Разработчик: Thylacine Studios
Описание
Siralim is a deep RPG with light roguelike elements that allows you to summon and customize hundreds of creatures to fight in strategic battle. Fight your way through randomly generated dungeons and complete randomized quests. Find rare treasure and use it to upgrade your castle, empower your creatures, craft powerful artifacts, learn new spells, and much more.
Every dungeon in Siralim is randomly generated. This means that you'll never visit the same dungeon twice! Each dungeon also contains randomly generated quests, so there will always be fresh content for you to explore.
Capture and summon over 300 unique creatures to fight for you. Each creature has its own, unique abilities which affect the way you'll approach the game. You can have up to 6 creatures in your party at a time. Can you assemble the ultimate team?
You can also craft and enchant equipment for your creatures. Some of the most powerful equipment in the game also bestows new abilities to your creatures.
Add new rooms, unlock new creatures, and entice citizens to live in your castle by purchasing upgrades for it. As the ruler of Siralim, it falls on you to decide when to improve your castle.
The whole point of the game is that it never ends. There is no level cap, and there are thousands of hours of content for you to enjoy.
- Randomly generated dungeons and quests - no two dungeons are alike!
- Capture and summon over 300 unique creatures to fight for you. Each creature has its own unique abilities which directly affect the way you play the game.
- Cast over 100 powerful spells to turn the tide of battle.
- Fight in challenging battles that reward thoughtful strategy rather than mindless button mashing.
- Upgrade your castle to add new rooms, to unlock new creatures, and to entice new citizens to live in your kingdom.
- Craft and enchant equipment to augment your creatures' power or to grant them new abilities. There are over 500 different crafting materials to collect and use.
- Create eggs that will someday hatch into extremely powerful creatures.
- Fight in your kingdom's battle arena for fame, fortune, and glory.
- Infinite playability. There is no level cap, no restrictions, and the game never ends. Want to play until your character is level 937? Go for it.
- A roguelike overworld where you can see your enemies approaching before battle begins.
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows 7
- Memory: 512 MB RAM
- Graphics: 128MB
- Storage: 40 MB available space
- Additional Notes: A workaround for XP and Vista is possible but not supported.
Mac
- OS: 10.6 Snow Leopard
- Memory: 1 GB RAM
Linux
- OS: Ubuntu
- Memory: 512 MB RAM
Отзывы пользователей
Siralim is a old school RPG Creature Collector roguelite. It's kind of fun, more funny if you like roguelites. Also obsolete, cause everything I read says the Ultimate one is the best on the play. It's fine for what it is, I just need a more directions/story to fully enjoy a game, so It gets boring after awhile. Love the Art design, the whole old school pixel games. There's only one music that loops while you play, it's kind of madding after an hour or so. Don't get this one, just get the Ultimate one, and I guess I'll hold my ultimate judgment until I get through the rest of the series.
I love Siralim. It's like Pokemon as a dark roguelite, as you walk around and collect new monsters to add to your army, trying to advance room to room. It's great fun and, while my playtime isn't huge on here, I own the game on mobile too which is where I put most of my time toward it.
This is where it all begun! Though it's rough compared to the sequels, some of its mechanics remain my favorite in the series.
is good
Siralim series is quite good.
This is probably the worst entry in the series, though.
Not really much story, and it doesn't have a compelling progression, especially since enemies level match you.
I recommend getting Siralim 2 over this. You won't be missing much plot, not much happens in this game.
Tbh there is no reason to play this game over any of the other Siralims. Even when it was new I think it offered little but a repetive experiment, 2 and 3 at least have bosses and goals, and ultimate has that, more refined mechanics and fusion. This game has pretty much nothing that isnt in any of the other games and on its own its just a repetitive grind with nothing to work towards other than getting to a slightly lower floor
You know what a certain kind of person on the internet means when they call something 'autistic?' Not ACTUAL autism, but the concept they're trying to express, of a person who is so hyper-focused on their own world that they don't know how to relate to anyone outside of that internal experience.
Whelp, Siralim is a whole video game made up of that kind of 'it's not autism but we're using the word as shorthand to describe a wordier concept.' Yes, it's Pokemon for adults, the way you always wanted, except that it carries on its back an unspeakable and constant weight of very specific and inherently divisive design goals.
There is some flavor text, often cynical and snarky, but nothing like a proper story, themes, or a well-developed setting. The point is delving into randomly-generated dungeons, collecting pets, and growing them with an infinite spreadsheet of incremental improvements. Now, either this appeals to you or it doesn't, but if it does, then the specifics may also be a dealbreaker in turn.
What makes Siralim the most unique is also something that many people might hate: the fact that it has no 'active' abilities for its pets. You get spells for emergencies, but they are semi-limited, and in the arena totally unavailable. For the most part, your in-battle tactics consist of choosing what to kill first, capturing cores for new pets when it's not too risky, taunting with your tanks, and defending with pets that don't need to attack or taunt. Oh, don't worry, your pets all have unique and interesting abilities, but they're almost all passive! This rather bizarre design choice makes for a weird pseudo-automated means of combat. Perhaps this is why so much of the game is intensely grindy - you're expected to fight a million fights for a negligible percentile increase because you don't have to spend very much time or energy on any individual battle.
But between pet innate abilities, additional abilities granted by artifacts, and RNG like enemy spells or your own crits and dodges, there is a certain appeal to this. A fight in Siralim is like throwing a handful of small fireworks at gradually larger piles of other fireworks and then running away really fast to watch the explosive chaos. Backed up by the internet's wiki and the game's internal library, you can try to keep track of everything that's going on, but the game's limited UI and vast breadth of possibilities makes that impractical. It just sort of devolves into colorful explosions, but I can't say that I hate it, when there's so much choice of abilities and creative synergy potential between them.
Interfacing with this game feels almost like communicating with an alien, perhaps best shown off in its nether orb system - the 'best' kind of pet. First, you have to find or buy an orb. Then, you have to 'activate' it, which is a variable number, and each activation creates a synergy with a particular color of gem. Then, you have to make a couple dozen gems of a specific pet and the appropriate colors for your orb. Then, you have to level up each gem to max them out. Then, you have to randomly find a nether orb demon and feed him a pet core, all the gems, and the orb. No, calm down, you still don't have your shiny new pet yet! You just have an egg. You put that egg in a nest and pour magical energy into it over time to hatch it. Then, finally, you have your new pet. At level one. When the rest of your party is probably at level fifty to a hundred. So start grinding those levels, baby.
This immensely convoluted and glacial process eventually results in an upgraded, better version of the pet you already had, but it takes a long time to get there. And every step of the way, you'll be fighting with the interface, telling it to do step one, step two, step three, step fifty, and God forbid you mess up or change your mind. Absolutely everything in Siralim is like this, to one degree or another; nether pets are just the apex of it. Either you find it worth the bother or you don't.
It's an experience that lends itself well to playing with a podcast in the background, for sure.
But lest I put too much empasis on the negatives, the joy of the fireworks also is worth showing off. You can spam arsonists with special 'non-attack' attacks that completely ignore many defenses and abilities that require being attacked to trigger. You can create a party of pets that trigger abilities on death and then resurrect them with green unicorns to turn every battle into a masochistic death-aoe-death-aoe loop. You can create a thematic party of storms, hounds, or chaos demons with passives that help each others' passives in a tribal sense. You can create parties based on status effects like poison, burn, or sleep, and even make your own party benefit from debuffs. It's an everything and the kitchen sink smorgasbord of whatever the developer could think to throw in. There are a minority of unmitigated damage aoe abilities that, unfortunately, seem to lack direct counters of any kind, which turns some fights into races to kill targets before they can trigger. But there's nothing the enemy can do that you can't, and these abilities are thankfully in the minority.
Ultimately, I have to say, it succeeds at what it's trying to do. Siralim is a glorious sprawl of chaotic violence in charming, if totally random and slapdash-themed, pixel art. If it weren't for the sheer quantity of numbers and systems involved, it would feel like an early NES or Gameboy-era JRPG, an infinite dungeon crawler with cute little monsters and not a care in the world. The incredible weight of its mechanical complexity and refusal to compromise on it or even provide anything resembling common-sense interfacing with it is what makes Siralim both interesting and inherently niche in a way that most monster tamers and turn-based dungeon crawlers definitely are not.
I like Siralim, but I like it the same way that I like Progress Quest or Cookie Clicker. There's something soothing about its uncompromising and infinite design vision. Buy it on sale, I'd say, if you like the idea of it. But be really sure you're up for the flavor getting before you take a bite, because Siralim ain't no sugar or cinnamon - it's the nutmeg of turn-based rpgs.
Summary: Completely overshadowed by sequels
Multiplayer: No
Completion: N/A (3 hrs)
Cards: Yes | Cloud: Sort of - must manually save to servers.
Siralim is a monster catching game that is all about making effective combos with monster abilities. Your father, the King of Siralim, has passed away, and it falls to you to inherit the throne and defend the kingdom. From there the game doesn't really offer much in the plot department, as the rest of the game is just grinding to your heart's content.
Combat is the meat and bones of this game. Your group of 1-6 monsters will take turns duking it out with an enemy group of 1-6 monsters. Upon victory you are awarded experience, resources, and are healed back up to full. Spells in this game are all equipped on your character and not the monsters, which is somewhat weird as when spells are cast in combat, they consume the turn of the monster.
The graphics in the game are good if you like pixel art, though the monster art and backgrounds look super zoomed in for some reason. The music is good, but for some reason there's a distinct lack of sound effects during combat, making it feel a little empty. Also for some reason all sounds have two settings - on or off. I did not encounter any crashes or bugs in my playthrough so that's always good.
The way the game is designed, realms seem to be scaled to whatever level you are, so feels like a neverending stepladder, and I found the lack of an ending discouraging.
I rate Siralim a C. I unfortunately played the second game before this one, and thus have been spoiled by all the features that make it a vastly better game, so I can't make an unbiased rating here. My recommendation is to jump straight into 2 because I didn't really find much to keep me playing this one.
I'll recommend it for the sake of the series but I really suggest skipping right to the 3rd entry of this series as this one has no plot and no direction whatsoever. Once you are done with the "tutorial" quests, you are just left in an endgame that compares to Diablo 3's endgame... random dungeons with difficulty that scales. This kind of system works well as a training ground as long as there is a fixed challenge you need to beat, like any Disgaea's postgame. In this game you are just left in a sandbox with goals you set yourself... or for achievements, which was extremely disappointing to me, as was Diablo 3's endgame.
I played this alongside Siralim 3 on mobile and Siralim 1 kind of feels like an early alpha game to Siralim 3. There are a lot of improvements and it is even more enjoyable to create a team that synergize with each other.
So yeah, skip directly to Siralim 3, it's the kind of game that you can sink hundreds of hours, might as well sink them in the best of them, or wait for Siralim Ultimate, unless you really want to witness where it came from.
In my quest to find "Pokemon-like" games, I searched around online to find one, and on some obscure 2015 reddit thread, I saw someone mention this game. Seeing the positive reviews on Steam, I took the dive and bought this game along with 2 & 3 in the series.
Oh boy. I did not expect this game to be quite as addicting as it is. However, that being said, this isn't so much a Pokemon-like as it reminds me of a game I used to play as a kid called Dragon Warrior Monsters 2. This game is 100% gameplay though, as there is no real story other than you're a king who happens to go around killing monsters with his own monsters in randomly generated dungeons (I believe 2 & 3 have stories but I have yet to play those). If the lack of story doesn't bother you, this features extreme collecting, from a ton of monster designs, to hording, er, gathering an insane variety of items to further strengthen yourself and the creatures you have, to upgrading your castle. The graphics are extremely old school pixel style yet each one feels unique and interesting.
I suppose the one downside is that there is SO much stuff it can be kind of overwhelming at first trying to grasp all these mechanics involved in this game. I'm 12 hours into it right now and still feel as though I've barely chewed through everything. Overall though I can't wait to sink some more hours into this game to get me through quarantine.
Siralim is an indie game that's a mix of pokemon and disgaea, and it's interesting. But unfortunately, many pacing and interface issues keep me from enjoying the game.
The graphics look nice but the dungeons get repetitive quickly and monster designs rely too much on palette swap. The music is okay. I put my own music on and explore, but the music's fine. The sound is as well if a bit basic. Controls are fine for exploring, anyone who played a classic RPG should feel at home. But menu navigation is a mess. Everything is difficult to find or it's tedious to get to. The gameplay is a mixed bag. On one hand, there's a lot to like. I love the idea of hundreds of monsters, and the mix and match between them are quite fun. And the level cap is endless. However, the combat is tedious and slow. The monsters all have abilities and types like pokemon, but many monsters have similar abilities that just use different types (one may do extra damage to chaos monsters and other does extra damage to nature for example). You can use spells to turn the battle to your favor but they all have a certain charge and disappear. This discouraged me from using them which could be fine for strategy but most spells just weren't good enough to use anyway and experimenting to see what you could do is out of the question. The replay is high if you can get past those issues, as the game never ends. But no real end goals really discouraged me from wanted to keep going.
Overall for everything I liked, there was something that hurt the experience. The game feels like a prototype, which is too bad, as many ideas here are really interesting. The sequel is, fortunately, a vast improvement on nearly everything I mentioned. And I recommend getting that game instead.
I always really wanted to like the JRPG genre. The idea of exploring mysterious dungeons, battling dangerous monsters in strategic turn-based combat, and choosing equipment and setting up my party always sounded really interesting. In practice, though, I tended to find the genre boring. Due to an extreme focus on story, JRPGs have a tendancy to be... simple. The difficulty is way too low, most battles become mindless button mashing requiring no thought, and equipment is dull... often you reach a new area, and simply buy/find and equip whatever is the next set. You dont even have to know what your charcters' stats do. And on top of that, my bane: unending, dragged out cutscenes. Ugh. The exception to this tended to be monster-collecting RPGs, such as Pokemon or Dragon Quest Monsters, as preparing a team and battling with them is the entire point (or competing with other players, which adds a ton of depth and challenge). As such, these tended to be the only ones I got into, and were pretty good.
Enter Siralim, which as far as I'm concerned, is the height of the genre. This takes everything that made games like Pokemon appealing, and ratchets it up to absurd levels. It's the Dwarf Fortress of monster-collecting RPGs.
Firstly, I'd like to get something big out of the way: Siralim has no real story. In fact, it also HAS NO ENDING. None. Nada. The game ends when you decide to end it. If you want to keep playing until your character is level 20 squillion? You can do that. But the lack of a story and a real ending is a big turnoff to some RPG fans, so I wanted to make sure to mention it.
Anyway, Siralim is a game about extreme depth and challenge. The idea is the usual: Collect monsters, form a team, and go out there and fight other monsters, with team preparation being a particular focus. You can have up to 6 monsters on your team at once, and same for the enemy teams.
The combat is where things start to get unique, and where much of the depth and challenge will appear... this is good, because 80% of your time will be spent in battle. Unlike Pokemon, where each creature has a set of moves, each monster in Siralim has ONE attack (and then things like defending, provoking, and whatever). But then it also has it's own unique special ability, and this is where the genius of the combat system comes into play. Special abilities in this game arent weak little things. No "5% bonus against fire creatures" sort of junk. These tend to be BIG effects. For example, there's one monster you can get early on, where every single time it attacks, it has a high chance of reviving one of your defeated monsters (if you have any) to 50% of it's HP. Again, that's a HIGH chance to do that. This sort of ability would NEVER appear in pretty much any other RPG, because it's effect is just too strong. But Siralim is balanced around crazy effects like that, which means that your monsters are INTERESTING. This also means that choosing your targets is a massive part of the strategy of combat. In most RPGs, you just pick one target at random and hammer at it until it's dead, and then move on to the next. In this, it's not at all that simple. Selecting the proper target for each attack, based on your monster's ability, the target's ability, the composition of yours and the enemy's team, and a bunch of other things, is very important. This means that even basic attacks have a ton of strategy to them... particularly when the difficulty is spiking, which it will do frequently. Not that attacking is your only move. You have spells, and a shared mana pool for your whole party. You can use up a creature's turn to cast a spell, and like creature abilities, these tend to be very strong effects. What's more, unlike other games, these are NOT just about doing damage. In fact, damage spells tend to be the least important. You're going to be throwing around status effects, messing with stats, causing piles of special effects... even one spell can have a massive effect on a fight. Of course, your enemies can do this too, and enemy spells can be very devastating, just as yours can. Overall, this means that this element of the combat is just as fascinating and deep as the rest of it. There's alot of strategy here. Unlike many JRPGs, individual battles tend to be very long; these are not short affairs where every enemy goes splat in one or two hits. This is a good thing, as it gives the strategy time to actually happen. Though, some players may not like this fact. Of course, this can differ if you're on a very low dungeon level... enemies are still scaled to you, but you'll be getting easier encounters nonetheless. Again, the game is really challenging at high dungeon levels (and you eventually gain the ability to skip to high ones, if you dont want to do the lower ones), and you dont HAVE to go there if you dont want to. It's up to you as to just how hard this gets.
You're likely to be overwhelmed by the sheer amount of game elements here though. Status effects for example... there are SO MANY of these. Pages of them. I've never seen so many in a game, and they get very creative in their effects (which, again, tend to be major). There are a gazillion spells, and there are hundreds of monsters, each with it's own unique ability. That's not even going into items, crafting, enchanting.... you get the picture. This is a very complicated game.
The challenge doesnt go away, either. Enemy levels/stats/whatever constantly scale to the levels of your team, but not only that, they increase further based on how deep you are into a dungeon. Go too far, and you'll be overwhelmed, but the rewards get better and better as you go. You'll find no shortage of challenge here, but it's up to you as to how far you go with it at any one time.
Outside of combat, you'll be exploring tons of procedural dungeons, seeking out loot and resources and finding roaming packs of monsters to fight, and dealing with equipment and items and crafting and building up your castle. There are many, many things to do (WAY too many aspects of the game for me to even lightly mention here), and the game keeps them interesting. Getting hundreds of hours of play time out of this game is not at all unusual. There is an incredible amount of content here, and even now, it's STILL getting content updates.
The learning curve is mean however, and the constant difficulty and complexity could turn off some players. The graphics also are either love it or hate it (I personally like it), so that could be a problem too (The music, though, is fantastic. If you dont like it, imagine me hitting you with a chair). The game also is a HUGE time sink, and it takes awhile to get going... mechanics are introduced slowly, and it'll be a big pile of hours before you see what the game can REALLY do. Once it has it's claws in you though... this is something you can keep endlessly coming back to, and there's no end to the number of ways you can approach things. You can play it YOUR way, and that's a particularly great thing with a game like this. It even has a sequel, which is even bigger and fixes some of the issues that this one has.... but it doesnt make this first one any less worthy of your time.
Overall... fantastic game (and I have way more hours in it than stated, by the way... I also have the iOS version). For those looking for something a bit deeper and more gameplay focused when it comes to turn-based RPGs, look no further. You'll find what you want right here, and then some.
Siralim, An extremely in-depth monster capture, team builder game with near endless possibilities. But ultimately
A test in tedium.
Overall I love the idea of the game, and it DOES get my dorky min-maxer rocks off a bit, the whole "endless" everything, "no cap", theorizing game breaking monster builds.
unfortunately there is a fine line in between being fun in theory and being fun in practice.
The game seems to be designed with unnecessarily long grinds in mind. There is an artificially long barrior from seeing some of the higher tiered monsters, seperated by very long "creature tier" rituals you must do over and over and over again, increasing in cost each time, all to see one or two new monsters per ritual. You will subsidize this cost by spending a majority of your early game skills points in boring skills like "Gain more resources" after battle. and other comparable economy styled skilled. Another popular one "get better loot", sounds cool right? not when the early game loot is borderline trash, and it seems that this must be leveled to get any sort of "normal" loot that you finally feel was worth your efforts.
The levels (realms) while starting off simple, small, cute, a good time waster size, turn into massive expeditions with tons of wasted space that your character will take forever to walk slowly over. The upgrade for faster move speed in castles would have been nice in realms too...
There is no goal, unlike pokemon with badges, this has no direction other than, like stated previously, to get EXTREME cases of "min-maxer" typed brain people's dopamine flowing, so they can get deeper and deeper in the endless dungeon, and so they can show off there "suber OP" level 462 team off to... their friends when they visit them... or, an online message board if they post pictures... because the game isn't multiplayer.
In my opinion a bit more sense of direction would have been nice, maybe bosses every ten realms or so, some sort of small goal atleast. When you defeat them you could get a little trophy and some sort of loot, possibly some unique or rarer loot to make it worth your trouble.
Don't get me wrong though, it does have it's moments, and i will probably even pick up the second one. I just feel like most of the 'reward' never feels worth the effort.
The people are rightfully praising the great tactics in the game, however there are some points of criticism because of which I cannot play this game for longer than one hour at a time:
- creatures have no active skills, they only attack, defend, provoke.
This makes the battles a button-spamming fest, where you cycle through a flood of attack and damage notifications. Add in the fact that the attacks are visually unappealing and the battles become boring soon. But make sure not to lose your attention, because there is no battle log, so any battle message you click away is forever lost!
- the enemy progression is incredibly slow.
I've played for almost two hours and the number of different enemies I've encountered can probably be counted on two hands. Despite having different types of realms at my disposal, the battles always feel the same.
All in all, I feel like the game is concentrating too much on aspects that give it tactical depth and too little on aspects that make it fun to play.
That being said, I have high hopes for the sequel. From the developer's blog, it's clear that the majority of the issues will be fixed.
So...this is a pretty good game, I guess. I wouldn't NOT recommend it.
+ Limitless combinations for your team (weapons and monsters)
+ Weapon customization
+ Limitless random maps and map upgrades (ie, snow map, forest map, sorcery based map)
+ Pretty decent music
+ Oldschool graphics (hey, I'm a fan)
+ Male OR Female main character
+ You're a wizard, 'arry.
+ No but seriously, you're a wizard.
+ You're also King. Or Queen. Automatic plus for that. Hail King Daedra.
- Tasks are tedious (I haven't gotten through but the first few hours of gameplay and all the tasks are pretty much the same)
- Resources take some serious time to get (For example, many rituals take somewhere around 1000+ resources. Each battle only gives maybe 150 of each, and the battles can get long and tedious as well)
- Gets pretty repetitive after a while.
- Not any REAL difference in the maps. They're all pretty much the same concept. There's not really an open world map or anything where you get to choose which map or place you get to go to.
- Limited NPCs. All the NPCs you encounter are inside your castle. (I'm a gamer who likes his NPCs, so this was a bit disappointing to me, but yo, that's just me)
- Not really any story to this game, even though it seems like there would be. You just kinda...catch'em all.
- No real achievements...hey, ya built a blacksmith? Well that's great, but you have to upgrade him again to get him to actually make you weapons/armor/wizard things.
- Grinding heaven.
Those are only my personal peeves on the game. Yet I'm still playing it in the hopes that something new happens. This is literally just a quest game. Quest after quest. Despite that, it's not too bad. I wouldn't buy it at $10, though. Got mine on sale at 51% off, so yeah. Not sure if I'd recommend at full price. This game is a good time killer, but it's literally mostly all grinding. If ya like that kinda thing and enjoy having monsters tail ya everywhere ya go, this game is totally for you!
A fun game that is like a mix between Pokemon and Magic the Gathering.
Pros:
- deep turn based strategy
- replayable with many ways to customize
- well designed interface and controls
- graphics are pretty cool
- haven't discovered any major bugs
- I'm 40 hours into the game, no end in sight
Cons
- lack of a major storyline, at least thus far
- can get a little repetitive
If you like turn based strategy games that have "deckbuilding" elements, you'll probably like this game.
I found this game a few days ago on steam by Searching for Pokemon. I was just curious as to what Steam had to offer in the monster taming genre. What I found left me wanting more. You see, during the pokemon craze there were several games that came out looking to capitolize on Pokemon's formula. This game seems to take elements from quitee a few of them. But what I see it mostly inspired by is one of my favorite roguelikes growing up, well before I knew what a roguelike was. Dragon Warrior Monsters.
This game is like a love letter to that style of game, beautiful retro graphics that would not be out of place on the Gameboy Color, wonderfuly aranged midi's that invoke a feeling of adventure, the randomly generated dungeons, which I might add are superior to DWM in that they are not just empty spaces but filled with things to interact with, from resources to gather, to npcs to help and merchents to buy from. Every dungeon has a duty associated with it, generated randomly when you enter, finish the duty and you get a large reward such as a nice haul of resources for building your kingdom, or artifacts or cores to help you summon more monsters and a nice fat wad of experience. I find this helpful for leveling up low level monsters to help them catch up with the rest of the party as you start the game off only able to have one monster in your party (Two after a tutorial battle which comes quickly in the begining) as you level up you can add more monsters to your party up to six.
The method of attaining your monsters has it's own unique spin this time around, instead of befirending wild monsters you use your magic on weakened monsters in the wild to extract their core. I think of this as something like essential salts from some of H.P. Lovecrafts works. Once you have three of the same type of core you can take it to the summoning brazier and along with some resources, (reagents for a evil summoning spell) you burn them there by calling your monster into your realm of existance from whatever dastardly plain they call home.
The thing I really love about this game though is the sheer bredth of it. You can play forever and still get stronger. There is no level cap. So you can level as long as you like. Crazy right? Yeah and things actually scale to your party's level. So if your character is super high level but you are working with a party of level 1 newbie monsters you can still have a decent shot in battle.
Anyway I love this game and I'm only four hours in. If you think this game is something you would enjoy I can tell you that ten dollars is deffinatly worth the price of admition.
This game had been on my wishlist for a very long time.
I saw that it was on sale for a mere $5 and I decided to finally take the plunge.
Long story short, within 2 days I had accrued 24 hours and bought it on my phone (another $5 purchase, optional, of course) so that I can keep dragging my party of demons, elementals, monsters, fiends, angels, and every other creature imaginable through endless realms even while I'm stuck in class, or on the bus, or anywhere else!
If you're not convinced, you can get it on Android (among other platforms) for a free trial up to level 15.
This game has *depth*. I mean, this is DEEP. Your constant grind for power is punctuated by formulating synergistic creature and artifact combinations, plundering randomized "realms" for resources and experience, just to spend it all on MORE creatures, MORE artifacts, and MORE spells to fight MORE difficult and varied monsters.
With a limitless level cap and an incredibly complex system of upgrading yourself, and your monsters, this game has the potential to steal countless hours. I've already lost sleep over it and the journey has just begun.
Siralim goes right to the heart of what’s fun in a stat building, dungeon crawling, turn-based roguelike (esk) RPG. If you like building creature rosters (catching ‘em all), finding and upgrading items, spending stat points, combining unique passive skills for synergistic badassery and purchasing new parts of your castle to unlock more upgrade potential … this game is for you! There’s no plot to speak of and no super shiny graphics; just the old SNES RPG look and over 325 creatures to find (that’s not a joke either … just over 325 at this time). The music is appropriate for an olde-timey RPG and the nether creature system lets you make SUPER high powered versions of the monsters you love the most. I can’t say enough about the game so I’ll leave it at, “this is pure, unadulterated, unmitigated fun!”
In addition to this game being incredibly fun, the developer is the most stunningly dedicated developer I’ve ever seen. Example: I mistakenly closed the game (click on the X and she’s gone!) and it was at the absolute worst of times. I had just handed in 20 hours’ worth of lovingly crafted items all for my first big super high powered creature … but I had not been given the creature yet. When I restarted the game back up I had no creature nor did I have my creature items. I posted about this on their website and in a few hours (on a Sunday) the developer, Zack, replies to my post and asked me what I lost and then sent me an e-mail with a code to use in game to get it all back. You read that right, the developer refunded all of the stuff I lost when it was my fault! They also go to their own Reddit and hunt down errors to fix there! Check it out the dev finds problems on there and just asks them to post on the forums about it and VOILA! FIXED!
I give them game a 10 out of 10 for dedicated development & support. I also give them a 10 out of 10 for being 100%, unfiltered fun. Get it on your computer (mac or PC) and then get it on your phone while you’re at it; Get It, Play It, Love It!
No plot, just pure gameplay. The most grindy game of all time, but it remains compelling. If you thought the best part of old JRPGs was leveling your characters and their skills, this is THE game for you. Kiss your free time goodbye. This game has hundreds of hours of gameplay on tap. Insanely addictive.
This game should come with a warning label.
Edit: Almost 40 hours in now, dear lord. This game is still awesome for me. So many things I still haven't done. Must keep playing. Witcher 3 has been collecting dust since the day I bought this game.
Look at my stats: I have well North of 400 games on Steam....have only ever reviewed 3. If you look at the videos and read other reviews and think "that's a game I might like" then I guarantee you, you will love it. Not a game for everyone, but if you like strategic battles and deep character customization, look no further.
Honestly, really great, best new mons game I've played in a while, and I'm a really big fan of the genre. Siralim is more Dragon Quest Monsters than Pokemon with a simplified yet very deep and challenging turn-based system. The aesthetic is great, the monsters are fantastically designed, and what little dialogue there is is very well written.
My major complaint is that since it doesn't have anything resembling a story really, after a while everything starts to get a bit samey, it's ultimately only a turn-based RPG after all, and in my opinion what held together the retro games Siralim models itself after was the challenge of the game system wrapped around a feeling of exploration and epic narrative. I wish at least there were more kinds of realms to explore or even arbitrary challenges to overcome that give you a sense of progress (something like a puzzle boss fight requiring specific tactics every ten floors or something, though the level scaling system is so well done that I know it's redundant). I've read the dev's opinions on the matter though, and he has good reasons for why that's the case, so I can't blame him. It just means that this game isn't everything I wanted out of a game like this, but it's pretty damn good.
Wow. This game is great. I've bought about 10 games in the last month (from indie to AAA) and not one has held my attention for more than 30 minutes. I just got Siralim and the next thing I know I already have 100 minutes in. I realize that's not a lot of time, but for me, that's substantial for a first sit down. I'll update with more info as I progress.
On the most basic level, it's a game about an endless lust for power. In terms of sheer customization there is no limit to what you can do in this game. I start to get anxious when I realize I may never be able to try out every possible team/legendary artifact combination, because I simply do not have the time! It's a malicious time sucking game that is hard to pull yourself away from. Endlessly playable, and continually rewarding, based around systems that eternally feed into one another. Someone very evil devised this game.
If you like Dragon Quest Monsters or that sort of thing, obviously you'll like this. But beyond that, if you really enjoyed Disgaea's absurd level of customization and power leveling, then you'll also get a kick out of this game.
I would say that the game does a respectable job of creating some interesting combat situations for you to consider, however, unless you're pushing your team to it's limits, the combat can devolve into a button mashing grind, which I would consider it's one failing. However, once you let yourself get deep enough, you simply don't care anymore, you just have to get the next artifact, legendary material, monster, nether monster, demonic nether monster, finish off that power spell, build that team you dreamed up, level these gems, clear this level, whew!
You know what? Do yourself a favor, and avoid this game at all costs, not because it's bad, but because it has the power to steal all of your time away.
Simply addictive. Since I bought it, it's all I've played. The more you play, the more rewarding the experience becomes and with the sheer number of concepts added to this game, there is always a reason to be working towards 3 or 4 things at once.
I have always been a fan of dungeon crawlers since my experience with Azure Dreams but have always avoided the indie dungeon crawlers because they all looked to lack depth; you're in a dungeon, escape...? Nah man, I want to able to do more than that! I bought Siralim because it looked to combine dungeon crawling with building, crafting and management in a castle (cause, you know, towns are sooo last century). I wasn't quite right in that belief but I was not disappointed.
The game does have a few points of irritation for me personally, such as the AI likes to cheat and spam spells or the difficultly goes from 0 to +10 instantaneously and without warning, or those bleeding linked Diabolic Menace who are seriously over powered.
All in all, this game is worth 3 times it's current steam price, I would recommend you pick it up and see my point. Grade: B
Pros:
Rewarding experience; the longer you play, the more you unlock/learn
Customisable...everythings?
Fights start to require serious synergy between your creatures (magic the gathering levels)
Does not scale well... (Can be extremely hard or extremely easy, no middle ground)
Plenty to do and work on
Cons:
Lack of animations in battle (could be called retro but personally, I find it lazy)
Choice of attack sound effects for creatures...not satisfying at all and borderline irritating on longer sessions (which this game is clearly geared towards)
Does not scale well... (Can be extremely hard or extremely easy, no middle ground)
Would like to see:
More comical items
More Realms
Siralim is a turn-based dungeon-crawling creature-taming RPG with lots of randomly-generated elements.
Despite my current visible playtime on the Steam version of Siralim, I've sunk over 40 hours into this game (and intend to pick it back up with the Steam release). I really wanted to write a review on Steam to support the developer.
Strong Points
- Every Creature has a different Ability. Mixing and matching Abilities can create a variety of synergies--and different Creatures' Abilities can counter enemy Creatures' Abilities, too.
- Craftable & Enchantable weapons, plus Enchanting effects like increased HP or causing invisibility on hit.
- The ability to create super-strong Creatures "from scratch" by collecting a series of rare items and crafting a "Nether Egg."
- Can be a bit of a grind
- Charming retro art style & great Creature variety
- Zack, the lead dev, listens to bug reports and constructive criticism at the Thylacine Studios Forums.
Weak Points
- Very specific audience
- Can be a bit of a grind
[*]Somewhat repetitive missions/dungeons
If you're not sure you're part of the audience for Siralim's turn-based-dungeon-crawling-creature-taming-RPG-with-lots-of-randomly-generated-elements, but you still really want to give it a try, you're in luck; there's a free demo at the Siralim website!
Дополнительная информация
Разработчик | Thylacine Studios |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 15.01.2025 |
Отзывы пользователей | 87% положительных (167) |