Siralim Ultimate

Siralim Ultimate

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Thylacine Studios  [developer] Mar 12, 2021 @ 3:28am
2
What's different from Siralim 3?
If you've played Siralim 3, you're probably wondering what's new about Siralim Ultimate. Below is a list of major changes (in no particular order) that I think you'll find interesting. Note that this is definitely not an exhaustive list, but it should give you a pretty good idea about what to expect:

- Fusion system: combine two creatures. The offspring inherits both parents' traits and stat spreads, as well as the appearance of both creatures.
- Unlock thousands of decorations to adorn your castle
- Rodian Creature Masters + Mastery System (think of Pokemon gym leaders on steroids)
- Relics (30 relics that can be upgraded endlessly to unlock passive perks and stat boosts for your creatures)
- Rune of Prophecies (endless, randomly generated quests that reward you with Piety which can be used to upgrade Relics)
- Nether Stones (can be socketed into your artifacts and have randomly generated properties to add a bit of Diablo flair to the game)
- Projects (take on projects to unlock new game features, creatures, and more. Includes infinitely-replayable projects called Missions as well)
- False Gods (massive end-game bosses that provide the most challenging content in the game)
- Guilds of Rodia (increase your reputation to unlock new creatures/spells/decorations)
- Creature Skins (think of Shiny Pokemon except full appearance changes, not re-colors)
- Character Specializations (30 in total, each provides passive perks that drastically change the way you create your team)
- Blessings (perks for each of the 30 realms that unlock new events, increase the amount of treasure found, and more)
- Creature Accessories (auras, pets, and objects can be used to decorate your creatures' appearances)
- Talk to your creatures in your Menagerie. Each creature race has unique dialog based on its personality. If that sounds like a lot of text, well, it is.
- Three new arena modes
- Hundreds of new creatures, spells, and "more everything" - including double the number of realms/gods from Siralim 3!
- All base systems overhauled: Artifacts, Spell Gems, etc. Very few game systems remain the same from previous installments.
- Massive quality of life improvements across the board
- Revamped all graphics
- Revamped user interface
Last edited by Thylacine Studios; Jan 15, 2022 @ 12:45pm
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Showing 1-15 of 19 comments
MrPeters Mar 12, 2021 @ 6:28am 
Very helpful thread as it answered a question I stated to myself as I first checked the store page.
One follow-up question that I have is:

What features are yet to be implemented in this list?

Because combined with your Early Access Roadmap, some of the features you stated in this thread also exist in that thread.
Two examples are Realmshaping and False Gods.
Last edited by MrPeters; Mar 12, 2021 @ 6:29am
Thylacine Studios  [developer] Mar 12, 2021 @ 6:39am 
Everything on the roadmap is yet to be implemented - I'll keep the roadmap updated as I implement that content, though. I am also pretty far into the first Early Access content patch, so I'm working on several of those items already.

Edit: the roguelike mode isn't implemented yet either. Not sure if that will come during or after Early Access yet.
Last edited by Thylacine Studios; Mar 12, 2021 @ 6:39am
MrPeters Mar 12, 2021 @ 6:51am 
Originally posted by Thylacine Studios:
Everything on the roadmap is yet to be implemented - I'll keep the roadmap updated as I implement that content, though. I am also pretty far into the first Early Access content patch, so I'm working on several of those items already.

Edit: the roguelike mode isn't implemented yet either. Not sure if that will come during or after Early Access yet.

Alright, good to know, thanks for the answer!
Akar Mar 17, 2021 @ 2:54am 
How is this different from the original trilogy? Do I need to play the original trilogy first?
Dalwin Mar 18, 2021 @ 2:57pm 
Originally posted by Akar:
How is this different from the original trilogy? Do I need to play the original trilogy first?
There is no need to play the original three first. In fact, this one is already so much better than the others that I would say that once you have this one, there is no need to play the others ever.
Last edited by Dalwin; Mar 18, 2021 @ 2:58pm
murometz Nov 26, 2021 @ 3:26pm 
Originally posted by giftkrieg:
Is this the original trilogy not worth playing at all?

All of them are great fun, and the mechanics differ enough to keep things interesting. Also, each game has more gameplay mechanics to offer, as well as a higher assortment of creatures to fight, tame, and summon to your side for battle.

I think it's safe to say that you can play SU without any investment in the preceding core Siralims, but they're still highly enjoyable in and of themselves. And I write that as somebody who has purchased and enjoyed Siralim 1 and 2 when they were released, and played his grand niece's copy of Siralim 3 until she demanded equal time. ;)
Last edited by murometz; Nov 26, 2021 @ 4:10pm
ZeroAffex Dec 29, 2021 @ 8:00am 
Is roguelike mode coming or is there a way to enable it? I'm a huge nerd for traditional roguelikes (ToME, Cogmind) and would love to have something similar with this game. Was under the impression it was already implemented when I made my purchase but I haven't seen how to enable it anywhere? If it is, my apologies. Otherwise, very much looking forward to having a roguelike mode! Thanks and keep up the great work.
Thylacine Studios  [developer] Dec 29, 2021 @ 8:26am 
Originally posted by ZeroAffex:
Is roguelike mode coming or is there a way to enable it? I'm a huge nerd for traditional roguelikes (ToME, Cogmind) and would love to have something similar with this game. Was under the impression it was already implemented when I made my purchase but I haven't seen how to enable it anywhere? If it is, my apologies. Otherwise, very much looking forward to having a roguelike mode! Thanks and keep up the great work.

It's not implemented, and I'm still not sure what I'm going to do about it yet or if it will actually happen. I prototyped it a bit and it just isn't fun at all with how many different variables and random things there are in the game.

My primary focus right now is on porting the game to mobile/consoles since many of our Kickstarter backers are still waiting on the console version.
JenC_2011 Dec 30, 2021 @ 2:37am 
Hi Thylacine Studios, I really enjoy playing Siralim Ultimate. Never played the other parts / did not know about the game and just found out about it last week. Cities with shops, taverns and temples/castles/dungeons would be interesting to explore :)
leqesai Jan 15, 2022 @ 11:53am 
Should probably remove the info about roguelike mode considering you said it was shelved. Or can we still expect it at some point?
Last edited by leqesai; Jan 15, 2022 @ 11:53am
WildBastion Jan 24, 2022 @ 9:06pm 
About roguelike mode, I personally like the idea of randomized spawns and all that sort of thing, and just trying to make it work.

If it would be difficult to make fun, perhaps altering things to make it a trimmed down, "quick" run would work best.


I mean any and all numbers or ideas are up to devs ofc, but its fun for me to iterate ideas like this so..... :P
Off the top of my head, obviously all creatures are randomized, maybe party size is limited to 3-4, no artifacts or equipment spawn, only 1 spell gem can be equipped per creature, (maybe one race/class of monster can equip two?), and the goal is to get through like.....(20?) floors. Boss on floors 5, 10, 15, 20.
Monsters don't need to be summoned normally, instead draining a core just lets you replace one of your current monsters, and the old one just poofs into the void. Heck, when you do that in this roguelike mode, the new monster could even take on the previous one's level to keep things quick.

Have a log of wins/losses with some neat details or stats, and maybe the typical primary goal is to see how fast you can beat floor 20. (perhaps the design intent/aim is to have the standard winning run of a moderately skilled player be approximately 2 hours or something.)

further than that, just doing a check and forbidding the use of certain spells/items/etc that would be obviously super broken or something, would make sense. No tricks like "Vanish -> X-Zone" from FF6. :P

This mode would be a great chance to have some unique-to-roguelike-mode events and spawns. Things you wanted to implement but couldn't find a good place for them, or felt they would alter the game too much would work nicely here since it would be short runs apart from the main game.

I would love to see an area that has a chest whose colors are not typical for that area, and if opened it flat out devours one of your creatures, maybe turning it into this game's version of the basic dragon warrior slime or zombie. (to maintain the level for the feature i described above)

You could find books which contain a random perk (of a random level even) from any class, since you would start with none. Either they would be a rare find, or instead you could only have like....5 or so total class perks.

Anywho, that's enough :P
That was fun to think about. lol

Eagerly awaiting the iOS version of SU, but take all the time you all need to make it the best it can be!
Thanks for making such awesome games!
leqesai Jan 24, 2022 @ 9:14pm 
Originally posted by WildBastion:
About roguelike mode, I personally like the idea of randomized spawns and all that sort of thing, and just trying to make it work.

If it would be difficult to make fun, perhaps altering things to make it a trimmed down, "quick" run would work best.


I mean any and all numbers or ideas are up to devs ofc, but its fun for me to iterate ideas like this so..... :P
Off the top of my head, obviously all creatures are randomized, maybe party size is limited to 3-4, no artifacts or equipment spawn, only 1 spell gem can be equipped per creature, (maybe one race/class of monster can equip two?), and the goal is to get through like.....(20?) floors. Boss on floors 5, 10, 15, 20.
Monsters don't need to be summoned normally, instead draining a core just lets you replace one of your current monsters, and the old one just poofs into the void. Heck, when you do that in this roguelike mode, the new monster could even take on the previous one's level to keep things quick.

Have a log of wins/losses with some neat details or stats, and maybe the typical primary goal is to see how fast you can beat floor 20. (perhaps the design intent/aim is to have the standard winning run of a moderately skilled player be approximately 2 hours or something.)

further than that, just doing a check and forbidding the use of certain spells/items/etc that would be obviously super broken or something, would make sense. No tricks like "Vanish -> X-Zone" from FF6. :P

This mode would be a great chance to have some unique-to-roguelike-mode events and spawns. Things you wanted to implement but couldn't find a good place for them, or felt they would alter the game too much would work nicely here since it would be short runs apart from the main game.

I would love to see an area that has a chest whose colors are not typical for that area, and if opened it flat out devours one of your creatures, maybe turning it into this game's version of the basic dragon warrior slime or zombie. (to maintain the level for the feature i described above)

You could find books which contain a random perk (of a random level even) from any class, since you would start with none. Either they would be a rare find, or instead you could only have like....5 or so total class perks.

Anywho, that's enough :P
That was fun to think about. lol

Eagerly awaiting the iOS version of SU, but take all the time you all need to make it the best it can be!
Thanks for making such awesome games!
That's all fine and good but roguelike mode is shelved AFAIK.
WildBastion Jan 25, 2022 @ 3:33pm 
uh yeah, i read it was shelved. shelved because the dev said they couldn't get it to feel fun.

hence why i did a quick (but obviously long) write up to maybe spur some thoughts on how to make a roguelike mode fun.

I have no expectations with anything I wrote, it was purely for the fun of it. If it gives someone an idea, then great.
leqesai Jan 25, 2022 @ 3:59pm 
Originally posted by WildBastion:
uh yeah, i read it was shelved. shelved because the dev said they couldn't get it to feel fun.

hence why i did a quick (but obviously long) write up to maybe spur some thoughts on how to make a roguelike mode fun.

I have no expectations with anything I wrote, it was purely for the fun of it. If it gives someone an idea, then great.
Ah I understand now
:dewey:
Nathaniel Prime May 2, 2022 @ 12:48pm 
This kind of sounds like you took Siralim 3 and combined it with itself. And that sounds awesome.
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