. In addition, we've made several major adjustments to Tavern Brawls in the patch that accompanies this expansion. Please see the patch notes below for details.
NEW CREATURE RACE: Constructs
As you gain Fame Ranks in the Arena, you'll unlock the right to purchase a new type of creature called "Constructs". There are 10 of these creatures in total; 2 for each class in the game. These creatures' traits are unique because they interact with an all-new type of spell that we're also introducing in this patch: Artifact Spells.
NEW SPELL TYPE: Artifact Spells
As you gain Fame Ranks in the Arena, you'll unlock the right to purchase a new type of spells called "Artifact Spells". There are 25 in total. Artifact Spells work just like any other spell in the game, except they also interact with traits from the new "Construct" creature race. These spells are all modeled after a type of in-game artifact. Some of these spells include "Living Sword", "Living Gauntlet", and "Living Armor".
In addition, we've made a lot of major improvements to the game. This is the largest quality-of-life update the game has ever had, and we hope you'll enjoy it! Here are all the changes:
- ADD: New arena progression system: Fame!
- ADD: Tavern Rules. There's a new rule available every Friday, and they should make Tavern Brawls more interesting!
- ADD: 10 new creatures that belong to an all-new Construct race.
- ADD: 25 new spells.
- ADD: 10 new wardrobe costumes.
- ADD: 15 new achievements.
- ADD: 1 new accolade.
- ADD: You can now cast Alteration spells that last for up to 99 realms. You can remove an active Alteration spell for free. In addition, Alteration spells are now saved/loaded between game sessions.
- ADD: New guide to the library: "God Rewards". This book lists all the rewards you can unlock from each of the gods. It also indicates which of these rewards you've unlocked or have yet to unlock.
- ADD: You can now choose to hatch an egg and force the creature to have no Heredities.
- ADD: When your character approaches a tavern brawler, all the brawlers' win/loss ratios will now display on top of their sprites. This text is also color-coded to give you a quick idea about how difficult the player might be based on this ratio.
- ADD: New macro conditions "Core Count > X" and "Core Count < X".
- ADD: You can now select Tomes in your inventory and "Use them all".
- ADD: Knowledge Ranks are now displayed in the sacrifice interface.
- ADD: Card icons are now displayed in the "Creature Knowledge" interface if you own that creature's card.
- ADD: You can now "Squelch" cards and talismans to disable their effects. Similarly, you can "Unsquelch" them to re-enable their effects.
- ADD: Option to use as many Cloth Scraps as possible to upgrade your Cloth Abomination.
- ADD: Artifact trait descriptions are now displayed in the items menu. The context menu option to a view a trait's description has been removed since this addition made the option obsolete.
- ADD: An icon will now appear next to enemies in battle if you need to extract a core from them to complete a prophecy.
- ADD: Super secret wall shortcut to travel from the Blacksmith to the Enchanter.
- ADD: The first time your party is wiped out, a new tutorial popup will appear that explains to the player how to view the last battle history.
- ADD: Nemesis and Itherian affix names are now always displayed in the battle interface below the battle menu.
- ADD: Very small delay to the item use menu to prevent players from accidentally discarding items.
- CHANGE: The Tavern Brawl ban list no longer prevents you from battling with banned traits. Instead, these traits will simply be ignored. A warning will now be displayed in each brawler's dialog if you're using one or more banned traits.
- CHANGE: The Tavern Brawl ban list no longer updates each week. Instead, there is now a permanent ban list for certain traits. The previous iteration of the ban list wasn't working out for a number of reasons, so we'll see how this new version goes.
- CHANGE: Increased the number of tavern brawlers that spawn at a time from 4 to 8.
- CHANGE: Rank S knowledge perk has been changed. It now increases your chance to find that creature's Card and Singular variant.
- CHANGE: Enemies now have a chance to drop their Core, Spell Gems, Artifact, and random loot after battle regardless of your knowledge rank. In addition, the chances of these items dropping has been drastically increased compared to when they only dropped if you had Rank S knowledge.
- CHANGE: Reduced the number of Nether Crucible Guardians from 5 to 3. Guardians also spawn much closer to the player now.
- CHANGE: "Diamond Attunement" trait has been changed: Artifacts are never decayed, and Spell Gems are never sealed.
- CHANGE: You can now Extract from creatures in more types of battles, including Nemesis Creatures. This change is particularly interesting because it gives new players access to more creatures early on.
- CHANGE: Artifact and Spell Gem properties are no longer weighted toward lower-end values. This should make reforging a little less frustrating, and should give artifacts that are found in the wild a greater opportunity to be useful.
- CHANGE: Death Mage "Necromancy" perk no longer resurrects your creatures as random Death creatures. Instead, it simply resurrects the creature.
- CHANGE: When you re-roll Prophecies, any Prophecies that you've already completed will no longer be re-rolled.
- CHANGE: Decreased the number of kills required for Saia to gain stats by roughly 35%.
- CHANGE: Greatly increased the rate at which you'll encounter new creatures as your highest realm depth increases.
- CHANGE: Damage that is inflicted by creatures other than attacks and spells is now mitigated by a very small amount of the defending creature's Defense. Examples of damage affected by this change include the "Splash" buff and the "Piercing Dragon Claws" trait. Previously, this type of damage was not mitigated by anything at all which resulted in higher-than-intended damage. Note that this change does not affect damage that is NOT inflicted directly by creatures, such as Poison and Burn. Let me know what you think about this change - the goal isn't to make these effects useless, but to make them a little less ridiculous.
- CHANGE: All interfaces that allow you to rename something in the game (such as artifact branding or item set renaming) now allow you to type out the name.
- CHANGE: Decreased cost of Gate of the Gods from 696969 of each resource to 100000 of each resource.
- CHANGE: Rebalanced the number of achievement points granted by each achievement. The goals of this balance pass were to lower all the numbers to make them feel more approachable, and also to make early-game achievements more impactful.
- CHANGE: Bosses are no longer immune to the "Confused" and "Sleep" debuffs.
- CHANGE: After defeating a god in battle, that god's altar will appear.
- CHANGE: Maps of Farsight are now automatically consumed at the start of each realm and can no longer be used manually.
- CHANGE: Increased the base spawn rate of Nether Crucibles.
- CHANGE: Increased the chance to find the exact Nemesis affix required to complete the prophecy that requires you to hunt down a specific Nemesis Creature.
- CHANGE: Enemies will no longer respawn after you complete the Realm Quest in that realm.
- CHANGE: "Misery" Nemesis and Itherian affixes no longer prevent healing and resurrection; just buffs and stat gains.
- CHANGE: "Hex" Nemesis affix now increases the cost of your creatures' spells by 50%. "Hex" Itherian affix now increases the cost of your creatures' spells by 100%.
- CHANGE: Rebalanced boss levels, especially early-game bosses. Their levels were far higher than other creatures at that realm depth, and it forced players to grind to level up too early in the game.
- CHANGE: Slightly increased the chance to encounter Itherian Creatures.
- CHANGE: "Pandemonium Ultimatum" talisman's rank 100 power has been changed since the old one was nearly useless.
- CHANGE: When you breed your creatures, the level of the offspring is now equal to the highest level of the two parents. Previously, the offspring inherited 50% of each parents' experience points.
- CHANGE: Increased the minimum possible chance to find Spell Gems by 40%. You won't notice this increase if you're already pretty far into the game, but this should help out new players quite a bit.
- CHANGE: Decreased the frequency that you'll find class-based Shield and Lance artifacts. The drop rates of these artifacts should now be more in line with all the other types of artifacts.
- CHANGE: Doubled effectiveness of "Increased Chance to Find Itherian Creatures" property for Sigils.
- CHANGE: Made some adjustments to how fatigue damage is calculated. The goal of this change was to resolve "stalemate" battles more quickly.
- CHANGE: Creatures will now become "Primed" about 30% faster on average.
- CHANGE: Arena is now unlocked at "Honored" instead of "Revered" favor with Gonfurian.
- CHANGE: Maximum character limit in all names is now 20, up from 16.
- CHANGE: Enemies will no longer spawn with certain spells that they wouldn't be able to normally use anyway, such as Summon spells.
- CHANGE: Cost to re-roll Prophecies now increases by a flat 5000 Power per re-roll, rather than doubling each time.
- CHANGE: Nemesis Creatures and Itherian Realm bosses now have randomly generated names.
- CHANGE: The size of the arena crowd is now based on your fame rank.
- CHANGE: Lord Zantai card has a new, unique effect.
- CHANGE: Enemies now respawn more frequently if your Heart of Darkness is activated and you can instantly kill enemies.
- CHANGE: If a realm is too small to contain all the necessary objects, the game will continuously try to generate new realms until it creates one that works.
- CHANGE: If you have the realm quest that requires you to collect an enemy's corpse, the corpse can now also be found on enemies defeated by the Heart of Darkness.
- CHANGE: Macro condition that checks to see if a creature has NOT been extracted will now return "false" if the extraction chance is 0%.
- CHANGE: There were two "the Collector" titles, so one has been changed to "the Archivist".
- CHANGE: Removed option to discard cards since you can just squelch them now.
- CHANGE: Made several minor improvements to most of the wardrobe costumes added in the last patch.
- CHANGE: "Unbroken Mirror" talisman now has a maximum rank of 400.
- CHANGE: Improved formatting of achievement category interface.
- CHANGE: Scylla and Charybdis' and Judgment and Mercy's battle intro text have been changed to include their names.
- CHANGE: God boss battles now have different intro text.
- CHANGE: Moved the location of the "Guide: Macros" bookshelf to be located consistently with other guides.
- CHANGE: Removed enlarged artifact icons from the artifacts menu to make room for trait descriptions.
- FIX: Donating to Torun too many times reset the donation counter for this particular god. He's not sorry at all.
- FIX: Undead Army boss fight was summoning too many enemies in the story fight, and too few in the Nether Boss fight.
- FIX: Several keys were named incorrectly in the key rebinding interface.
- FIX: Item sets and stable teams could sometimes be overwritten with the wrong items/creatures.
- FIX: 'Deified (X) by [God]' achievements unlocked 1 level later than their descriptions claimed.
- FIX: You can no longer cancel out of the riddle dwarf's dialog using the back button.
- FIX: Invaders for certain Realm Quests will now continuously respawn until you complete the quest to ensure that you never run out of enemies to kill. All invaders will be erased after you complete the quest. This change will also make these quests a little faster to complete.
- FIX: There was an Itherian Artifact that was bugged and couldn't be obtained.
- FIX: Horde-style fights (including the final story battle) could sometimes skip summoning extra creatures.
- FIX: Torun didn't always offer the Gate of the Gods quest at the correct time.
- FIX: Itherian affix "Horde" didn't spawn creatures with Itherian boss stat bonuses in waves past the first one.
- FIX: New features such as the arena were unlocked at the wrong times, or never at all.
- FIX: Rune descriptions in the tavern tickets shop were wrong.
- FIX: "Artifacts Awakened" accolade could sometimes count twice per awakening.
- FIX: Tavern spells couldn't be awakened on artifacts.
- FIX: "Assassin's Specialty" trait didn't work.
- FIX: "Sacrifice to the Light" could be awakened on artifacts which was useless since it only works if the spell is cast by a gem.
- FIX: Some wardrobe costumes had strange visual issues, such as Zeus' crown falling off to the side of his head sometimes.
- FIX: Rare case where spell gems could be unequipped from your creatures after a tavern brawl.
- FIX: "Hate and Other Triumphs" had a misleading description. Also fixed a bug related to this trait that prevented enemies' buffs/debuffs from clearing on death.
- FIX: Talismans were supposed to unlock in god shops at Deified (5), but they unlocked at Deified (6) instead.
- FIX: Tavern Brawler win/loss records will now immediately update client-side after you win or lose against them.
- FIX: Fortune Teller achievements referred to Prophecies as "tasks", which is antiquated from Siralim 2.
- FIX: Potential freeze under very specific circumstances when randomizing a sigil's properties.
- FIX: Winning 4 or 5 arena battles in a row wasn't rewarding quite as many Arena Points as intended.
- FIX: Enemies weren't respawning.
- NOTE: New Tavern Brawl teams will not be uploaded to the server until the patch is approved and released by Apple for iOS. This should happen in less than a day from now.
If you've played Siralim 3, please take a few minutes to answer our new survey. We'll use the feedback from this survey to create a better game for you in future updates! https://www.surveymonkey.com/r/WMQC829
I'm proud to announce the first major content expansion for Siralim 3: "More Is Better!" This free expansion adds some awesome new features to the game, but the main focus for this update is on adding... well, more things to the game.
The update is already available on all platforms, although mobile users might need to wait for an hour or so before it shows up on your app store. A list of features, as well as additional patch notes, can be found below.
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NEW FEATURE: Classic Nether Bosses
You can now fight any of the 10 bosses from Siralim 2 at the Nether Crucible! Each boss can drop 1 of 3 legendary crafting materials for a total of 30 new materials/traits. To unlock these new bosses, you must defeat each of the original Nether Bosses at least once.
NEW FEATURE: Shady Dealer
You'll have a chance to recruit a new character to your kingdom who is found randomly in realms after you complete the main storyline. He's called the Shady Dealer, and you can purchase incredibly rare and exclusive items from him. The catch is, you won't know what you've purchased until he's already taken your resources...
NEW FEATURE: Cloth Abomination
After you acquire 50 unique Wardrobe Costumes, you'll have a chance to recruit a new character to your kingdom who is found at random in realms. He'll allow you to construct and upgrade a brand-new creature called the "Cloth Abomination" using your extra Cloth Scraps.
NEW FEATURE: Infinite God Shop/Favor Rewards
From now on, every time you gain a new Deified favor rank with a god, you'll have a one-time opportunity to purchase a Tome from their shop. These Tomes can be used to grant a +1 base stat increase to the creature of your choice. This offer accumulates even if you don't purchase the Tome - so if, for example, you reach Deified Rank 6 with a god, you'll be able to purchase up to 5 Tomes from them.
ADDITIONAL CONTENT:
- Added 10 new talismans.
- Added 8 new realm quests.
- Added 4 new prophecies.
- Added 55 new wardrobe costumes.
- Added 68 new titles.
- Added 22 new cards.
- Added 339 new achievements.
- Added 34 new accolades.
In addition, the following changes and fixes were made to the game:
- ADD: When you complete a Realm Quest, you'll now earn an Emblem if you're in the highest realm depth you've ever visited. This change does not affect Itherian Realms.
- ADD: You can now hold down the confirm button on the perks interface to quickly allocate points to the selected perk.
- CHANGE: Chests that spawn in realms as extra rewards (ex: part of a realm quest) now have unique artwork to make them stand out from normal chests.
- CHANGE: Touch controls have new graphics and should be much easier on the eyes.
- CHANGE: Pandemonium King and Pandemonium Queen cards now have unique effects rather than normal Doom Fortress effects.
- CHANGE: There are no longer any restrictions on battling tavern brawlers that you manually select via their IDs. You can use Nether Creatures, Avatars, banned creatures, etc. Note that tavern brawl rules still apply to your creatures, so for example, Nether Creatures will be stripped down to normal creatures.
- CHANGE: Slightly increased the amount of favor required to gain Deified ranks with gods with each additional rank.
- CHANGE: Several updates to library text to conform to the changes made in this patch.
- FIX: Picking up the Golden Feather in Aeolian's realm could cause your character to run through walls and get stuck.
- FIX: It was possible to get stuck in the options menu on mobile devices under specific circumstances.
- FIX: Crash if you tried to breed creatures too quickly with frame skipping enabled.
- FIX: Recoded a lot of the cloud storage functionality to hopefully ensure it works correctly for everyone.
- FIX: Added an extra safety check to ensure battles can't lock up under rare circumstances, such as dying from Hebron's bombs.
- FIX: Crash when attempting to import a macro when nothing is stored on your clipboard. Note that this function still won't work on all platforms yet because GameMaker is bad.
- FIX: It was possible to skip the realm depth 9 boss entirely.
- FIX: Some unique Cards provided additional effects. For example, the "Failed Experiment" card also counted as a normal "Slime" race card.
- FIX: You can no longer release or sacrifice Saia.
- FIX: Priming notification could appear at the same time and overlap other notifications such as Achievements or Knowledge.
- FIX: Certain Achievement notifications could appear at the same time as Knowledge and Title notifications.
- FIX: Display issue related to tavern brawler names when you specified an ID.
- FIX: Occasional crash when challenging tavern brawlers.
- FIX: "Dimensions" trait ignored class swap properties.
- FIX: Sometimes, your save file could become corrupted when you exported it to the cloud.
- FIX: "Quell" trait worked on all sources of damage; not just attacks.
- FIX: Crash when viewing "Recent Achievements" if you hadn't unlocked any achievements already.
- FIX: Several dialog typos.
- OPTIMIZATION: Huge performance improvements for certain Android devices.
Its almost time for Halloween, and we want to celebrate with you in Siralim 3!
From October 30 until November 13, we have plenty of spooky surprises planned for you:
- Search for Frankenfluff in realms to obtain 5 exclusive, Halloween-themed creatures! The most persistent trick-or-treaters will earn additional items from him as well.
- Go trick-or-treating at the gods altars to obtain some extra treasure!
- On October 31, you can play Siralim 3 to unlock a Halloween costume and matching title!
- Give Blanch the code HALLOWEEN to obtain a Singular Pumking egg! This code is available for you to use right now!
Enjoy!
You heard right - Siralim 3 is already available for your favorite mobile devices! Note that it might take a few hours for it to show up in your app store. Have a good weekend!
We're at ~245 Discord users right now. If we hit 300, I'll release a code for Siralim 3 to redeem an egg that contains a creature with a unique, singular color palette! Join our Discord now: https://discord.gg/VPwsZVp
The day has finally arrived! Siralim 3 has left Early Access and is now fully available on Steam. To everyone who played the game in Early Access and contributed suggestions, feedback, and bug reports: thank you for everything! Without you, the game wouldn't be half of what it is today. If you haven't purchased Siralim 3 yet, you can do so here: https://store.steampowered.com/app/841770/Siralim_3/ Mobile (Android/iOS) versions of the game are on the way, along with a ridiculous amount of new content! Stay tuned for more updates.
After 4 months of Early Access, we’re proud to announce that Siralim 3 will be fully released on Steam on October 15, 2018! Huge thanks to everyone who contributed feedback and submitted bug reports during Early Access. FAQs Q. Will my save files carry over to the full release? A. Yes. You won’t lose any progress at all. Q. Will there be any more updates to the game before Early Access ends? A. Yes, there will be at least one more patch to fix some minor bugs, and more importantly, to optimize the game to make it run more smoothly for players who have very large save files. Q. What about post-launch updates? Will there be more patches? More content? A. Of course! We have big plans for post-launch content updates. We’ll announce more details later on. Q. Will you ever add Steam trading cards, backgrounds, emoticons, etc? A. Yes, they’re already prepared and submitted, but Steam won’t accept them until the game is out of Early Access. You’ll be awarded the cards retroactively, so if you’ve played the game a lot, you’ll probably receive all of these rewards immediately after they’re released. Q. When will Siralim 3 be released on iOS/Android? A. As soon as possible. We probably won’t announce a date for these – we’ll just release them as soon as they’re ready. Q. How much will Siralim 3 cost on mobile? A. $4.99 USD. Q. How about PlayStation 4, Xbox One, and Nintendo Switch? When will Siralim 3 be released on those platforms? A. Sometime in 2019. Unfortunately, that’s as accurate of an answer as we have for now – sorry! As for Switch: unfortunately, the game was rejected by Nintendo, and while we’re going to keep trying to get on Switch, we can no longer promise that it will ever happen. We’re also open to working with a publisher for Nintendo Switch, so rest assured that we’ll do everything we can to release it on this platform.
Now, you can play Siralim 3 on Mac, Linux, and SteamOS! Note that the game is still in Early Access, but we will release all future updates on these platforms as well. https://store.steampowered.com/app/841770/Siralim_3/
It's been yet another busy month for Siralim 3! Finally, with the addition of Tavern Brawls, we've finished adding the last of our planned, major content for the game before it launches out of Early Access. Here's what we added to Siralim 3 in the last month:
- Tavern Brawls! This feature allows you to fight against other players' creatures. If you win, you'll earn Tavern Tickets which can be exchanged for exclusive prizes. You can even fight against your friends!
- Spell Gem Reforging. You can now use the Arcane Vault to re-roll the values of your Spell Gems' properties.
- Tons of new creatures, cards, materials, spells, runes, titles, costumes, and other items.
- Plenty of quality of life features, including the ability to see what a creature's buffs and debuffs do in battle via the inspection option.
- Other balance adjustments and bug fixes.
I'll be away from August 12 until August 20. During that time, there won't be any patches for Siralim 3 and I probably won't be able to respond to forum posts. When I get back, I'll start working on tavern brawls. Have a good week!
Another month has come and gone, and with it, Siralim 3 has gained a bunch of great new features!
- Gate of the Gods. This relic allows you to challenge the gods themselves to battle! These are some of the most difficult battles in the entire game.
- Avatars. If you manage to defeat the gods in battle, you will gain the ability to summon their avatars to fight for you. Avatars come equipped with an extremely powerful trait, an exclusive "Ultimate" spell, and much more!
- 15 new Talismans. These can be upgraded to make your Avatars more powerful.
- Macros. Now, you can assign a list of commands to your creatures to make them perform actions in battles automatically. Macros open up the opportunity for players to experiment with all-new playstyles that they might not have considered before. In addition, macros should alleviate a lot of tedium from battles.
- Rebalanced traits, spells, perks, enemy spawns, and much more. This was a massive undertaking, and we are very proud of the outcome. In addition, we added new perks to several classes.
- Quality of life updates, including a new way to sort the summoning interface as well as an "advanced hatching" mode to make your life easier when breeding creatures.
- Tons of new cards, titles, wardrobe costumes, and more!
It's been almost a month since I last posted a report on Siralim 3's progress in Early Access, and what a productive month it's been! The amount of features that we've added to the game in just a few weeks is staggering. If you haven't been keeping a close eye on the patch notes, here's a quick rundown of just some of the new features we've added since we posted last month:
- Nether Crucible. This relic allows you to summon the bosses you defeated during the main story quests and fight more powerful versions of them. Each boss drops one of many exclusive legendary crafting materials, along with several other rare items.
- Mallet of Awakening. You can assemble these mallets by completing prophecies. They are used to awaken your artifacts, granting them a chance to cast a spell when your creatures attack.
- Breeding Adjustments. There are now fewer breeding recipes to find, and you now have a chance to find rare recipes for creatures you haven't seen before. The breeding interface has also been improved significantly, and you can even choose how your creatures are sorted in the breeding menus. In addition, Heredity was revamped - you can read about it here.
- Talisman powers are now fully implemented and functional. Several talismans have been changed or rebalanced to make them more useful as well.
- Artifact Adjustments. Gone are the days of worrying about whether an artifact is "Crafted" or not. And, just for good measure, we've added some new artifact properties as well. Read about all the changes here.
- Knowledge Adjustments. It is now a little easier and more satisfying to gain knowledge about creatures, and it is now far less difficult to gain knowledge about Itherian Creatures.
- Casual John, a new NPC who allows you to increase the difficulty of enemies in exchange for greater rewards.
- Life Mage Perk adjustments. We merged a few of the less-powerful perks together and added some awesome new ones to the game.
- New prophecies, as well as adjustments to the arena prophecy to make it easier to complete.
- Enchanted Trashcan. Tired of seeing so many artifacts or spell gems when you find loot? Filter them out with this strange item!
- 88 new achievements.
- Tons of quality of life improvements.
- Macros. I'm still not sure if this idea will end up working out, but the idea is that you'll be able to specify a set of actions that your creatures will take if they meet certain conditions. For example, one macro line might read "If this creature has less than 50% Health, cast Healing on this creature". You can add as many of these lines to a creature as you want, and then you'll simply choose the "Macro" command in battle and the game will take care of the rest. The idea here is that you'll be able to create your own artificial intelligence for your creatures. I have some really cool ideas about how else these macros can be used in other content, but it's too soon to reveal anything just yet.
- Gate of the Gods. This relic allows you to challenge the gods to battle. If you defeat them enough, you might earn the right to summon their avatars as creatures that can fight for you.
- Balance. I'm planning to do my first balance pass on the game very soon. Spells, traits, runes, perks, resource costs, enemy level scaling, and item drop rates will all be adjusted to make for more comfortable and rewarding gameplay.
Wow! It's been almost three weeks since Siralim 3 hit Early Access on Steam. The time has flown by for me... probably because I've spent just about every minute of my days reading and implementing feedback, adding new content, and fixing bugs. So far, I've released over 60 patches for the game, and I don't plan to slow down any time soon. I want to start by thanking everyone who has submitted bug/crash reports, and for remaining patient while I fix those issues. Luckily, there are hardly any crash reports anymore, and the bugs are now really minor and generally unnoticeable to most people. That means that I can spend more time adding content and quality-of-life improvements to the game! Here's a quick glimpse of what has been added to Siralim 3 in the last few weeks: - Prophecies: repeatable, end-game quests that you can complete while enjoying other content. - Nemesis Creatures: mini-bosses that can spawn anywhere in realms, and drop extra loot and exclusive items when defeated. Each Nemesis Creature has a special "affix" that grants it a unique bonus in battle, forcing players to adjust their strategies accordingly in order to win. - Talisman effects: these items can be upgraded indefinitely in order to confer a bonus to you and your creatures. You can unlock an additional Talisman power after you upgrade them to rank 100 - those powers aren't implemented yet, but that's what I'm focusing on right now! - Adjustments to the death penalty to make it less frustrating while maintaining tension. - Adjustments to the breeding system to make it feel more rewarding. - Adjustments to the arena to make it feel less random and more skill-based. - Countless quality-of-life changes, balance adjustments, bug fixes, and more! - My current priorities are to implement rank 100 powers for all the talismans in the game, as well as to start using a new compiler to build the game so that you'll never run into any performance issues, even if you collect 5000 creatures and 100,000 items! (Yes, I tested those numbers specifically). After that, I'll start to work on additional content including Nether Bosses, God Bosses, Avatars, Tavern Brawls, and much more! In the coming weeks, I'll also release the game on Steam for Mac and Linux. I'd also like to return to my old schedule of writing a new blog post each week. I have plenty of good ideas for topics that I'm excited to share with everyone, so stay tuned! Until then, I hope you'll continue to enjoy Siralim 3. Friendly reminder: this is a really bad place to submit bug reports or suggestions! Please remember to use the forums for that.
Siralim 3 has been available on Early Access for a little over 24 hours now. Since then, hundreds of people have played the game and contributed their valuable feedback to help make the game even better. While there’s still plenty more minor bugs to squash, most of the really bad stuff is fixed now, so I’ve decided to take a little break and write this post to thank everyone for playing the game! It has been my pleasure to work with many of you toward solving problems and establishing a framework for future improvements. However, I don’t think it’s quite enough to write “thank you” in a post and then call it a day. I want to give all of you early adopters something special. How about a Singular Creature? Use the code “EARLYACCESS” (mind the caps, and exclude the quotes!) to receive a Singular Pitwraith Redeemer Egg. If you don’t know how to redeem a code, check out this guide. For those who don’t know, Singular Creatures are extremely rare versions of normal creatures. They have a unique color palette that you won’t find anywhere else. Again, thank you for playing Siralim 3. I hope you’re enjoying the game so far – but there’s plenty more to come!
I am very excited to announce that Siralim 3 is now available for Windows on Steam Early Access! You can purchase the game, or read about it here: https://store.steampowered.com/app/841770/Siralim_3/ Please report all issues to the Steam forums, or our own forums: http://thylacinestudios.com/forums/index.php More platforms will be added over time, but we don't have an ETA for any of them yet. For now, enjoy! I'm eager to hear your feedback and add more content to the game.
In just a few more days, the seemingly-endless wait for Siralim 3 will come to an end and you'll be able to play the game in Early Access on Steam! As any Siralim veteran knows, one of the first things you'll do in the game is choose your characters' class, which also determines the creature you'll start with. I've decided to reveal these creatures ahead of the game's release so you can figure out what class you want to use. I'm very happy with how all 5 classes turned out, and I think players will find that all of the starting creatures are both fun and powerful in their own ways. Check them out on our blog post here: http://www.thylacinestudios.com/siralim-3-starting-creatures/ Which class do you plan to play first?
Siralim 3 enters Early Access on May 25, 2018, and we couldn't be more excited to get this game into your hands for testing. The game will cost $14.99 USD and will be available on Windows only to start, and we'll roll out the Mac/Linux versions a few weeks after that. Eventually, the game will be available for iOS, Android, PlayStation 4, Xbox One, and Nintendo Switch as well! If you haven't heard much about the game yet, I encourage you to check out our development blog for devlogs on some of the key features of the game. If you're eager to discuss the game or simply want to get a jumpstart on joining our community, you might also want to sign up on our official forums or even join us on Discord. Get ready, because May 25 is right around the corner!
Siralim 3
Thylacine Studios
Thylacine Studios LLC
2018-05-25
Singleplayer EA
Game News Posts 41
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(872 reviews)
http://www.thylacinestudios.com
https://store.steampowered.com/app/841770 
Siralim 3 (Linux) [207.1 M]
The King of Siralim, tainted by an unknown force, has brought war to the lands of Rodia, capturing all of the country's kingdoms and slaughtering their people in the process. Now, only one kingdom remains that can stand against this unlikely adversary: Nex. As the king (or queen) of Nex, it is your job to fight back against Siralim's tyranny and return peace to Rodia once more.
If you're in a hurry, we've written a short list of features Siralim 3 has to offer. You can read about each feature in more detail by scrolling down past this list.
- Collect and breed over 700 different creatures to fight for you.
- Explore randomly generated dungeons with 15 unique tilesets.
- Craft artifacts and spell gems to equip your creatures for battle.
- Infinite playability - there's not even a level cap. New features are introduced well-beyond the 100-hour mark. You'll never run out of things to do!
- Rich end-game content, including Itherian Realms, super-bosses, arena battles, asynchronous player-versus-player, and much more!
- Content updates and patches are planned for after the game launches.
- Take part in our community, contribute your suggestions, and let's create the ultimate monster taming game together!
Your primary goal in this game is to collect creatures to fight for you. There are over 700 in total, and each one has a unique trait that improves its abilities in battle.
You can acquire new creatures either by finding them in the wild, or by breeding two of your own creatures to make them lay an egg. For example, you can create a Gula Sin by breeding together a Wyvern Sonicscreecher and an Aaxer Apocalypse.
Keep your eyes open for ultra-rare "Singular" creatures, which are creatures that have a unique color scheme compared to their normal counterparts.
Each creature also has its own lore that you can read about in the library. In total, our creature lore contains more than 55,000 words. That's the size of a novel!
Take your creatures into randomly generated dungeons called "Realms". There, you'll fight against enemies that can be killed to increase your creatures' experience points, as well as drop resources and items that you can use to further improve your party.
There are 15 different tilesets for Realms, and each Realm offers exclusive creatures, quests, events, and much more.
Your creatures can equip items called Spell Gems, which allow them to cast the spells contained in these gems. You can enchant these Spell Gems to add new properties to them which change the way the spell works. For example, you can customize the type of damage the spell does, or cause the spell to activate an additional effect after a creature casts it.
There are over 300 Spell Gems to find in the game, and over 20 properties that you can add to each spell. The possibilities are endless!
Each of your creatures can also equip an Artifact. Artifacts are items that grant the equipped creature a wide array of bonuses. These bonuses range anywhere from a simple boost to their attacks, all the way to granting them new traits and spells.
Artifacts have randomly generated properties, but you can also utilize over 1000 different crafting materials to add, remove, or modify these properties. Different creatures work better with different properties, so you'll need to experiment to figure out what works best for your team!
There's an insane amount of rare items and accomplishments to collect. Here's a brief list... and believe it or not, this doesn't even begin to scratch the surface.
- Cards - these rare items have a small chance to drop from enemies after you defeat them. They grant bonuses to you and your creatures just by having them in your inventory. It will take a long time to find all of the 700+ cards in the game!
- Talismans - these work a lot like Cards in that they provide you with passive bonuses. However, by completing certain end-game content, you can upgrade your Talismans to improve the bonus and even unlock new powers!
- Favor - There are 15 gods in the game, and you can increase your favor with each one. As you do so, you'll unlock new game features, creatures, items, and more!
- Knowledge - the more you defeat a certain creature, the more knowledgeable you'll become about it, which unlocks new bonuses when you're fighting against that creature. Eventually, you'll be able to see a creature's health/mana bars in battle, view their lore in the library, deal additional damage to them, gain more experience points and resources by defeating them, and increase their chance to drop their Card.
- Singular Creatures - each creature in the game has a "Singular" counterpart. Singular Creatures are extremely difficult to find and have a unique color palette.
- Achievements - the game has hundreds of achievements for you to collect. When you earn an achievement, you'll gain some Achievement Points which improve the quality and quantity of loot you'll find during your travels.
- Wardrobe and Titles - you can unlock new costumes for your character to wear (such as a chef's uniform), as well as titles that change your name (so you might go from being called "King James" to "James the Drunk"). Wardrobes and titles can be seen by other players when you participate in asynchronous player-versus-player battles.
Don't you hate when a good game comes to an end? We do too. That's why Siralim 3 never truly ends.
There's not even a level cap. You can continue leveling your character and creatures forever, all while still finding new challenges waiting for you just around the corner. We've crafted every game mechanic around players who want to someday accumulate hundreds, if not thousands of hours of playtime.
Completing the game's main story quests is just the beginning. After that, you'll unlock countless new systems to keep you entertained for hundreds of hours to come.
Here's a brief list of some of the game's end-game content, but again, there's so much more to this game than we can possibly write here.
- Itherian Realms - these work like normal Realms (as we described earlier), except these have randomly generated properties that change the way the enemies or even the Realm itself behaves. You can acquire and upgrade Talismans in Itherian Realms in order to bolster your party. You can even find the elusive Itherian Creatures here, which are rare creatures that have unique traits you won't find anywhere else.
- Tavern Brawls - fight against other players' creatures in asynchronous player-versus-player combat. You can earn exclusive Spell Gems and other items if you win!
- End-Game Quests - a never-ending supply of quests and missions for you to complete long after you experience the main storyline quests.
- Super Bosses - we can't spoil what these are or how they work here, but rest assured that you'll face plenty of grueling challenges by fighting these bosses... and you'll be handsomely rewarded if you manage to win.
- Arena - draft a team of creatures and see how many enemies you can take down before your party is wiped out.
- More is on the way! We're committed to bringing content updates that include tons of awesome, end-game content after the game launches.
Q: Do I need to play Siralim or Siralim 2 before playing Siralim 3? Are the stories related in any way?
A: Siralim 3 is a completely standalone game, and for that reason, you should have no problems playing it without playing the other games first. While the stories in Siralim 2 and 3 are intertwined, they can still be enjoyed independently. In short, there's something for new and old players alike!
Q: What's new from Siralim 2?
A: We already listed most of the new features elsewhere on this page, but if you're looking for a more concise list, check out the FAQ on our website!
Q: What platforms is Siralim 3 available on?
A: It will be available on Steam (PC/Mac/Linux), Android, iOS, Playstation 4, and possibly Xbox One and Nintendo Switch. We'll release the game in the following order: PC, Mac, Linux, Android, iOS, PlayStation 4, Xbox/Switch. We do not have any ETAs on release dates for any of these platforms, but we will make an announcement when we do.
- OS: Ubuntu (64-bit ONLY)Storage: 200 MB available space
- Storage: 200 MB available space
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